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  • ...number of aliens present during missions check [[Alien Deployment (EU2012)|Alien Deployment]]. ...review all of the available data please check [[Alien Objectives (EU2012)|Alien Objectives]] (*SPOILERS*).
    2 KB (280 words) - 11:28, 12 June 2014
  • ...results, including Aliens Killed, XCOM Operatives Lost, and if playing a [[Alien Terror (EU2012)|terror]] mission, the number of Civilians Saved. ...e next [[Storyline (EU2012)#XCOM's Objectives|objective]] to be reached by XCOM.
    3 KB (464 words) - 20:50, 29 November 2013
  • ...nce file which records the computer’s assessment of the effects of various weapons. This file records the damage statistic of various weapons against all types of armor.
    1 KB (218 words) - 20:57, 20 June 2019
  • ...e functionally identical to XCOM's models, for both conventional and laser weapons (which need the matching Laser research before use). ...r scrubs and bench warmers if materials are thin and getting enough Plasma weapons is proving difficult.
    4 KB (556 words) - 00:19, 25 January 2014
  • {{Ref Open | title = Alien Grenade}} [[File:ALIEN GRENADE (EU2012).png‎‎|right|100px|Alien Grenade]]
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  • [[XCOM 2: War of the Chosen]] [[Psionic Labs (XCOM 2)|Psionic Labs]]
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  • ...larly with live aliens. This is acknowledged by Bradford and Tygan in XCOM 2. ...t enthusiasm, as her particular interests lie in finding ways to adapt the alien technology to advance human scientific developments.
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  • An all HE team early on is AWESOME, due to Xcom fresh recruits absolute lack of 20/20 vision and steady trigger fingers. *Collateral Damage (xcom soldiers, items, civilians...)
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  • Our research into the alien's plasma based weaponry is among the most advanced and dangerous work we've {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}
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  • ...t ADVENT had put into his skull, showing his determination in opposing the alien forces. ...to Skullmine and Hack for Blacksite Facility leads, and gather any ADVENT/alien datapad drops: Tygan can research the leads for the Facilities (for a moder
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  • ...uncil requests''' come from random Council countries that haven't left the XCOM project. Having fewer or more Council countries has no effect on the overal If a request would provide Scientists or Engineers as a reward, but XCOM has > 120 of them, there is a 33% chance to convert the reward to a soldier
    17 KB (2,462 words) - 12:38, 19 May 2022
  • [[File:Alien Abductions (EU2012).png|150px|right|Alien Abductions]] Alien abduction in progress. Site is clear of civilians and multiple hostile elem
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  • ...he wall. The following timelines show what will happen when the soldier or alien chooses different firemodes. Alien firemode = 8 TUs (Snap Shot from Plasma Rifle)
    7 KB (1,151 words) - 10:11, 13 September 2013
  • ==Alien Levels and Alien Research== ...in level by gaining research. Every 50 alien research gained increases the Alien Level by 1.
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  • Our advanced research in alien physiology has allowed us to synthesize a modified version of the poison pr {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}
    1 KB (181 words) - 03:25, 31 January 2014
  • {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}} |costs=§40<br>5 [[Alien Alloys (EU2012)|Alloys]]<br>2 [[Chryssalid Corpse (EU2012)|Chryssalid Corpses]]<br> 7 Engineers
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  • ...hin the 110 available items in preference to some of the standard starting weapons. *Alien Containment has doors blocking the corridor on the West side. Door is only
    6 KB (1,130 words) - 10:56, 28 August 2021
  • ...ally tried editing most of these values, however [http://www.stonepool.com/xcom/hacking/up.html Hatfarm] has made entries available by editing UP[8]''' -[[ 1 - Heavy Weapons Platforms
    6 KB (850 words) - 04:37, 23 July 2013
  • ...ception of the [[Support (EU2012)|Support]] soldier class, which may carry 2 items after it gets the '''Deep Pockets''' ability at Major rank. These ite ...ows all soldiers, regardless of their [[Classes (EU2012)|class]], to carry 2 items.
    3 KB (403 words) - 18:35, 7 December 2013
  • [[File:MEC-2 (EU2012).png|right|128px|MEC-2 Sentinel]] *The MEC-2 is capable of deploying a wider variety of weapons and devices than its predecessor
    3 KB (371 words) - 17:52, 6 February 2014
  • The formula for alien Research is: ''Research Points'' = ''Bonus Research'' + ''Days Passed''
    5 KB (631 words) - 17:13, 27 July 2020
  • Although the alien weapon fragments provide a limited glimpse into the systems utilized in the {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}
    6 KB (897 words) - 09:49, 2 September 2020
  • It can be found in the second-to-last mission, when XCOM's base is under attack. When approaching the room it is in, there is an ope ...efore needing to reload. As it is also unique, you can only reload it from alien Ammo Packs (or Supply Drops). If you're trying to hold onto it during a lon
    2 KB (271 words) - 04:24, 22 September 2014
  • ...e by implementing several of the design improvements observed in the alien weapons. As a result, these rockets are capable of guiding themselves, even when fi {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}
    3 KB (488 words) - 15:52, 30 January 2014
  • {| {{stdTable}} title = "Long War 2" width = "100%" ...ALT-1 transparent.png|x50px|link=]]<br>'''Long War 2 / Shen's Last Gift / Alien Hunters'''
    5 KB (657 words) - 03:29, 12 July 2021
  • *The MEC-3 is capable of deploying several powerful weapons and devices in addition to the main gun {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}
    3 KB (498 words) - 17:51, 6 February 2014
  • ...ien rulers randomly in missions. Defeating the alien rulers grants special weapons and items. This mission appears early, after recovering the unique weapons from Big Sky's Skyranger. Bradford personally accompanies the squad on this
    4 KB (711 words) - 15:20, 6 February 2021
  • The Lost are a new type of enemy introduced in [[XCOM 2: War of the Chosen]]. ...n, in the ADVENT language) used to be human, but exposure to the alien bio-weapons used in the initial invasion has caused them to devolve into bloodthirsty z
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  • [[Image:Mechtoid 2.png|right|300px|The Mechtoid]] ...oped by the aliens for the [[Sectoid (EU2012)|Sectoids]] that appears on [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. The Mechtoid has an ability
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  • *Warhead's effectiveness against alien armor materials is unknown {{Ref Close | source = XCOM: Enemy Unknown (2012)}}
    1 KB (142 words) - 02:52, 31 January 2014
  • ==Alien Levels and Alien Research== ...rming at the strategic or tactical level can accelerate their progression. Alien Level is modified by [[Difficulty (LWR)#Difficulty_Levels|Difficulty Level]
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  • |image = [[File:XCOM2Sectopod.png|XCOM 2 Sectopod| 150px]] Explosives and acid weapons greatly help to remove armor, and AP rounds make its armor mostly irrelevan
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  • {{Ref Close | source = XCOM: Enemy Unknown (2012)}} |base damage=1-2 (+1 with [[Foundry (EU2012)#Improved Pistol III|Improved Pistol III]])
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  • [[Long War 2]] makes a lot of equipment items first be researched in the Proving Ground ...equisites !! colspan="4" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks
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  • ...equisites !! colspan="4" style="border-right-width: 2px"| Cost !! rowspan="2" style="border-width: 2px" | Unlocks |style="border-width: 1px 2px 2px 1px"| [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]<br />'''Corpses'''
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  • {{Ref Close | source = XCOM: Enemy Unknown (2012)}} |costs=§30<br>25 [[Alien Alloys (EU2012)|Alloys]]<br>12 Engineers
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  • ...wn variant, we believe it should now be possible to both manufacture these weapons, and adapt any we manage to recover from the field. {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}
    7 KB (1,068 words) - 08:21, 14 May 2015
  • ...and control foes while managing the consequences of success and failure in XCOM's favor. ...d fielding a optimized, safe Haywire Protocol to turn the enemy's heaviest weapons against them, but can leave the squad lacking in medical options if you do
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  • ...base]]). The Skyranger is also the only way for you to retrieve all the [[Alien Artefacts]] needed to [[research]] the production of newer types of [[craft ...]]'' equivalent, refer to the [[Triton]]. For the ''[[Enemy Unknown (2012)|XCOM: Enemy Unknown]]'' equivalent, see [[Skyranger (EU2012)]].
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  • ...e Sawed-off Shotgun, a sidearm that is unique to the Ballistic tier. See [[Weapons (Long War)#Weapon Tiers|Weapon tiers]] for more information on the new weap While the number of Rocket Launchers and MEC secondary weapons remains unchanged, explosives in general have received an overhaul. Unlike
    25 KB (3,528 words) - 14:31, 9 May 2023
  • ...Research''' increases the power of the alien [[UFOs (Long_War)|air]] and [[Alien Life Forms (Long War)|ground]] forces in a variety of ways. Specifically: ...s|stronger UFO types to be fielded]] at lower [[Alien_Resources_(Long_War)|Alien Resource]] levels
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  • [[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]] ...using additional Genetic improvements and Class abilities. However, unlike XCOM, EXALT doesn't use [[MEC Trooper (EU2012)|MECs]] Troopers.
    14 KB (1,971 words) - 09:55, 28 November 2019
  • The Faceless is an alien enemy unit. They are a new, improved infiltration unit, and unlike the [[T ...- 60-75. However, this can potentially destroy nearby cover, exposing the XCOM soldier to enemy fire.
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  • [[Image:Muton 2 (EU2012).png|300px|right|Muton]] ...In many ways, Mutons are the dark twin to human infantry, and are bane of XCOM: You would do well to exercise extreme caution wherever Muton soldiers may
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  • {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}} |costs=§325<br>40 [[Alien Alloys (EU2012)|Alloys]]<br>40 [[Elerium (EU2012)|Elerium]]<br>25 Engineers
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  • {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}} *"You tell those guys we can't have them bringing back alien body parts as souvenirs...it's a breach of protocol!"
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  • {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}} |costs=§70<br>30 [[Alien Alloys (EU2012)|Alloys]]<br>10 Engineers
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  • ...we can only guess at the creature's nature. An inexplicable enigma of our alien enemies. <br clear="all" /> | aggression = 2
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  • ...retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired. ...t their Elite operatives can easily boast as much health as an experienced XCOM operative in heavy armor and have a similar array of perks available.
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  • "Breacher" type Assaults (Right branch) are XCOM's ideal front line, capable of plunging into the heart of an enemy formatio ===Weapons===
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  • There are 4 classes of agents available on The Bureau: XCOM Declassified, plus [[William Carter (Bureau)|Carter]], which belongs to a u Commandos are your main combat class. They use regular rifles as weapons and have the highest durability of any class.
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  • ...an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued ...rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
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  • ...d what isn't. This article will attempt to make logical comparisons of the weapons you start with, explain their roles and let you decide which weapon will su ...e, heavy cannon vs. auto cannon, grenade vs. high explosive. Merits of the weapons that don't have immediate pairings will be discussed on their own, such as
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  • ...iers, these soldiers do not need to overcommit utility item slots to their weapons, allowing them to bulk up health and armor like their fellow frontline sold ...ruins left in a rocket's wake make an unsuitable defensive position should XCOM need to occupy it.
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  • For the Version that appears in [[The Bureau: XCOM Declassified|The Bureau]], ''see [[Silacoid (Bureau)]]'' ...ase Defence]]s, with a [[Terror ship|Terror Ship]] or [[Battleship]], on [[Alien Base Assault]]s, and finally on [[Cydonia]].
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  • ...ns that are only available to one or a few classes, each class has several weapons to choose from. ...Tap and Light 'Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can stil
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  • [[Image:Elite Muton 2 (EU2012).png|right|300px|Muton Elite]] ...and a [[Heavy Plasma (EU2012)|Heavy Plasma]] and [[Alien Grenade (EU2012)|Alien Grenades]]. They're one of the last aliens to be encountered and will alway
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  • ...ry gives access to is interceptor upgrades, making them viable against the alien UFOs. For a full list of some of the new items unlocked by Foundry projects ...rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
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  • An '''Alien Artifact''' is anything that your soldiers acquire from tactical missions. ==Alien materials==
    47 KB (5,724 words) - 20:18, 25 July 2020
  • ..., with the possible remote exception of somebody playing with hacked melee weapons (which might or might not also be hard-wired to 100% accuracy). ...ake "new" [[Item Stacking Bug#Effects of stacked items in hand slots|melee weapons]].
    6 KB (981 words) - 03:18, 5 July 2016
  • ...2012)|Raven]]''' - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. ** Variable Procurement Cost: §200, 20x [[Elerium (EU2012)|Elerium]], 40 [[Alien Alloys (EU2012)|Alloys]] (Halved if have NA bonus)
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  • ...ver. The DLC also introduces the Lost, former humans that will attack both XCOM and ADVENT forces on the battlefield. *[[Spectre (XCOM2)|Spectre]]: A bizarre alien that knocks soldiers unconscious to create shadow clones under its control.
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  • [[File:XCOM Base Defense Mission Screen (EU2012).png|200px|right]] ...XCOM Base Security personnel, are available. Failure will mean the end of XCOM.
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  • ...uivalent protection worn by [[MEC Trooper (EU2012)|MEC Troopers]] on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] see [[MEC Suit (EU2012)|MEC S ...2)|Psi Armor]] ||align="center" |+6||align="center" |+10||align="center" |+2||+20 Will
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  • '''Alien Artifact''' is everything that your soldiers return to the base from tactic ...m Alien base assaults and the EXALT HQ are much more valuable, encouraging XCOM to liberate withdrawn nations when possible and forcing the player to consi
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  • ...its main Research laboratory, headed by Dr. Tygan. Research in [[Long War 2]] has been expanded with two more weapon tier techs, one more autopsy, and These projects increase XCOM's efficiency at research and engineering, reducing staff requirements and i
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  • '''Primary Weapons:''' Shotgun, Shard Gun, Storm Gun, Assault Rifle, Magnetic Rifle, Plasma Ri '''Auxiliary Weapons:''' Sword, Arc Blade, Fusion Blade
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  • ...between their predecessors the [[Heavy Cannon]] and [[Rocket Launcher]] as weapons were vastly different, the improvements to the Gas Cannon and reductions to ...ade the rocket launcher worthwhile, but in TFTD, the fact that you can get 2 shots off with GC makes the 25 point difference no longer worth it, damagew
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  • ...<div style="text-align: center;">'''''A mysterious new branch of study for XCOM, the Psionic Operative utilizes their mental abilities to great effect to b The Psi Operative in Long War 2 is almost identical to the vanilla one. The main difference is that some ab
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  • ...rts, see''''' '''[[Primary Weapons (LWR)]]''' '''''and''''' '''[[Secondary Weapons (LWR)]].''' Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:
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  • ===Main Weapons=== ...alists]] and [[Psi Operative (XCOM2)|Psi operatives]]. They are generalist weapons, not excelling in any particular situation. Clip size 4
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  • ...satellites]], fulfill Council [[Requests (EU2012)|requests]] and, in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] to carry out [[Covert Operati ...ight and, through icons over the countries/continents, the location of the XCOM base and the satellites/interceptors deployed.
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  • ...s (HPs) that will be removed from a unit upon being hit by a shot from a [[Weapons (EU2012)|weapon]], an explosion or some specific [[Abilities (EU2012)|abili #Random damage, dealt by firearms and melee weapons (pistols, rifles, blades, claws, etc.), with the damage value being determi
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  • ...Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons. ! rowspan="2" | Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="5" | Cost !! colspan="4" | Unlo
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  • ...satellites]], fulfill Council [[Requests (EU2012)|requests]] and, in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] to carry out [[Covert Operati ...ight and, through icons over the countries/continents, the location of the XCOM base and the satellites/interceptors deployed.
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  • |effect=Main staging ground for XCOM aircraft The '''Hangar''' provides access to the management of XCOM air forces. Possible operations:
    11 KB (1,584 words) - 22:06, 6 June 2022
  • |effect=Main staging ground for XCOM aircraft The '''Hangar''' provides access to the management of XCOM air forces. Possible operations:
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  • ...has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. ' ...classes of [[XCOM (EU2012)|XCOM]] soldiers present in the game, with the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] introducing a new one, the [[
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  • == Alien Contact Site Mission == {{Ref Open | title = Alien Activity Site (Seabed)}}
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  • ..._from_Long_War_2_(LWOTC)|некоторые отличия от Long War 2]]. Как и Long War 2, Long War of the Chosen вносит множество изменений,
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  • The Codex is an alien mechanical unit that lives inside the alien psionic/data network. It takes the form of an electric yellow female-humano ...c Bomb: The Codex can summon a smallpsionic rift. This disables weapons of XCOM soldiers in the area (mechanically, it reduces their ammo to zero). The rif
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  • [[Image:Zombie 2 (EU2012).png|right|300px|Zombie]] ...re into a junior Chryssalid and burst out of its host, killing it. The new alien will have full movement and the ability to immediately impregnate other vic
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  • ...see''''' '''[[Primary Weapons (Long War)]]''' '''''and''''' '''[[Secondary Weapons (Long War)]].''' Long War makes several changes to weapons:
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  • ...heaviest of our body armor prototypes, the "Titan" armor makes use of the alien element known as [[Elerium (EU2012)|Elerium]] to provide a continual powere {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}
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  • Your [[Soldiers (EU2012)|soldiers']] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma. ===Conventional Weapons===
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  • [[Image: Cyberdisc 2 (EU2012).png|right|300px|Cyberdisc]] ...ower to take down and it also comes equipped with [[Alien Grenade (EU2012)|alien grenades]]. They are one of the fastest ground units and can fly, using bot
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  • ...on of survivalists who shunned the ADVENT city centers and the promises of alien technology in favor of life in the wilderness and the abandoned cities. Wit A native of Russia, Volk moved to Alaska as a refugee during the alien invasion and joined the Reapers soon after the surrender of the world's gov
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  • | width = 2 | height = 2
    7 KB (1,174 words) - 03:37, 8 January 2020
  • ! rowspan="2" | Facility !! rowspan="2" | Effect !! colspan="2" | Maintenance | The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford
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  • ADVENT Troopers are the most common ADVENT soldiers deployed within [[XCOM 2]], first appearing at the beginning of the game and continuing to appear th ...once human volunteers, ADVENT Troopers are revealed to be hybridized with alien DNA, giving them undeniably inhuman facial features and orange blood; with
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  • 2 |[[File:Alien Alloys (EU2012).png|50px]]<br>[[Alien Alloys (EU2012)|Alien Alloys]]
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  • ...ar|Long War 1]], Long War 2 makes some changes to the weapons available to XCOM: * 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
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  • [[Image:Sectopod 2 (EU2012).png|right|300px|Sectopod]] An artificial warrior for the Alien Army, these huge robotic units are a massive threat to your squad members.
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  • ...t quickly find yourself crippled with long repair times and unable to stop alien operations. XCOM starts with 3 interceptors.
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  • ...d from the field will have to be housed in an [[Alien Containment (EU2012)|Alien Containment]] facility; I strongly advise we build that facility before att {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}
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  • ...are destroyed in the air will cause the council to give a credit bounty to XCOM and 25-50% of the total alloys the UFO would normally yield. UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chanc
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  • ...fire, to the point of achieving more shots during the enemy turn than most XCOM soldiers can muster during their own turn, but sacrifice potential punch wi ===Weapons===
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  • ...in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla. There are 3 Arc Weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will l
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  • ...at close range) - very important when aliens can reaction fire with plasma weapons on Auto against lightly armoured troops! ...ever, HE auto has the unwanted side-effect of destroying a lot of precious alien equipment, when an enemy dies from the first shot, drops his equipment and
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  • This group of Sub-Sets allows the player access to the full arsenal of weapons spread over two respective pages. ===='''Human & Alien Weapons'''====
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