https://www.ufopaedia.org/api.php?action=feedcontributions&user=Redrich&feedformat=atomUFOpaedia - User contributions [en]2024-03-28T22:22:58ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Storyline_Missions_(XCOM2)&diff=71766Storyline Missions (XCOM2)2016-04-11T14:22:29Z<p>Redrich: </p>
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<div>===Tutorial===<br />
The tutorial mission is entirely scripted, designed to introduce you to various concepts. There is no way to change the events, and you will always finish the mission with two casualties, and one soldier (Jane Kelly) on your roster at Squaddie rank. It's recommended to play through your first time with it on, since it also contains plot exposition that you otherwise miss. Do note that tutorial makes The Untouchables achievement unattainable. <br />
<br />
The Commander of XCOM (you) had been captured a few weeks into the campaign of the war in 2015: having been in stasis for 20 years, the tutorial will guide you through with Bradford himself pulling you out of an ADVENT facility. As you leave the area, an electrical surge burns out the remaining equipment, and a strange, seemingly electromagnetic being with circuit patterns on it's skin appears and takes note of your disappearance...<br />
<br />
You are taken to the Avenger, where Dr Tygan performs an operation to remove an implant from your brain to restore you to health. You are then encouraged to browse the history database and then are introduced to Tygan and Shen.<br />
<br />
You will quickly be launched in to a second mission to obtain a power core for the Avenger to make it flight ready. This mission is not scripted.<br />
<br />
If playing with tutorial off, the game will instead start in a 4-person mission to destroy an ADVENT monument. The Avenger is already fully functional and the mission to recover the power core doesn't occur.<br />
<br />
===Initial Research===<br />
You will have a research topic available to research the implant removed from your brain, then a similar implant taken from the [[ADVENT Officer (XCOM2)|ADVENT Officer]]. Researching this will reveal that all of the ADVENT troops are linked together by these implants, and that accessing a still-living officer's implant could allow XCOM to pull information from the aliens' psychic network. You then need to construct a [[Proving Ground (XCOM2)|Proving Ground]] and research the Skulljack. This will give an objective to skulljack an ADVENT officer in the field.<br />
<br />
Meanwhile you will be contacted by the former XCOM Council Spokesman, who will inform you of a "Blacksite" that seems to be a focus of alien activity. You need to research Resistance Comms to contact other regions and contact the region containing the Blacksite to gain access to the mission, after which you can launch it at any time.<br />
<br />
===Blacksite===<br />
This is a retrieval and extraction mission. Your squad is inserted some distance from the Blacksite in concealment. Upon approaching the Blacksite you will see that it's a processing facility for humans in to some sort of liquid, and you must recover a vial of this substance and extract. This mission has more enemies than missions so far, and is likely to be your first encounter with a [[ADVENT Mech (XCOM2)|Light Mech]], and (less significantly) [[ADVENT Turret (XCOM2)|ADVENT Turret]]s.<br />
<br />
Completion of this mission allows the research of the Blacksite vial. This requires building a [[Shadow Chamber (XCOM2)|Shadow Chamber]] facility first, and completing the analysis unlocks the Forge mission.<br />
<br />
===Skulljacking an Officer===<br />
Upon skulljacking an officer, a [[Codex (XCOM2)|Codex]] will teleport in. A Codex is likely much stronger than anything you've encountered so far (depending on how long you put off skulljacking), so you'll want to wait until things are quiet before doing the skulljack. Killing the Codex will reward you with a Codex Brain to research. Note that you will recover the Codex Brain after the killing the Codex even if you extract from the mission.<br />
<br />
Analyzing the Codex Brain requires the Shadow Chamber facility. Completing this analysis unlocks the Psi Gate mission, and skulljacking a Codex in the field.<br />
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===Forge===<br />
Analysis of the Blacksite Vial in the Shadow Chamber will reveal the presence of another alien facility. Infiltrating this facility, you discover an environment suit similar to the one you were imprisoned in, and you are tasked with recovering the suit and occupant and extracting with it. This mission is guaranteed to contain a [[Sectopod (XCOM2)|Sectopod]].<br />
<br />
===Psi Gate===<br />
Researching the Codex Brain unlocks this mission to investigate the point of origin of the Codex. You approach in infiltration and find a Psionic Gateway, guarded by a great many [[Chryssalid (XCOM2)|Chryssalids]] and other enemies. In addition, when you get close a [[Gatekeeper (XCOM2)|Gatekeeper]] will come out of the gateway to defend it. You must defeat all enemies to secure the site.<br />
<br />
This will allow you to install the Psi Gate in to the Shadow Chamber. Researching the Psi Gate shows it to be a gateway to the aliens' base of operations, but efforts to send a probe through fail due to needing an organic key of some sort.<br />
<br />
===Skulljacking a Codex===<br />
After completing research on the Codex Brain, Tygan will ask you to skulljack a live Codex in the field to allow further access to the aliens' psionic network. Skulljacking a Codex spawns an [[Avatar (XCOM2)|Avatar]] enemy, at reduced health. Killing the Avatar allows its autopsy.<br />
<br />
===ADVENT Network Tower===<br />
Analysing the Avatar corpse requires all other storyline research to be complete (notably the Psi Gate and Forge Suit). This will trigger ADVENT to accelerate their plans for humanity and start processing all humans in to genetic material in the gene therapy clinics. The Spokesman will contact you with a plan to assault the ADVENT central network tower to subvert it and broadcast the truth to the population, and also to divert ADVENT from an XCOM assault through the Psi Gate. The assault on the ADVENT network tower will then be unlocked, though you don't have to accept it yet if you don't want to.<br />
<br />
Launching the assault on the ADVENT network tower locks you in to the end-game sequence, so be sure you're ready to finish the game before doing so. The ADVENT tower assault is a small penultimate mission, where a small squad of infiltrators must attack the tower. You can spend any remaining Intel you have on bonuses to make this mission easier. You must fight through the tower's defenders (a relatively small number of high powered enemies) to hack the network tower's control panel and extract.<br />
<br />
===Alien Fortress===<br />
After the network tower mission, you will immediately launch in to the final mission of the game. You can field wounded soldiers in this mission, including any wounded in the network tower assault.<br />
<br />
XCOM launches an assault through the Psi Gate to the aliens' base, accompanied by an Avatar controlled by you, the Commander, personally. Losing your Avatar in this mission immediately loses the game. As you move through the level, Central, Shen, and Tygan will keep you updated on the situation here and on the revolution across the Earth, while the Speaker (somehow not beaten to a bloody pulp), a female-sounding 'Angelis Ethereal', and a more agressive male-sounding one attempt to persuade and goad you. After fighting through a variety of enemies, you will reach the final room, full of psionic gates.<br />
<br />
After a cutscene, an alien Avatar will be on a raised platform up high in the middle of the room-- and can be flanked from the left path, being spotted by a soldier in concealment and a Sharpshooter squadsighting from the full cover pillar near the statuary. It will move to engage you when spotted/wounded (and the game may glitch if this first one Executed via a Repeater before waking the pod up). After a turn or two, two more will spawn in from the other portals, accompanied by alien pods of varying composition and threat level. Killing all three Avatars wins the game, so keeping away from the other aliens to focus on the Avatar may work as a last stand, even if means continuously falling back through the level to keep ahead of the aliens.<br />
<br />
With the last enemy Avatar destroyed, the psionic network holding the Gates active begins to destabilize, with the alien base starting to self-destruct from the strain. The Gate in front of you collapses, but you manage to wedge it open with Psionic power and send your troops back through. With no other options left, the Ethereal bodies glow from their 'coffins' strewn about the room, and attempt to overwrite you from the Avatar body. Fortunately, they have greatly underestimated you, and you are able to hold your own against the full squad of Ethereals, singlehandedly. Blasting back the wraith-like entities they have become, you also manage to get your own consciousness back, and wake up in your real body-- with an otherworldy sound not unlike when Asaru contacted Faulk, Wier, and Weaver...<br />
<br />
The true leaders of ADVENT destroyed, their atrocities exposed and their psionic network in ruins, ADVENT forces crumble before the now exponentially more empowered and numbered Resistance. The people have awoken and are striking down ADVENT, taking back their world. Mission complete, Commander!<br />
<br />
''Meanwhile...''[https://youtu.be/Unzc1sMxlZA?t=214]<br />
<br />
''The ocean had rushed in, the immense pressure destroying the alien base, leaving debris and alien bodies all about the seabed. The last bit of light leaves as the Ethereal 'coffins' flicker and go out... save for from one fissure in the rock, where Psionic energy seems to stream out of the gap in the Earth. Is this truly the end of the Ethereal invasion? Or is this a sign of a new rising '''Terror From The Deep'''? Only time will tell...''</div>Redrichhttps://www.ufopaedia.org/index.php?title=Missions_(XCOM2)&diff=71765Missions (XCOM2)2016-04-11T14:18:09Z<p>Redrich: </p>
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<div>One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations (losing and ADVENT Retaliation mission wont make you lose that territory, but it will decrease the supplies income).<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Mission !! Timer !! Start Concealed !! Objetives !! Reward !! Observations<br />
|- style="vertical-align:top;"<br />
| Guerrilla Ops || - || yes || Varied || Varied + Countering a Dark Event || You can only choose one at a time. Hidden Dark Events can be revealed with Intel, either on the first popup, or by clicking the tag under the Avatar Progress counter. Choose based on what is a greater threat to you (usually the 'free +1/+2 Avatar Progress' events) or go by reward.<br />
|-<br />
| Supply Raid || - || yes || Neutralize all enemies || Alloys + Elerium || Beware of AoE attacks, don't destroy the resources: they are the glowing boxes. Keep in mind that vehicle and other object explosions have some range.<br />
|-<br />
| Secure VIP || 12 || no ||Extract VIP and all soldiers || VIP + resources || VIP starts with you. Extraction zone is fixed and remote.<br />
|-<br />
| Rescue VIP || 12 || no || Extract VIP and all soldiers || VIP + resources || VIP doesn´t start with your soldiers: may appear locked in a cell or an ADVENT van: bring a Specialist. Extraction zone is fixed and remote.<br />
|-<br />
| Neutralize Dark VIP || 12 || yes || Capture or kill Dark VIP + extract all soldiers || Supplies + Intel || If you kill the Dark VIP you don't get the Intel. On proximity, you get the 'Knockout' command, then Carry option: soldier carry rules are in effect. Extraction zone is fixed and remote.<br />
|-<br />
| Protect Device || - || yes || Protect the device and kill all targets || Varied || Late game this mission might get hard due to powerful enemies attacks<br />
|-<br />
| Destroy Device || 8 || yes || Destroy the device and kill all targets || Varied || The ability to MC or hack control of an enemy unit makes this easier<br />
|-<br />
| Hack/Recover Device || 8 || yes ||Hack/Recover the device and kill all targets || Varied || Bring a Specialist: their ranged hack makes this significantly easier: LoS is range.<br />
|-<br />
| UFO Recovery || 6 || yes || kill all targets || Alloys + Elerium || After you break concealment a beacon will activate, you have 6 turns do deactivate it or reinforcements will be deployed.<br />
|-<br />
| ADVENT Retaliation || - || no || save at least six civilians and kill all targets || Supplies income increased || Like in Enemy Unknown/Within; living civvies still on the map are auto-rescued once all enemies are dead. Failing to rescue 6 civilians reduces supply income. Failing to secure the area loses the territory entirely.<br />
|-<br />
| ADVENT Facility || - || yes || Plant the X4 and evacuate || AVATAR progress decreased by point amount displayed under facility on map || Expect drops once the charges are set, and another on your way to extraction.<br />
|-<br />
| Avenger Defense || - || yes || Destroy the Disruptor, don't let enemies inside the ramp || Not losing the game || Defense Matrix helps a lot to camp the ramp, upgrade if you can. MCing and/or Hacking is VERY useful: have the controlled enemy unit take out the Disruptor, while your soldiers retreat, as ADVENT will be airdropping new enemies first every other turn, then eventually ''every'' turn.<br />
|-<br />
|}<br />
<br />
In addition there are several special one-off [[Storyline Missions (XCOM2)|storyline missions]].</div>Redrichhttps://www.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&diff=71689Murphy's Laws (X-COM)2016-04-05T20:18:03Z<p>Redrich: </p>
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<div>==[[Battlescape|Battlescape (UFO Defense)]]==<br />
===[[Soldiers]]===<br />
*If a soldier can miss, he will.<br />
**If a soldier can hit another soldier while missing, he will.<br />
*If a soldier has a high explosive, then he will have to commit suicide for the group to win.<br />
*If a soldier can panic, he will.<br />
**If he is holding a primed [[Proximity Grenade]], he will drop it and start running.<br />
**If he is holding any other primed explosive, he will drop it and stay right there.<br />
**If he is holding something else, he will drop it and run right next to an alien.<br />
*The probability of a soldier getting MCed is proportional to the lethality of the weapons he is carrying.<br />
*The probability of a soldier going berserk is proportional to the number of friendly units he can hit from where he's standing.<br />
*Your troops invariably display better accuracy and reactions when mind controlled than they do under your own orders.<br />
**The opposite is true when you mind control an alien.<br />
*The soldier you gave your shiny new heavy weapon to will turn out to have shitty Psi Strength and/or Morale. You will discover this the hard way.<br />
*If a soldier has a [[Rocket Launcher]], he will get MCed while still in the craft.<br />
*Your first unit out is always shot down.<br />
**Your first unit out is always your commander.<br />
*A wounded soldier will always die just before you find the last alien.<br />
*As soon as you get better armor, the aliens get better weapons.<br />
*[[Electroflare|Flares]] will always land where they cannot be picked up.<br />
*If your base is attacked, you will always get [[Electroflare|flares]] instead of [[Heavy Plasma|Heavy Plasmas]].<br />
*You will always end up short 1 TU for the action you wanted to do.<br />
*If there is a single square where an alien grenade can hit all your soldiers at once, that is the square it will land in.<br />
*The soldiers with the worst stats will always be the first to get promoted.<br />
**When you build the [[Psi Lab]], you will always discover that your highly-trained officers are psi weaklings.<br />
*On [[Ethereal]] [[Terror_Mission|Terror Missions]], you will always get the maximum number of [[Sectopod|Sectopods]] possible.<br />
*When you have finally perfected the art of UFO assaults - [[Initial_Deployment|safe initial deployment]], proper [[Scouting|scout]] and [[Sweeping_the_Battlescape|sweep]] tactics, [[UFO_Ground_Assault#Breaching_UFOs|correct breaching methods]] - that will be the mission an enemy commander shows up with a [[Blaster_Launcher|Blaster Launcher]] and nukes your entire team while it's still on the [[Skyranger]]<br />
*The only thing your soldiers are good for is warning each other about the Blaster Launching-wielding alien right around the corner.<br />
**Considering the laws above, it's pretty easy to guess exactly how they warn the rest of your squad about said Blaster Launcher.<br />
***They warn your squad with an explosion, followed by a scream.<br />
*If a proximity grenade can land on a soldier, it will.<br />
*A soldier with pockets full of pre-primed grenades will fall unconscious right next to your Commander.<br />
*That point-blank reaction shot can be guaranteed by giving the guy a Rocket Launcher.<br />
*The chance of soldiers panicking and running out of the access lift on Cydonia is relative to the amount of soldiers in the access lift.<br />
**And into direct fire from a cyberdisc.<br />
<br />
===[[Civilian|Civilians]]===<br />
*If a civilian sees a fire, he will run into it.<br />
*If a civilian sees an alien, he will move right next to it.<br />
*If a civilian can block your line of fire on an alien, he will do so.<br />
*Civilians are attracted by armed proximity grenades.<br />
*Civilians inevitably block the doorway you need to use right before you get there.<br />
*If a civilian is near an alien, any attempt to save him by shooting the alien will hit the civilian instead.<br />
*Civilians will go out of their way to get shot in a Terror Mission.<br />
<br />
===[[Alien Life Forms|Aliens]]===<br />
*If an alien can hit, it will.<br />
*If an alien tries to MC you, it will always succeed.<br />
*Alien commanders will always kill themselves (with their [[Blaster_Launcher|Blaster Launchers]]) when you're on track to capture them .<br />
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier.<br />
**You never want to know the answer to "Why did the Chryssalid cross the road?".<br />
*If a dying [[Cyberdisc]] can blow up one of your men, it will.<br />
*Unconscious aliens with melee attacks will wake up when you least expect them to.<br />
*If you open a door and turn left, the aliens will all be on the right.<br />
*Aliens are smarter than they look.<br />
*This one is universal for all of the series:<br />
**"Gaahh! Come back here and let me stun/melee you, you little shit!"<br />
*Aliens can smell proximity grenades.<br />
<br />
==[[Geoscape|Geoscape (UFO Defense)]]==<br />
*When you need money the most, your funders will sign treaties with the aliens.<br />
**The first country to drop funding is always the one that gave the most money.<br />
*As soon as you get a new base built, it will be attacked.<br />
**As soon as you get a new base fully equipped and operational, UFO activity in that area will drop to zero.<br />
*If your fully developed base with 12 [[Missile_Defences|Missile Defences]] is successfully weathering a [[Alien_Retaliation|retaliation mission]] every couple days, the 1-in-30 battleship that makes it through will inevitably do so when all your experienced soldiers are out on missions.<br />
*The more money you've saved, the higher the chance the aliens will do something that forces you to waste it.<br />
**The amount of money you lose is proportional to how badly you need whatever you were saving up for.<br />
*[[Alien Terror|Terror sites]] always appear at night.<br />
**Or at noon, located conveniently so that night falls the second you arrive.<br />
*If there is one tiny lake in the middle of 100 km of dry land, your [[Interceptor|Interceptors]] will inevitably shoot the UFO down over that exact spot.<br />
*The chance that a crashed UFO's [[Elerium]] survived is proportional to how much you already have stockpiled.<br />
*Landed UFO's will always take off before you can get to them.<br />
**Unless they're filled with a species of alien you aren't equipped to deal with, in which case they will stick around forever.<br />
***And when you finally get the equipment to deal with them, they fly away, never to be seen again.<br />
****Until you have none of that equipment left to deal with them, because the base closest to them was destroyed.<br />
*UFO's will always arrive while your [[Skyranger]] is refueling from a two day patrol.<br />
*If you have forgotten to save the game for at least 3 missions, the game will crash.<br />
**The game will always crash when it is the least convenient.<br />
*If your craft is carrying no [[Electroflare|flares]] whatsoever, it will inevitably arrive five minutes after nightfall.<br />
**If you've wasted half your [[Managing_the_Item_Limit|80-item limit]] on [[Electroflare|flares]] and incendiary ammo, you will arrive at high noon.<br />
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]].<br />
*Building a new base where there is heavy UFO activity? Seems like a good time for the Aliens to stop all activity in that area, and move it to a new area.<br />
**That new area consists of the highest-funding countries.<br />
*It's always exciting downing a UFO on a tiny island in the middle of the Pacific Ocean. Too bad it's always an Ethereal-filled Battleship.<br />
<br />
==[[Cityscape (Apocalypse)]]==<br />
*If you're almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.<br />
*The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.<br />
*UFOs carrying infiltrators always spawn at the gate you don't have covered.<br />
*Griffon AFV is tough. The road under it is not. The tracks are just for show.<br />
*There are only two types of vehicles that are always in abundance on the market: Blazer bikes and Stormdogs.<br />
*While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.<br />
*Megapol is useless. <br />
**Transtellar is annoying.<br />
***Everyone else is both annoying and useless.<br />
*Government's weekly paycheck will buy you a Lawpistol clip. Maybe two.<br />
*If your base is in a slum, a single stray shot from a light disruptor will destroy it all.<br />
**If your base is in a warehouse, said stray shot will still hit the tile with your agents.<br />
*A hoverbike swarm is a good idea. Too bad they'll all get shot down anyway because of sheer dumb luck on the aliens' part.<br />
*Research will always be completed right after when you needed it the most.<br />
*After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.<br />
*The Overspawn will coincidentally be dropped right at your doorstep.<br />
*The Overspawn will never, ''ever'' get hurt from falling debris. Unless you drop the said debris and level half of the city with it.<br />
*People Tubes can collapse from an angry glare.<br />
*You're the only one who has a problem with the aliens. Every other corp gets along with them fine.<br />
**Transtellar in particular will always be dying for a chance to jump in bed with the aliens.<br />
*Subversion attacks ''will'' succeed, 100%.<br />
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.<br />
*Your very first invasion of the Alien Dimension will require an hour's savescumming to get it right without being reduced to scrap metal.<br />
*You ''will'' forget to not to move the X-COM craft when you succeed in destroying an alien building, killing everyone in the process.<br />
<br />
==[[Battlescape Overview (Apocalypse)|Battlescape (Apocalypse)]]==<br />
*If your base is raided, there will be as few of your agents spawning as possible.<br />
**Said agents will spawn as far away from the access lift as possible.<br />
***Guess where the scientists will appear.<br />
*If you're raiding a building, there will always be a trigger-happy idiot with a heavy launcher.<br />
**Despite your best efforts, he will manage to fire at least one missile.<br />
***And he will do so even if you're breathing in his face.<br />
****There is no way to avoid the missile and injuries or casualties from it.<br />
*****Even if you somehow actually manage to avoid the missile, it'll bring down the building on you.<br />
*Live explosives are seemingly attracted to large concentrations of dead cultist bodies with all the loot you came here for.<br />
*If an agent in a squad gets attacked by a brainsucker, the rest of the squad won't hit it at point blank range.<br />
**Or they'll fire a missile launcher. Guess the results.<br />
*If you turn around the corner where you think that last alien is hiding, it'll turn out to be half a dozen of Anthropods. All armed to the teeth.<br />
*A berserking agent will cause more chaos and destruction than all of your other agents put together. And it won't be directed at the enemy.<br />
*If someone throws a Boomeroid at an agent, he'll try to run away from it.<br />
**Because it will always turn out that you forgot to set him to aggressive mode.<br />
*If you try to capture a Megaspawn, it'll die before you can stun it.<br />
**As will half the agents trying to stun the damn thing in the first place.<br />
*You'd wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.<br />
*You'll encounter cloaked and flying Skeletoids much more often than you'd like to.<br />
**Cloaking never works for you. Neither does flying, actually.<br />
*Good stuff always comes too late.<br />
**Personal teleporters do not exist.<br />
*Psi attacks are only successful when they're not necessary.<br />
*Dynamic music always ignores what you're actually doing.<br />
*That agent you sent to scout ahead will always be the one without a motion scanner.<br />
*Every raid is a horrible decision between causing property damage and greed. Either way, you lose.<br />
*The agent with a Mind Bender won't see the enemy <s>until he's standing right next to it</s> at all. Period.<br />
*You will forget to capture a live Micronoid aggregate.<br />
*Toxigun ammo, Vortex mines and Personal Shields come in only two varieties: "not enough" and "none".<br />
<br />
==[[Enemy_Unknown_(EU2012)|Strategic (Enemy Unknown)]]==<br />
*When you need §§§ the most, the US and Russia (which you have satellite coverage over) will pull out of the XCOM project.<br />
*Your satellites will always be available one day too late to prevent a country from withdrawing.<br />
**Even if it shows up before "Council Report" on the event list.<br />
*When you do have satellites available, you will never have enough Satellite Uplink/Nexus space for them.<br />
*When you do have Satellite Uplink/Nexus, you will never have enough satellites.<br />
*If you have one more satellite to go before getting a continent's bonus, that last country will pull out of the XCOM project.<br />
**The one continent's bonus you don't want to get? The aliens will ignore that continent.<br />
*You will always be at least §1 short of buying the next level of armor/weapons for all your troops.<br />
*If a Colonel can be checked for having the Psi gift, he won't have it.<br />
*If a Rookie can be checked for having the Psi gift, he will.<br />
*Your interceptor will always lose contact 0.1 seconds before the enemy UFO is destroyed.<br />
*Your interceptor will blow up one round of fire exchange after you press the Abort button.<br />
*Your interceptor will miss every shot.<br />
**The UFO will have perfect aim and land every single hit.<br />
***After an interceptor lands a few hits on a Supply Barge it's shot down. So you sortie another interceptor and it's shot down/loses contact without hitting the damaged UFO even once. <br />
*Just a bit more than a day from getting your Colonel out of the medbay? Time for a Terror Mission!<br />
*Just a bit less than a day from getting your Colonel out of the medbay? Time for a Terror Mission!<br />
**Fast forwarding will result in the Terror Mission succeeding for the aliens before you can react to your Colonel getting out of the medbay.<br />
*Just a bit more than a day before your latest and greatest research completes? Time for a Terror Mission!<br />
*Any other time it's inconvenient? Time for a Terror Mission!<br />
**Followed by abductions less than 24 hours later.<br />
***Followed by a council mission less than 24 hours later.<br />
****Followed by a Battleship coming to destroy your satellite less than 24 hours later.<br />
*****Oh, you recently finished the Hyperwave Uplink? Here, have the Overseer UFO, 12 hours after that battleship.<br />
******On the same continent as your surely-damaged Firestorm.<br />
*******And once you lose ''that''... Time for a Terror Mission!<br />
*Steam vents will be placed in inconvenient locations.<br />
**Second floor steam vents will block your 2x2 Satellite Uplink block.<br />
***The remaining steam vents will be on the 4th floor.<br />
****In the corner.<br />
*****Behind 3 solid squares of rock.<br />
******The vent's spot is also solid rock.<br />
*Research or Foundry upgrades will be completed one day after a critical mission appears.<br />
*The only way you can afford the next item or facility you need, is to sell materials on the grey market.<br />
**Specifically, just enough to not have the materials left to build it.<br />
*When the option to start researching the various Plasma Weapons becomes available, you will not have enough Weapon Fragments.<br />
**Heavy Floaters will also start appearing on your next mission.<br />
**You'll also be trying to research the Firestorm.<br />
*You will forget to equip your shiny new weapon.<br />
**If not, your save (or at least when you last saved) may forget for you.<br />
* .......................... Time for a Terror Mission!<br />
*Oh, three steam vents all set up for awesome adjacency bonus! Too bad that two of them are directly underneath the Satellite Uplink!<br />
*The only time you miss-click when accusing a country of hosting the EXALT Base, is when that country provided the most money.<br />
**It is also the eighth country to leave!<br />
***On Impossible difficulty.<br />
****Ironman Mode was also on.<br />
*****And you decided that right after you destroy the EXALT Base, you would go right on ahead and assault the Temple Ship!<br />
******Not that you would have survived, anyways, everybody was panicking!<br />
*Special: If you're trying to test something for this very 'paedia, the situation you're after will never occur.<br />
**Instead, something else will happen that will give you another idea to test. Guess what will happen then.<br />
<br />
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==<br />
*If a soldier's chance to hit is <99%, he will miss.<br />
**Especially if the target is at 1 HP.<br />
***Doubly so if that's your last action for the turn.<br />
****Exponentially so, proportional to how dangerous the target is. Like a Sectopod that's now flanking several soldiers.<br />
*If a soldier's chance to hit is 100%, he won't do enough damage to kill the alien.<br />
**If a soldier's chance to hit is 100%, the game will glitch and turn that full-face Alloy Cannon blast into a spray of harmless confetti.<br />
*The left mouse button is context sensitive; it will always do exactly what you didn't want it to.<br />
*If a soldier's a heavy, he/she is going to have terrible accuracy.<br />
**The range and blast radius of a heavy's rocket launcher will be a few tiles away from the nearest alien. <br />
***Your heavy will never be in range to fire off a rocket. <br />
*If a soldier's a sniper, he/she is going to have terrible accuracy FOR MOST OF THE GAME.<br />
**A sniper will have squad sight on either a heavily wooded UFO crash/landing sight or a Terror Mission with one or two buildings that cover the entire map.<br />
*If a soldier's an assault, he/she is going to have terrible accuracy EVEN AT POINT BLANK RANGE.<br />
**If you activate Rapid Fire, both shots will miss a point blank Sectopod (Who has only eight health bars left) despite the second shot's hit chance being 85%. <br />
*If a soldier's a support, he/she is going to have terrible accuracy WITH ANYTHING BUT A S.C.O.P.E. AND A LIGHT PLASMA RIFLE. <br />
*If an alien's chance to hit is >1%, he will hit.<br />
**If an alien's chance to hit is <1%, he will destroy your full cover. <br />
*If an alien's mind control chance is >1%, it will work.<br />
*When aiming at an Ethereal with the last shot of your turn, it will reflect it.<br />
**''Especially'' if that soldier has only 1 HP.<br />
*If the vehicle that your soldier is dashing to for cover can be set on fire, it will be.<br />
**That is, if the soldier survives the alien Overwatch shot that will set the vehicle on fire. <br />
***If so, then the vehicle's explosion will finish him/her off. <br />
****Not to forget that this specific soldier, was your Colonel who had been with you since the first mission.<br />
*Your soldier will always have the exact amount of health for a vehicle to blow him up.<br />
*You will always reveal new enemies on your last move of the turn.<br />
**Who will then take up flanking positions behind anyone who dashed.<br />
*The more soldiers who perform an Overwatch reaction shot against a single alien, the more likely they will all miss.<br />
**Soldiers who hit the alien will barely kill the alien.<br />
***The alien, in turn, will kill your highest-ranking soldier.<br />
****After killing the highest-ranking soldier, the other aliens will come in and mop everyone else up.<br />
*When you have your whole squad on overwatch they will all shoot one floater.<br />
**And then all die to his Chryssalid buddy.<br />
*Your Revive spec medic will always be the one critically wounded.<br />
*When trying to capture a commander with one stunner, he will be the one MCed,<br />
*Aliens will always hit soldier's hunkering down behind high cover.<br />
**The alien will do just enough damage to not kill him, but to cause him to panic.<br />
***The panicking soldier will kill a soldier and start a panic chain.<br />
*Panicking soldiers will always have 100% to hit.<br />
*Smoke grenades will always improve alien accuracy.<br />
**Mutons and Floaters will always throw grenades into smoke. <br />
*If a soldier can panic, it will.<br />
**Soldiers that panic will aim for the highest ranking officer he can see.<br />
***Even behind high cover, on a higher elevation, and covered by a smoke grenade, a panicking rookie will still be able to kill the "protected" Colonel.<br />
*Rockets will always fly off target.<br />
**ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.<br />
***At a gas station<br />
****Then everything will explode<br />
***** Then everything will explode and everyone will panic<br />
******Even your SHIVs<br />
*******And they will shoot your highest-ranked soldier<br />
********And he will die<br />
*********He will also have the psionic gift<br />
**********He also has one of the highest starting and leveling Will/Aim scores you ever got, in any playthrough.<br />
***********And he/she will also be named after you. <br />
************And he/she will be carrying your only medic kit.<br />
*Aliens will position themselves right outside the radius of a grenade throw.<br />
**If a grenade can clip through and explode harmlessly under ground while you are trying to aim it, it will.<br />
*When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will not be with you.<br />
**When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will miss every shot. <br />
*When it is time to face Muton Elites, your psionics will not be with you.<br />
*Your soldiers are always one grid point away from moving to safely flank an alien.<br />
*When a large UFO lands and you assault with your elite squad you will fight 3 Floaters, 3 Sectoids and a Sectoid Commander.<br />
*When a moderate alien abduction comes up and you assault with a squad comprised of your Col. Sniper, squaddies, and rookies for training purposes, you will fight 9 Mutons (who will each throw their grenades asap), a Cyberdisc, and 2 Drones you just can't seem to hit.<br />
*Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.<br />
*You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster. But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.<br />
*The Overseer will only appear when you have no Firestorms.<br />
**When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in<br />
*Your MCed alien will always run out of usable turns before they can bust the asses off of some of their little alien friends.<br />
**ALWAYS<br />
***Especially on the final mission of the entire game.<br />
*MCed aliens will always activate no less than two squads that were just behind them.<br />
*Your sniper with Snap Shot will never be useful for anything, ever.<br />
*Your sniper with Squadsight will never be in a good position.<br />
**And when he is, a tree will block his line of sight to finish off that one alien flanking your soldiers.<br />
*The alien with a grenade will go first. He will toss the grenade , without moving, negating any troopers on Overwatch, and removing cover from you forward trooper.<br />
**Next alien will kill your now-exposed trooper.<br />
***You will then have to wait 2-3 minutes for the other 9 or so Aliens to take their turn and batter your remaining troops.<br />
****Also, it's been 5 rounds since you last saved.<br />
*The range for a soldier flying with Archangel Armor will always be "One less than it takes to get into cover, or out of range."<br />
*On a Battleship raid, there will always be one alien that runs away, forcing you to have to chase them down.<br />
**Backwards.<br />
*The game has no problem sending and activating every alien squad in an Abductor or Supply Barge at you in 1 turn.<br />
**If not, that's because the high-level alien squad somehow noticed you from the other side of the ship.<br />
*The council mission reward will always be either what you don't need, or not enough of what you do.<br />
*When fighting Thin Men, you will always activate 2 squads at a time.<br />
*When fighting Floaters, they will always Launch to flank just tiles away from your Sniper. No soldier will be close enough to help her.<br />
*When fighting Mutons, you will activate a squad ''after'' you have finished moving at least two soldiers. Who you placed right next to each other.<br />
**If you think two soldiers were just far enough apart to not both be hit by 1 grenade: turns out they weren't.<br />
***Both of their cover is now gone, fyi.<br />
*When fighting Chryssalids, they will always be at least close enough to hit your soldiers from a diagonal tile, if not closer.<br />
*When fighting Cyberdiscs, when they are open, your hardest-hitting soldier will not be able to attack them.<br />
**Because it opened up to kill said soldier in the previous turn.<br />
*When fighting Sectopods, the answer to "Which soldier are they going to fire at?" The answer is always "the one taking cover behind something explosive."<br />
**On the rare chance that it's Chest Cannon misses, the shot will still hit something explosive.<br />
***Specifically, something that another soldier is taking cover behind.<br />
****Whom it will then fire upon.<br />
*When fighting a Sectopod, after your two troops have been battered by both Chest Cannon blasts despite being behind full cover and in the middle of a smoke grenade cloud, one moves and triggers a Reaction Shot.<br />
*When fighting an Ethereal, it will either:<br />
**Be in a different room than usual.<br />
**Become activated when you pass within 10 feet of the door.<br />
**Become activated when your last turn is to MC an Elite Muton or Heavy Floater that would be flanking it's buddies.<br />
***Which it will then immediately kill.<br />
*Your first shot with a shiny new weapon will miss.<br />
*Despite bipods being visible on several weapons, your soldiers do not seem to recognise their existence for steadying and making more accurate shots.<br />
*Your Support with Sprint and a Skeleton Suit or Ghost Armor will always be one movement short of saving a civilian.<br />
*Your soldier will make a crazy-ass, low-percentage, gun-pointing-the-wrong-way-for-some-reason Overwatch shot with your currently-most powerful weapon.... on a wounded Sectoid.<br />
*At the point in the game when you have all continents armed with Firestorms all with Fusion Lances (Highly unlikely, especially considering the laws above) that is the only time when the Aliens give up on sending the big UFOs and start sending small scouts<br />
*On a Battleship raid, you send in a rookie to investigate the main room, thus activating all 20+ Aliens who just "happened" to spawn in there. They will then all hide, and when you think yourself so clever for taking up positions for multi-pronged attack on the main room, it turns out, they were all on Overwatch.<br />
**And yes, each Alien is just so positioned so that each one of your soldiers will have a chance to get shot at.<br />
***This will occur more often on Ironman Mode.<br />
****On Impossible Difficulty.<br />
*****It turns out, this was also supposed to be the day that you got the only Psionic Soldier you ever found got strong enough to become the volunteer.<br />
******Afterwards, the game will glitch so that you will never find another Psionic Soldier in your whole playthrough<br />
*******Not that it matters, your entire elite squad got wiped out, when they had all their fancy armor and weapons.<br />
*"Don't shoot the Elerium, don't shoot the Elerium---- shit."<br />
**"Don't blow up the power source, don't blow up the power source ---- crap."<br />
***"Blow power source! Blow! Blow! ---- come on!"<br />
*Your soldier will miss the alien and shoot the meld instead.<br />
**Especially if you have them flanked.<br />
*When your favorite soldier gets critically injured, you clear out the Muton Elite that hurt him. Too bad there is a group of sectoids all the way across the map.<br />
**It will take a full turn of dashing for your Sprinter support in a Skeleton Suit to reach them<br />
***They will all proceed to hide behind full cover just out of your sight.<br />
****When you finally see them for your Squadsight Sniper with Double Tap will hit two of them, however, there are three sectoids<br />
*****Not that it matters, they were all on overwatch, and considering the laws above, they will all get critical shots on your soldier, and kill her<br />
******That is, IF you find them.<br />
*Have Frag Grenades? Any aliens in range will have four HP left.<br />
**Alien Grenades or Mind Fray? Six.<br />
***And it will be your only viable action: any attempts at firing a gun will miss.<br />
****C'mon: it's not even out yet, but you just ''know'' that the only time you'll have the Needle Grenade with you, aliens WILL take cover in such a way that only ONE would be affected by it at any time.<br />
*Speaking of Enemy Within: you shall soon become familiar with the sound of exploding Meld canisters.<br />
**Which is Dr. Vahlen annoying voiceover.<br />
*Two words: naughty tentacles.<br />
*Alien: "You brought a soldier with a Med-kit, I'll just Critically wound him then..."<br />
*"Ooh look, the last meld canister.. and..... that's a group of Muton Elites... And a Cyberdisc... or three"<br />
*Need 5 more Meld? Check out that Heavy Floater with only one health left!<br />
**Looks like it's running away, no biggie, you'll just follow it.<br />
***And activate its Mechtoid Buddies!<br />
*While you are almost finished with Confounding Light, you have one turn left to activate the train, too bad the only soldier that can make it is being Overwatch-camped by that Muton who was just air-dropped.<br />
**Even though that move would have required a dash!<br />
***He was also an assault that was gonna get promoted that mission. Guess which Rank.<br />
*The mission where your Squaddie Sniper levels up is alaways the mission that Sqaud Sight would have been supremely useful for.<br />
*Don't EVER pick favorites, they'll just die anyways<br />
*"Ok, gene mod do-- mission, ok, reload to get my soldier. OK, mission done, now to gene mo-- damnit, 'nother mission... ok, done, finally. Allright---- oh come the fuck on, Council, I'm busy here! Now what do you waaa'''AAAHHFUCKCHRYSSALIDS!!'''"<br />
*Yes, Meld Canisters provide full cover. If you're actually using them for that, you have only yourself to blame.<br />
*Enemy Within. Because Sectopods really needed the ability to outright ignore half of all incoming damage.<br />
**AND be able to freely and deliberatley target your cover: "That'ssssssssssssssssssss a nice wall you got there~!"<br />
*Your Heavy will never be in a good spot to launch a mission/life-saving rocket.<br />
**Eventually, you'll fire it, because "might as well."<br />
***'''Then''', and only then, on the ''next'' turn, will they be in the perfect situation to fire that shot you just wasted.<br />
*Training Roulette:<br />
**You'll either get abilites that're near-useless to that class, or<br />
**You'll get high-tier abilities on the same Ranking, forcing you to choose between them.<br />
***Doubly so if they're abilites that would otherwise work well together.<br />
****The game will also pick the most useless skill for that soldier when he gets promoted to Major, like close combat specialist on your sniper.<br />
*Damage Roulette:<br />
**Any time you need to do ''just enough'' damage to weaken an alien so that you have the maximum capture chance, you'll kill it instead. Maybe even crit it.<br />
**Any time you need to ''very definitely'' kill an alien (like the Chryssalid that wants to eat your Medic) you'll knock it down to 1hp.<br />
***The chance of this occurring increases significantly if this is the last action of your turn.<br />
**Any time the aliens shoot at your soldiers they'll do the maximum possible damage, especially if they're in cover and not flanked.<br />
**Any time the aliens shoot at your SHIVs they'll do the minimum possible damage... unless that SHIV is being used '''as''' cover.<br />
*Hey, see that high-ground, full cover spot right over there? That looks like a ''great'' place to attack those aliens from. Go on over, pal.<br />
**Whoops, now they're out of line-of-sight. Tough break there, buddy.<br />
*If you find yourself needing Revive, you're doing something wrong. Too bad you always need it thanks to all of the laws stated above.<br />
*After spending some 3-5 rounds setting up a nice blitzkreig for the bridge of a UFO, ''just'' when you're ready to open the door, the alien CO pod will 'teleport' either halfway across the map, or in the perfect spot to counterattack.<br />
**This includes any other escorting pods, after the CO pod takes the Alien turn to open every door, revealing every soldier.<br />
*The soldier with the arc-thrower will always be in the opposite direction that an alien you're trying to capture decides to run in.<br />
**Followed by spending the rest of the mission chasing the alien like the LAPD. Benny Hill theme optional, but recommended.<br />
*The international symbol of the red cross on med kits is apparently the Inter''galatic'' symbol for "Shoot me first."<br />
*Any UFO that crashes into the ocean will be in a heavily forested area.<br />
*The last alien alive will be a cloaked Seeker, that is now panicked and running away, in a large map. Good #&@%ing luck finding it.<br />
**Or hasn't panicked, but it's a Terror Mission and the lone Seeker's AI has decided to kill as many civilians as possible before going after your agents. But if you split the team up to rescue more at once...<br />
*If an alien hides behind something explosive, one of several things will keep you from taking advantage of it:<br />
**Either you don't want to blow up the object,<br />
**Or a soldier is in the blast zone,<br />
***Especially if they're out of move, or there's no other safe place to move to.<br />
**Or you don't want to destroy it's equipment/fragments.<br />
**Or two of the above.<br />
**Or all three.<br />
*The farther and more obtusely placed a Meld canister is, the more likely it is that stray fire will destroy it from the other end of the map.<br />
*Trying to overwatch-spam to let Adaptive Bone Marrow heal non-armor HP? Here, have a crit to the face.<br />
**Courtesy of that wounded Sectoid that either only took 1 step into your POV, or didn't move at all.<br />
*You will have the perfect Overwatch trap set up.<br />
**You will have a pod you didn't know was there walk into it.<br />
***You will batter the approaching aliens to a bloody pulp.<br />
****You will have the game lock up in Alien Activity.<br />
*****You will have your last save be just before this. Any attempt to Overwatch Trap again will result in a lock up, again.<br />
*Your full 6-man team of one specific nationality will be carved up by an Ethereal MCing half of them and deflecting all your plasma shots.<br />
<br />
==[[Long_War|Long War]]==<br />
*You will always learn the hard way what new perks and Gene Mods the dev team has given the aliens.<br />
**To wit: Jumping Berserkers.<br />
*Even if you did have the muscle to take down Abductors, their flight path will only be long enough to send one interceptor against them.<br />
**If at all.<br />
*If you feel you're doing well: your confidence is ill-deserved.<br />
**The alien pod with two Mechtoids, a Sectopod, several drones, and a Sectoid Commander on the other side of that door will gladly demonstrate this.<br />
***Followed by the mixed Muton pack that just came up behind you.<br />
****And then by those cyberdiscs that decided to say hi.<br />
*The first two shots in Air Combat will always be critical hits.... on your interceptor.<br />
*There are, essentially, three results to Air Combat: the UFO crash lands, it DOAs, or your interceptor is KIA.<br />
**The result that ''will'' happen will be one of the two that you don't want.<br />
*The first alien base will always appear (and remove a Council country from) the continent who's bonus you were hoping to get next.<br />
*When you need meld the most, the game will glitch out and think you are doing good for some reason... so you will only get 3 meld per canister.<br />
<br />
==[[The_Bureau:_XCOM_Declassified|Combat (The Bureau)]]==<br />
*The agent you sent forward to flank one alien will then be fired upon by EVERY alien.<br />
**Any agent sent forward will be flanked. Twice.<br />
*Any attempt to make a Sectopod turn around (so you can hit it's weak point) will fail to make it turn sufficiently, if at all.<br />
*You'll run out of ammuntion at the worst possible time.<br />
**That includes just reloading, and flat-out running out of bullets alltogether.<br />
*Even if you're replaying, you'll fail to notice the new weapon, or ammo sachel, that would have been really useful in the skirmish you just barely won a few seconds ago.<br />
*There are the best kinds of weapon for a job, when entering a new skirmish. You will not be carrying it.<br />
*You forgot to check a side-path, and just passed a checkpoint: and now you can't go back to check for ammo or backpack schematics.<br />
**By the way, you'll need that ammo in about 5 seconds.<br />
*Even though Battle Focus slows down time, and it's just one click, it still won't be enough time to finish hitting Heal and save an agent from dying.<br />
**That goes double if the Agent in question is Carter.<br />
*Like any other XCOM: An alien's location is ''always'' equal to: grenade toss range, plus explosion area, plus "just enough to not get caught in the blast."<br />
**Meanwhile, aliens toss like they pitch for the Dodgers.<br />
*When attepting to interact with something, the θ of the angle that will allow you to do so is inverse to how ugently you need to do it.<br />
*The agent ability you need right now? You still need to wait for it to reload.<br />
**When it does load, the only aliens left on the field are Sectoids and low-level Zudjari.<br />
***When, out of frustration, you use the ability to finish off the weakling: that's when the second wave of aliens shows up.<br />
**** They are led by a Commander, or Muton (Elite), or Sectopod, or Gunship.<br />
*When attempting to snipe, the alien will always move at the last second.<br />
*The distance between an agent and a Muton will aways be less than the length of it's arm.<br />
*Alien shields and heals ''will'' go up in the span of time between firing a kill shot, and when it would've hit.<br />
*God help you if you have a wireless keyboard/mouse, and haven't charged the battery in the last 24 hours.<br />
<br />
==[[XCOM2|XCOM 2 (Strategic)]]==<br />
*Shen's dead, baby. Shen's dead.<br />
*You will get greedy in going for the random supply discoveries, and forget to progress with Resistance activities.<br />
*You will start building your resistance network.... in the wrong direction to the closest Blacksite.<br />
*You will get a priority mission JUST before completing a scan.<br />
*The rare time a soldier gets a cross-class training Perk... it'll be something useless for how you play that soldier.<br />
**And you'll already have six people lined up for retraining.<br />
<br />
==[[XCOM2|XCOM 2 (Tactical)]]==<br />
*You will be distracted by Snek Tits at inopportune moments.<br />
*Sectopods are basically Metal Gears now. Have fun with that.<br />
*Hours worth of careful sneaking will be ruined by an unfriendly civvie walking around the corner.<br />
*The procedurally generated map for that critical mission will be as follows:<br />
**ADVENT stronghold: a high-terrain fortress with turrets, high cover, and choke points.<br />
**Your cover: cars.<br />
*If the Sectoid on the map decides to mind control anyone, it will be your Ranger<br />
**You will always be in slashing distance of this Ranger<br />
***The Ranger will always be your Blademaster<br />
*The one time you get 4 damage with a grenade is on the soldier that drops loot<br />
*Your Repeater won't activate on a Berserker but it will sure as hell execute a basic soldier<br />
*You will never get Blacksite Intel drops<br />
**Particularity when the Doom Counter is nearly full.<br />
*** When you do get one: expect the next site to be somewhere you've already made contact with.<br />
* You will learn that the game has chests with random loot in them only after finishing Legendary Ironman run. <br />
<br />
[[Category:Enemy Unknown/UFO Defense]]<br />
[[Category:TFTD]]<br />
[[Category: Apocalypse]]<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Bureau (2013)]]</div>Redrichhttps://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=71688Info (XCOM2)2016-04-05T20:15:16Z<p>Redrich: </p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments.<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
==DLCs==<br />
Three DLCs have been already announced as part of ''XCOM: Reinforcement Pack''<sup>31</sup>: <br />
* Anarchy's Children - more content to customize soldiers as guerrilla fighters (coming on Spring 2016)<br />
* Alien Hunters - new mission, customization, armor, weapons to play as an elite unit tracking high profile aliens (Spring 2016)<br />
* Shen's Legacy - new soldier class, with the additional weapons, etc., as well as an extra mission (Summer 2016)<br />
==Characters==<br />
* The XCOM Commander (a.k.a. the player) was apparently captured by the aliens some time after XCOM's surrender and placed in stasis. The game begins with the rescue of the Commander by the new XCOM (which was cobbled together from the few old veterans like Bradford and new recruits). <br />
* John [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion. Bradford's first name was revealed by the developers on the media blitz before the release. <br />
* Dr. Vahlen also appears on the prequel book that was launched before the release of the game, although at end she disappears and it is implied that she has been captured by the aliens. <br />
* Dr. Richard Tygan replaces Vahlen as the lead scientist onboard the Avenger. He was a former Advent researcher who decided to fight the aliens after witnessing their actions. According to Jake Solomon, Tygan's last name comes from his two favorite scientists: Dr. Carl Sagan and Dr. Neil deGrasse Tyson<sup>30</sup><br />
* Dr. Raymond Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter, everything he knew, allowing her to take up his position in the organization.<sup>20</sup><br />
* The position of Chief Engineer is now taken by [[Lily Shen (XCOM2)|An-Yi "Lily" Shen]], who is responsible for the Avenger and has her own personal GREMLIN drone.<br />
<br />
==Avenger== <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens, named Avenger, as a nod to the [[Avenger]] of the [[XCOM|original game]]<br />
* List of Facilities<br />
** Bridge<br />
** Workshop<br />
** Power Relay<br />
** Research<br />
** Engineering<br />
*** View Engineers<br />
*** View Inventory<br />
*** Build Facilities<br />
*** Build Items<br />
** Living Quarters<br />
** Bar/Memorial<br />
** Guerrilla Tactics School<br />
** Armory<br />
*** Memorial<br />
*** Recruit<br />
*** Guerrilla Tactics School<br />
*** View Soldiers<br />
** Command<br />
** Alien Debris<br />
** Alien Machinery<br />
** Exposed Power Coil<br />
<br />
===Guerrilla Tactics School===<br />
* Can be assigned a soldier to be trained in a specific class<br />
* Available Improvements for purchase:<br />
** Vulture: Enemies drop an additional item when dropping loot<br />
** Squad Size I = +1 to squad size<br />
** Wetwork = +25 EXP to kills<br />
** Vengeance = If a squadmate dies or is critically wounded, gain random tactical bonus for 2 turns<br />
** Integrated Warfare = PCS (Personal Combat Sim) bonuses are significantly improved<br />
** Squad Size II = Additional +1 to squad size<br />
** Lightning Strike = +3 Mobility to all soldiers for first two Concealment turns<br />
** Stay With Me = Soldiers will be more likely to bleed out than die outright<br />
** Grenadier: Biggest Booms = Explosions can cause Critical Hits<br />
** Ranger: Hunter's Instinct = Attacks against flanked enemies deal +3 damage<br />
** Sharpshooter: Dead Shot = +10% Critical Chance<br />
** Specialist: Cool Under Pressure = Removes Overwatch penalty and allows Crits<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Customized soldiers can be saved to a player's pool of possible soldiers, allowing them to appear in a different campaign.<sup>24</sup><br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes: [[Ranger (XCOM2)|Ranger]], [[Sharpshooter (XCOM2)|Sharpshooter]], [[Grenadier (XCOM2)|Grenadier]], [[Specialist (XCOM2)|Specialist]], and [[Psi Operative (XCOM2)|Psi Operative]].<br />
** The first four classes are evolved versions of the original 4 classes: [[Assault_(EU2012)|Assault]], [[Sniper_(EU2012)|Sniper]], [[Heavy_(EU2012)|Heavy]], and [[Support_(EU2012)|Support]], respectively.<br />
** The 5th class is dedicated Psi user. This is a departure from the previous game, where the [[Psionic_(EU2012)|Psionic]] "class" was an add-on to existing soldiers.<br />
** There will be a 6th class available with the ''Shen's Last Gift'' DLC. <br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger==== <br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Slash ability - attack any enemy within movement range with your sword<sup>32</sup><br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Blademaster skill - deal +2 extra damage on all sword attacks<sup>32</sup>.<br />
* Shadowstrike skill - while concealed, gain +25 bonus aim and +25 bonus critical hit chance when attacking enemies<sup>18</sup>.<br />
* Shadowstep skill - this soldier does not trigger overwatch or reaction fire<sup>32</sup>.<br />
* Conceal ability - immediately enter concealment once per mission<sup>32</sup>.<br />
* Run and Gun ability - take an action after dashing. Does not work with sword slashes<sup>32</sup>.<br />
* Implacable skill - if you score one or more kills on your turn, you are granted a single bonus move<sup>32</sup>.<br />
* Bladestorm skill - free sword attacks on any enemies that enter or attack from melee range<sup>32</sup>.<br />
* Deep Cover skill - if you did not attack this turn, hunker down automatically <sup>32</sup>.<br />
* Untouchable skill - if you score a kill during your turn, the next attack against you during the enemy turn will miss. This even includes area of effect attacks like grenades<sup>32</sup>.<br />
* Rapid Fire ability - fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability<sup>32</sup>.<br />
* Reaper ability - a devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage<sup>32</sup>.<br />
<br clear="all"><br />
<br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
====Grenadier====<br />
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.<sup>25</sup>[[File:Grenadier (XCOM2).jpg|300px|right]]<br />
** The two ability trees for the Grenadier are called ''Demo expert'' and ''Heavy Gunner''.<sup>25</sup><br />
* Wield a Grenade Launcher and a Cannon.<sup>25</sup><br />
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.<sup>25</sup><br />
* New ability, ''Salvo'', allows the Grenadier to use a grenade or heavy weapon without ending his turn.<sup>25</sup><br />
* ''Shredder'' ability, disintegrates enemy armor<sup>25</sup><br />
* New ability, ''Rupture'', a "critical damage attack" that ensures the affected unit takes increased damage from all future attacks.<sup>25</sup><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
** You can find same kind of loot in chests scattered around the maps, but timed mission make complete sweeps quite difficult. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
** However, you can target explosive terrain features (usually propane tanks of various sorts) with regular weapons if there are enemies in blast radius. <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
[[File:Xcom2 shieldbearer hero.jpg|right|300px|Advent Shieldbearer]]<br />
[[File:XCOM2_stunlancer_hero.jpg|right|300px|Advent Stun Lancer]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.<sup>4</sup> <sup>23</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''' - clad in red armor with cape, stronger variants of Troopers.<sup>23</sup><br />
** Can AoE buff standard Troopers with "Command Aura" ability.<sup>23</sup><br />
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier<sup>23</sup><br />
** Can summon reinforcements from Advent VTOL dropships.<br />
* '''Shieldbearers''' - big, heavy troopers that can provide a Shield Bonus to other nearby enemy units on the battlefield.<sup>19</sup> <sup>28</sup><br />
* '''Stun Lancers''' - aggressive soldiers who will try to get close to XCOM soldiers without regards for their own safety, can disable soldiers with a stun attack.<sup>27</sup><br />
** <br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Advent Security Tower''' - scanning devices placed at checkpoints and other locations that can reveal XCOM soldiers out of concealment. <br />
** Can be hacked for either 'Desorient' ("Desorient enemies for 2 turns") or 'Central Command' ("Gain control of all robotic units for 1 turns.")<br />
** On fail the penalty, or Feedback is 'Reinforcements' ("A failed hack will result in a group of enemy reinforcements being called down on your position")<sup>29</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {{Verify}} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* '''Codex''' - golden humanoids capable of replicating and teleportation.<sup>33</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
* '''The Faceless''' - an alien race that can mimic the forms of other people.<sup>24</sup>[[File:Faceless (XCOM2).jpg|right|300px]]<br />
** Undetectable before they transform from their civilian form.<sup>26</sup><br />
** "Central advises dispatching this unit from afar, Commander" - they presumably have a short-ranged or melee attack.<sup>26</sup><br />
* '''Archons''' - modified [[Floater (EU2012)|Floaters]] which looks like angels.<br />
** ''Blazing Pinions'' - AoE attack like ''Cluster Bomb'' of [[Sectopod (EU2012)|Sectopod]].<br />
** Wounded Archon will enter a frenzied state enabling them to melee attack nearby XCOM soldiers.<br />
* '''Andromedons''' - organic-synthetic hybrid enemies.<br />
<br />
<br clear="all"><br />
<br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:Xc2 chryssalid.jpeg|Evolved Chryssalid<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|A "dark collaborator", possibly related to Thin Men (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]<br />
* 23 - IGN's 'Meet The XCOM 2 Advent Soldiers' article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]<br />
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]<br />
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]<br />
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]<br />
* 27 - XCOM 2’S ADVENT STUN LANCER WILL DO ANYTHING TO GET NEAR [https://xcom.com/news/en-xcom-2s-advent-stun-lancer-will-do-anything-to-get-near]<br />
* 28 - THE ADVENT SHIELDBEARER STANDS ITS GROUND IN XCOM 2 [https://xcom.com/news/the-advent-shieldbearer-stands-its-ground-in-xcom-2]<br />
* 29 - WAR HAND - XCOM 2 Hands-On Gameplay #1 with Beagle! [https://www.youtube.com/watch?v=I9vG-N0ILB0]<br />
* 30 - [https://twitter.com/solomonjake/status/634475260864274432 And tiny tidbit, XCOM's Dr. Tygan's name is a nod to my favorite scientists: Dr. Carl Sagan and Dr. Neil deGrasse Tyson]<br />
* 31 - Three XCOM 2 Expansions Announced, Detailed [http://www.gamespot.com/articles/three-xcom-2-expansions-announced-detailed/1100-6432996/]<br />
* 32 - ChristopherOdd's "XCOM 2's Ranger Class Skill Tree Breakdown" video [https://m.youtube.com/watch?v=jWtntHx74qA]<br />
* 33 - GameTrailers XCOM 2 preview video [http://www.gametrailers.com/videos/view/gametrailers-com/116626-XCOM-2-Preview]<br />
<br />
[[Category: XCOM2]]</div>Redrichhttps://www.ufopaedia.org/index.php?title=Info_(XCOM2)&diff=71687Info (XCOM2)2016-04-05T20:12:38Z<p>Redrich: </p>
<hr />
<div> [[File:XCOM2_SCREEN.PNG|450px|center]]<br />
This page is to collect all the information related to Firaxis' upcoming XCOM 2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game was released for pre-order on steam.<sup>21</sup> <sup>22</sup><br />
<br />
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the <nowiki>{{Verify}}</nowiki> template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. <br />
<br />
==Storyline==<br />
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]<br />
* The new game takes place 20 years after Earth's surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.<br />
* According to XCOM 2' storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. <sup>10</sup><br />
* The aliens established a world government called 'Advent Administration' staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called 'Unification Day' to mark the date of their take over of Earth. <sup>12</sup><br />
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy<sup>4</sup>.<br />
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]<sup>4</sup>.<br />
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments.<br />
==Engine==<br />
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.<br />
* Game will be PC exclusive.<br />
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 <sup>6</sup>.<br />
==DLCs==<br />
Three DLCs have been already announced as part of ''XCOM: Reinforcement Pack''<sup>31</sup>: <br />
* Anarchy's Children - more content to customize soldiers as guerrilla fighters (coming on Spring 2016)<br />
* Alien Hunters - new mission, customization, armor, weapons to play as an elite unit tracking high profile aliens (Spring 2016)<br />
* Shen's Legacy - new soldier class, with the additional weapons, etc., as well as an extra mission (Summer 2016)<br />
==Characters==<br />
* The XCOM Commander (a.k.a. the player) was apparently captured by the aliens some time after XCOM's surrender and placed in stasis. The game begins with the rescue of the Commander by the new XCOM (which was cobbled together from the few old veterans like Bradford and new recruits). <br />
* John [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as 'Central'. <sup>10</sup> According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council's betrayal that led to the defeat of XCOM during the invasion. Bradford's first name was revealed by the developers on the media blitz before the release. <br />
* Dr. Vahlen also appears on the prequel book that was launched before the release of the game, although at end she disappears and it is implied that she has been captured by the aliens. <br />
* Dr. Richard Tygan replaces Vahlen as the lead scientist onboard the Avenger. He was a former Advent researcher who decided to fight the aliens after witnessing their actions. According to Jake Solomon, Tygan's last name comes from his two favorite scientists: Dr. Carl Sagan and Dr. Neil deGrasse Tyson<sup>30</sup><br />
* Dr. Raymond Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter, everything he knew, allowing her to take up his position in the organization.<sup>20</sup><br />
* The position of Chief Engineer is now taken by [[Lily Shen (XCOM2)|An-Yi "Lily" Shen]], who is responsible for the Avenger and has her own personal GREMLIN drone.<br />
<br />
==Avenger== <br />
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens, named Avenger, as a nod to the [[Avenger]] of the [[XCOM|original game]]<br />
* List of Facilities<br />
** Bridge<br />
** Workshop<br />
** Power Relay<br />
** Research<br />
** Engineering<br />
*** View Engineers<br />
*** View Inventory<br />
*** Build Facilities<br />
*** Build Items<br />
** Living Quarters<br />
** Bar/Memorial<br />
** Guerrilla Tactics School<br />
** Armory<br />
*** Memorial<br />
*** Recruit<br />
*** Guerrilla Tactics School<br />
*** View Soldiers<br />
** Command<br />
** Alien Debris<br />
** Alien Machinery<br />
** Exposed Power Coil<br />
<br />
===Guerrilla Tactics School===<br />
* Can be assigned a soldier to be trained in a specific class<br />
* Available Improvements for purchase:<br />
** Vulture: Enemies drop an additional item when dropping loot<br />
** Squad Size I = +1 to squad size<br />
** Wetwork = +25 EXP to kills<br />
** Vengeance = If a squadmate dies or is critically wounded, gain random tactical bonus for 2 turns<br />
** Integrated Warfare = PCS (Personal Combat Sim) bonuses are significantly improved<br />
** Squad Size II = Additional +1 to squad size<br />
** Lightning Strike = +3 Mobility to all soldiers for first two Concealment turns<br />
** Stay With Me = Soldiers will be more likely to bleed out than die outright<br />
** Grenadier: Biggest Booms = Explosions can cause Critical Hits<br />
** Ranger: Hunter's Instinct = Attacks against flanked enemies deal +3 damage<br />
** Sharpshooter: Dead Shot = +10% Critical Chance<br />
** Specialist: Cool Under Pressure = Removes Overwatch penalty and allows Crits<br />
<br />
==Soldiers==<br />
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]<br />
* The squad at the beginning of the game is not an elite force, but the player is in charge of a 'rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. <br />
* Soldiers appear to have 'Character Skills' (check Tactical picture)<br />
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.<br />
* Squad sizes remain at 4-6 units.<br />
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades<sup>4</sup>.<br />
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.<sup>9</sup>.<br />
* Customized soldiers can be saved to a player's pool of possible soldiers, allowing them to appear in a different campaign.<sup>24</sup><br />
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a "Survivor of the Old War".<sup>21</sup> <sup>22</sup><br />
===Classes===<br />
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]<br />
* There are 5 classes: [[Ranger (XCOM2)|Ranger]], [[Sharpshooter (XCOM2)|Sharpshooter]], [[Grenadier (XCOM2)|Grenadier]], [[Specialist (XCOM2)|Specialist]], and [[Psi Operative (XCOM2)|Psi Operative]].<br />
** The first four classes are evolved versions of the original 4 classes: [[Assault_(EU2012)|Assault]], [[Sniper_(EU2012)|Sniper]], [[Heavy_(EU2012)|Heavy]], and [[Support_(EU2012)|Support]], respectively.<br />
** The 5th class is dedicated Psi user. This is a departure from the previous game, where the [[Psionic_(EU2012)|Psionic]] "class" was an add-on to existing soldiers.<br />
** There will be a 6th class available with the ''Shen's Last Gift'' DLC. <br />
<br clear="all"><br />
====Sharpshooter====<br />
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.<br />
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices<sup>17</sup>.<br />
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)<sup>17</sup><br />
* Fan Fire ability - allows three shots against a single target. (Pistol skill)<sup>17</sup>.<br />
====Ranger==== <br />
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]<br />
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.<br />
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword<sup>8</sup>.<br />
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls<sup>8</sup>.<br />
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist<sup>8</sup>.<br />
* Slash ability - attack any enemy within movement range with your sword<sup>32</sup><br />
* Phantom ability - when the squad is revealed, this soldier stays concealed<sup>18</sup>.<br />
* Blademaster skill - deal +2 extra damage on all sword attacks<sup>32</sup>.<br />
* Shadowstrike skill - while concealed, gain +25 bonus aim and +25 bonus critical hit chance when attacking enemies<sup>18</sup>.<br />
* Shadowstep skill - this soldier does not trigger overwatch or reaction fire<sup>32</sup>.<br />
* Conceal ability - immediately enter concealment once per mission<sup>32</sup>.<br />
* Run and Gun ability - take an action after dashing. Does not work with sword slashes<sup>32</sup>.<br />
* Implacable skill - if you score one or more kills on your turn, you are granted a single bonus move<sup>32</sup>.<br />
* Bladestorm skill - free sword attacks on any enemies that enter or attack from melee range<sup>32</sup>.<br />
* Deep Cover skill - if you did not attack this turn, hunker down automatically <sup>32</sup>.<br />
* Untouchable skill - if you score a kill during your turn, the next attack against you during the enemy turn will miss. This even includes area of effect attacks like grenades<sup>32</sup>.<br />
* Rapid Fire ability - fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability<sup>32</sup>.<br />
* Reaper ability - a devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage<sup>32</sup>.<br />
<br clear="all"><br />
<br />
====Specialist====<br />
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]<br />
* Carries a 'Gremlin' drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.<br />
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)<sup>9</sup>.<br />
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger<sup>4</sup>.<br />
** Can be upgraded to carry the stun area effect weapon or to hack a terminal <sup>9</sup>.<br />
* Gremlin doesn't move on its own - the Specialist needs to spend its action move for a turn to guide it.<br />
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.<sup>9</sup><br />
* Specialist class can improve its hacking skills faster than others<sup>9</sup>.<br />
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it<sup>12</sup>.<br />
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn<sup>18</sup>.<br />
* Hacker ability - attempt to breach security on a network access point with the Gremlin<sup>18</sup>.<br />
<br clear="all"><br />
====Grenadier====<br />
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.<sup>25</sup>[[File:Grenadier (XCOM2).jpg|300px|right]]<br />
** The two ability trees for the Grenadier are called ''Demo expert'' and ''Heavy Gunner''.<sup>25</sup><br />
* Wield a Grenade Launcher and a Cannon.<sup>25</sup><br />
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.<sup>25</sup><br />
* New ability, ''Salvo'', allows the Grenadier to use a grenade or heavy weapon without ending his turn.<sup>25</sup><br />
* ''Shredder'' ability, disintegrates enemy armor<sup>25</sup><br />
* New ability, ''Rupture'', a "critical damage attack" that ensures the affected unit takes increased damage from all future attacks.<sup>25</sup><br />
<br />
==Combat System==<br />
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]<br />
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment<sup>4</sup>.<br />
** Every XCOM unit starts the mission in concealment.<sup>8</sup>.<br />
* XCOM now always has the first shot (aliens don't scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.<br />
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.<sup>4</sup>.<br />
* New concealment system that uses waypoints to move and set up soldiers.<br />
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. <br />
** You can find same kind of loot in chests scattered around the maps, but timed mission make complete sweeps quite difficult. <br />
* Weapon upgrades - variety of those<sup>4</sup>.<br />
** Autoloaders - Grants free reload<sup>17</sup>.<br />
** Expanded Magazines - Increased ammo capacity<sup>17</sup>.<br />
** Can be salvaged from the battlefield and needs to be researched before use<sup>17</sup>.<br />
* Secondary mission objectives that can be completed instead of the primary one.<br />
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There's still a danger of getting stopped by enemies when trying to reach the area designated for evacuation<sup>4</sup>.<br />
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them <sup>13</sup>.<br />
==Maps==<br />
[[File:XCOM2terrains.png|right|300px|Different building versions]]<br />
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]<br />
<br />
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable<sup>4</sup>.<br />
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.<sup>7</sup> <br />
* According to Lead Producer Garth DeAngelis, each map is a 'quilt' with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. <sup>5</sup>.<br />
* The space can be occupied by a variety of elements, and there are about 20 'diorama' sets that can be used when designing maps.<br />
<br clear="all"> <br />
==Aliens/Enemies==<br />
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]<br />
[[File:Viper Twitter.png|right|300px|Viper ]]<br />
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]<br />
[[File:Xcom2 shieldbearer hero.jpg|right|300px|Advent Shieldbearer]]<br />
[[File:XCOM2_stunlancer_hero.jpg|right|300px|Advent Stun Lancer]]<br />
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.<sup>4</sup><br />
* Both new and old aliens are present.<br />
* There are yet undisclosed mechanical aliens.<sup>9</sup><br />
* Aliens are able to call for reinforcements at any time.<sup>12</sup><br />
* '''Advent Troopers''' - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.<sup>4</sup> <sup>23</sup><br />
** Speak a language unlike any human ones, and are nicknamed "Jabbers" by XCOM soldiers because of it.<sup>19</sup><br />
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.<sup>19</sup><br />
* '''Advent Captains''' - clad in red armor with cape, stronger variants of Troopers.<sup>23</sup><br />
** Can AoE buff standard Troopers with "Command Aura" ability.<sup>23</sup><br />
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier<sup>23</sup><br />
** Can summon reinforcements from Advent VTOL dropships.<br />
* '''Shieldbearers''' - big, heavy troopers that can provide a Shield Bonus to other nearby enemy units on the battlefield.<sup>19</sup> <sup>28</sup><br />
* '''Stun Lancers''' - aggressive soldiers who will try to get close to XCOM soldiers without regards for their own safety, can disable soldiers with a stun attack.<sup>27</sup><br />
** <br />
* '''Advent MECs''' - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.<sup>12</sup><br />
* '''Advent Turrets''' - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.<sup>12</sup><br />
* '''Advent Security Tower''' - scanning devices placed at checkpoints and other locations that can reveal XCOM soldiers out of concealment. <br />
** Can be hacked for either 'Desorient' ("Desorient enemies for 2 turns") or 'Central Command' ("Gain control of all robotic units for 1 turns.")<br />
** On fail the penalty, or Feedback is 'Reinforcements' ("A failed hack will result in a group of enemy reinforcements being called down on your position")<sup>29</sup><br />
* '''Sectoids''' - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.<br />
** Still carries the wrist-mounted plasma blaster.<sup>11</sup><br />
** ''Mind Spin'' or '' Psi Spin'' {{Verify}} is an ability with numerous possible effects, including disorientation, confusion, and mind control.<br />
** ''Psi Reanimate'' can raise dead humans and aliens as "psi zombies" for the Sectoid to control.<sup>11</sup><br />
* '''Vipers''' - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].<br />
** True forms of the [[Thin Man (EU2012)|Thin Men]].<sup>4</sup><br />
** ''Tongue Pull'' can rip your soldiers from cover.<sup>11</sup><br />
** ''Bind'' locks soldiers in place and deals damage.<sup>11</sup><br />
** ''Poison Spit'' is retained from their Thin Men forms.<sup>11</sup><br />
* '''"Dark Collaborators"''' - humanlike individuals which may be assassination objectives.<sup>12</sup><br />
* '''Muton Berserkers''' - Evolved to be deadlier than before.<sup>12</sup><br />
* '''Codex''' - golden humanoids capable of replicating and teleportation.<sup>33</sup><br />
* ''' Mutons''' - Evolved with Human DNA to be smarter and deadlier.<sup>15</sup><br />
** Gets to use ''Suppression'' right off the bat.<sup>15</sup><br />
** Still has ''Alien Grenades'', and will use them against groups of soldiers that don't watch their spacing.<sup>15</sup><br />
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.<sup>15</sup><br />
** Has an ability called ''Counterattack'' where they can dodge a Ranger's melee attack, and counter with a melee attack from their bayonets.<sup>15</sup><br />
* '''Chryssalids''' - Evolved to be deadlier than before.<br />
** All melee attacks cause poison. <sup>16</sup><br />
** XCOM soldiers and civilians killed by poison become cocoons.<sup>16</sup><br />
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.<sup>16</sup><br />
** Can burrow underground, but cannot move while burrowed.<sup>16</sup><br />
* '''Ethereals''' - Appear in various art around Advent cities. There's also a reference to 'Elders' on Advent's propaganda.<sup>12</sup><br />
* '''The Faceless''' - an alien race that can mimic the forms of other people.<sup>24</sup>[[File:Faceless (XCOM2).jpg|right|300px]]<br />
** Undetectable before they transform from their civilian form.<sup>26</sup><br />
** "Central advises dispatching this unit from afar, Commander" - they presumably have a short-ranged or melee attack.<sup>26</sup><br />
* '''Archons''' - modified [[Floater (EU2012)|Floaters]] which looks like angels.<br />
** ''Blazing Pinions'' - AoE attack like ''Cluster Bomb'' of [[Sectopod (EU2012)|Sectopod]].<br />
** Wounded Archon will enter a frenzied state enabling them to melee attack nearby XCOM soldiers.<br />
* '''Andromedons''' - organic-synthetic hybrid enemies.<br />
<br />
<br clear="all"><br />
<br />
==Modding==<br />
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.<sup>7</sup> <br />
* There will be Steam Workshop integration to facilitate distribution of mods <sup>7</sup>.<br />
* It will be possible to "literally make an Enemy Unknown map.”<sup>7</sup> <br />
==Media==<br />
<gallery mode="packed" widths=150px heights=100px caption="XCOM 2 Official Site"><br />
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)<br />
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base<br />
File:06_x2_screens_overview_thm.png| Inside Avenger <br />
File:Bradford (XCOM2).png|Officer Bradford "Central" <br />
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)<br />
File:03_x2_screens_overview_thm.png| XCOM squad<br />
File:05_x2_screens_news_thm.png| XCOM squad concealed<br />
File:07_x2_screens_overview_thm.png| XCOM soldier<br />
File:11_x2_screens_news_thm.png|XCOM soldiers<br />
File:07_x2_screens_news_thm.png| Ranger class<br />
File:03_x2_screens_news_thm.png| Specialist class<br />
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone<br />
File:04_x2_screens_overview_thm.png| Sharpshooter<br />
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)<br />
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)<br />
File:05_x2_screens_overview_thm.png| Viper (snakewoman)<br />
File:3_-_pBnHCEU.png|Viper<br />
File:4_-_TwaGnRd.png|Evolved Berserker<br />
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker<br />
File:Xc2 chryssalid.jpeg|Evolved Chryssalid<br />
File:02_x2_screens_news_thm.png| Advent Administration<br />
File:Advent_Solder_and_Statue.png|Advent Soldier <br />
File:09_x2_screens_overview_thm.png| Advent Soldiers<br />
File:04_x2_screens_media_thm.png| Advent Captain<br />
File:1_-_zDCHlRx.png|Advent Soldiers and Captain<br />
File:2_-_bcZ9mze.png|Advent MECs<br />
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC<br />
File:Muton1.jpg|Muton (with human DNA)<br />
File:Muton2.jpg|Muton (with human DNA)<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Concepts"><br />
File:XCOM2_ADVENT_CheckPoint.png|<br />
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|<br />
File:XCOM2_City_Center.png|<br />
File:XCOM2_NewWorldOrderMood.png|<br />
File:XCOM2_Sectoid.png|Sectoid <br />
File:XCOM2_Viper.png|Viper <br />
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier <br />
File:Bradford_Concept_(XCOM2).png|Bradford<br />
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Terrains"><br />
File:08_x2_screens_overview_thm.png|<br />
File:06_x2_screens_news_thm.png| <br />
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)<br />
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)<br />
File:XCOM2CityCentre.png|Advent City Center (fast food)<br />
File:XCOM2_Wilderness_Types.png|Wilderness types<br />
</gallery><br />
<br />
<gallery mode="packed" widths=150px heights=100px caption="Twitter, Initial Trailer and Gameplay Footage Captures"><br />
File:XCOM2_1.png|A version of EXALT's logo?<br />
File:XCOM2_2.png|Advent soldier with Ethereal image behind it<br />
File:XCOM2_3.png|XCOM Squad at extraction<br />
File:Thin Men Advent.png|A "dark collaborator", possibly related to Thin Men (notice eye glasses and neck spots)<br />
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system<br />
</gallery><br />
<br />
==Sources==<br />
* 1 - Official XCOM 2 site [http://xcom.com/]<br />
* 2 - IGN's 'XCOM 2 Reveal Trailer' [https://www.youtube.com/watch?v=2E_-2wIJIzQ&feature=youtu.be]<br />
* 3 - IGN's 'XCOM 2: Welcoming our new alien overlords' video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].<br />
* 4 - IGN's 'XCOM 2 Reveal Trailer Rewind Theater' with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]<br />
* 5 - IGN's 'XCOM 2’s Procedurally Generated Maps' [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].<br />
* 6 - IGN's 'Why XCOM 2 had to be PC exclusive' [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].<br />
* 7 - IGN's 'XCOM 2's Exciting Modding Potential' article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].<br />
* 8 - IGN's 'Meet The XCOM 2 Ranger' article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]<br />
* 9 - IGN's 'Meet The XCOM 2 Specialist' article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]<br />
* 10 - XCOM 2'S Bleak Future: Why Impossible Mode Is Canon - IGN First' article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].<br />
* 11 - IGN's 'Meet the XCOM2 Sectoid and Viper' [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]<br />
* 12 - IGN's First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&t=2m22s]<br />
* 13 - IGN's "E3 2015: No Meld, MEC Troopers in XCOM 2" [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]<br />
* 14 - IGN's 'Meet the XCOM2 Muton' article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]<br />
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]<br />
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]<br />
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]<br />
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]<br />
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]<br />
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]<br />
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]<br />
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]<br />
* 23 - IGN's 'Meet The XCOM 2 Advent Soldiers' article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]<br />
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]<br />
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]<br />
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]<br />
* 27 - XCOM 2’S ADVENT STUN LANCER WILL DO ANYTHING TO GET NEAR [https://xcom.com/news/en-xcom-2s-advent-stun-lancer-will-do-anything-to-get-near]<br />
* 28 - THE ADVENT SHIELDBEARER STANDS ITS GROUND IN XCOM 2 [https://xcom.com/news/the-advent-shieldbearer-stands-its-ground-in-xcom-2]<br />
* 29 - WAR HAND - XCOM 2 Hands-On Gameplay #1 with Beagle! [https://www.youtube.com/watch?v=I9vG-N0ILB0]<br />
* 30 - [https://twitter.com/solomonjake/status/634475260864274432 And tiny tidbit, XCOM's Dr. Tygan's name is a nod to my favorite scientists: Dr. Carl Sagan and Dr. Neil deGrasse Tyson]<br />
* 31 - Three XCOM 2 Expansions Announced, Detailed [http://www.gamespot.com/articles/three-xcom-2-expansions-announced-detailed/1100-6432996/]<br />
* 32 - ChristopherOdd's "XCOM 2's Ranger Class Skill Tree Breakdown" video [https://m.youtube.com/watch?v=jWtntHx74qA]<br />
* 33 - GameTrailers XCOM 2 preview video [http://www.gametrailers.com/videos/view/gametrailers-com/116626-XCOM-2-Preview]<br />
<br />
[[Category: XCOM2]]</div>Redrichhttps://www.ufopaedia.org/index.php?title=Research_(XCOM2)&diff=71686Research (XCOM2)2016-04-05T19:53:55Z<p>Redrich: </p>
<hr />
<div>==Overview==<br />
<br />
Your research team will primarily be Dr Richard Tygan... ''just'' him. You'll need to recruit scientists when you can, either through mission rewards/rescues, home base hiring, or on rare occasion on the Black Market. Naturally, more scientists will reduce your research time. You can also build a laboratory or two to further speed things up. At least some of the research will require mandatory number of scientists to prevent you from rushing them for early game advantage (namely, psionics). <br />
<br />
The black market will often have one or two research credits for sale in exchange for Intel: packs of detailed notes and schematics acquired from refugees and loose talkers that will reduce research time on some of the projects you have listed in your research backlog. The Black Market will update these available research credits monthly, at the same time as when you get the latest Spokesman's assessment and Supply Drop notification. The prices will drop if you've already made progress on that research project<br />
<br />
Tygan himself is a former ADVENT researcher, who was basically shanghai-ed by ADVENT to run some of the earliest 'Gene Therapy' labs: this position let him see behind the scenes at the true nature of ADVENT's (and the Aliens) goals. Horrified, he eventually managed to contact Bradford and the remnants of XCOM in the Resistance. Occasionally, you may see him from behind, where you can see some massive scarring on the back of his neck: he managed to operate upon himself and tear out the implanted chip that ADVENT had put into his skull, showing his determination in opposing the alien forces.<br />
<br />
Keep in mind that when you encounter new types of aliens/ADVENT in missions: you will only gather the corpses, and thus be able to do research on them, when the mission did ''not'' end with an Evac. The two plot critical corpses will be collected regardless of this limitation. <br />
<br />
Also, be sure 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 moderate Intel cost), which you'll then can assault without needing to first contact the local Resistance cell, and the datapads themselves for significant Intel rewards. If there are currently no active Facilities, the leads will go into storage; once a new Blacksite is put up by ADVENT (and is not 'discovered' right away anyways by being in a pre-contacted sector), they can be researched for the new sites.<br />
<br />
On occasions, the lab will notify you that a project can be performed instantly due to recent developments. This is usually happens after major research projects. There doesn't seem to be direct links between particular research projects and autopsies, it seems to be semi-random.<br />
<br />
==Research Projects==<br />
<br />
===Alien Weaponry===<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
| Modular Weapons<br />
|<br />
-<br />
|<br />
-<br />
|<br />
Weapon Mods<br />
|<br />
-<br />
|<br />
Magnetized Weapons <br />
|-<br />
|<br />
Magnetized Weapons<br />
|<br />
Modular Weapons<br />
|<br />
-<br />
|<br />
Mag Pistol<br><br />
Mag Rifle<br><br />
Shard Gun<br />
|<br />
-<br />
|<br />
Gauss Weapons<br />
|-<br />
|<br />
Gauss Weapons<br />
|<br />
Magnetized Weapons<br />
<br />
|<br />
-<br />
|<br />
Mag Cannon<br><br />
Gauss Rifle<br />
|<br />
-<br />
|<br />
Elerium<br />
|-<br />
|<br />
Plasma Rifle<br />
|<br />
Elerium<br />
|<br />
10/10/10/15 Alien Alloys<br><br />
10/10/10/15 Elerium<br />
|<br />
Plasma Rifle<br><br />
Beam Pistol<br />
|<br />
-<br />
|<br />
Beam Cannon<br><br />
Plasma Lance<br><br />
Storm Gun<br />
|-<br />
|<br />
Beam Cannon<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Beam Cannon<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Plasma Lance<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Plasma Lance<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Storm Gun<br />
<br />
|<br />
Plasma Rifle<br />
<br />
|<br />
10/10/10/20 Alien Alloys<br />
<br />
|<br />
Storm Gun<br />
<br />
|<br />
-<br />
<br />
|<br />
-<br />
|}<br />
<br />
===Alien Materials===<br />
<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
|Hybrid Materials<br />
| -<br />
|2/2/2/4 ADVENT Trooper Corpse<br />
|Nanoscale Vest<br />
|<br />
|Plated Armor<br />
|-<br />
|Plated Armor<br />
|Hybrid Materials<br />
|10/10/10/15 Alien Alloys<br />
|Predator Armor<br><br />
Spider Suit<br><br />
E.X.O Suit<br><br />
Heavy Weapons<br />
|<br />
|Elerium<br />
|-<br />
|Elerium<br />
|Gauss Weapons<br><br />
Plated Armor<br />
|20/20/20/40 Elerium<br />
|<br />
|<br />
|Powered Armor<br><br />
Plasma Rifle<br />
|-<br />
|Powered Armor<br />
|Elerium<br />
|<br />
|Warden Armor<br><br />
Wraith Suit<br><br />
W.A.R Suit<br><br />
Powered Weapons<br />
|<br />
| -<br />
|}<br />
<br />
===Alien Biotech===<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
|ADVENT Trooper Autopsy<br />
|<br />
|ADVENT Trooper Corpse<br />
|Battle Scanner<br />
|<br />
|<br />
|-<br />
|ADVENT Officer Autopsy<br />
|<br />
|ADVENT Officer Corpse<br />
|<br />
|Proving Grounds<br />
|<br />
|-<br />
|Sectoid Autopsy<br />
|<br />
|Sectoid Corpse<br />
|Mindshield<br />
|<br />
|Psionics<br />
|-<br />
|Psionics<br />
|Sectoid Autopsy<br />
|<br />
|Advanced Psi Amp<br />
|Psi Lab<br />
|<br />
|-<br />
|ADVENT Stun Lancer Autopsy<br />
|<br />
|ADVENT Stun Lancer Corpse<br />
|Arc Blade<br />
|<br />
|<br />
|-<br />
|ADVENT Shieldbearer Autopsy<br />
|<br />
|ADVENT Shieldbearer Corpse<br />
|<br />
|<br />
|Experimental Armor (PG)<br />
|-<br />
|Faceless Autopsy<br />
|<br />
|Faceless Corpse<br />
|Mimic Beacon<br />
|<br />
|<br />
|-<br />
|Viper Autopsy<br />
|<br />
|Viper Corpse<br />
|<br />
|<br />
|Battlefield Medicine (PG)<br />
|-<br />
|Muton Autopsy<br />
|<br />
|Muton Corpse<br />
|Plasma Grenades<br />
|<br />
|Advanced Explosives (PG)<br />
|-<br />
|Berserker Autopsy<br />
|<br />
|Berserker Corpse<br />
|Overdrive Serum<br />
|<br />
|<br />
|-<br />
|Chryssalid Autopsy<br />
|<br />
|Chryssalid Corpse<br />
|Hellweave Vest<br />
|<br />
|<br />
|-<br />
|Archon Autopsy<br />
|<br />
|Archon Corpse<br />
|Fusion Blade<br />
|<br />
|<br />
|-<br />
|Andromedon Autopsy<br />
|<br />
|Andromedon Corpse<br />
|Proximity Mine<br />
|<br />
|<br />
|-<br />
|Gatekeeper Autopsy<br />
|<br />
|Gatekeeper Corpse<br />
|Alien Psi Amp<br />
|<br />
|<br />
|-<br />
|ADVENT Turret Breakdown<br />
|<br />
|ADVENT Turret Wreck<br />
|<br />
|Defense Matrix<br />
|<br />
|-<br />
|ADVENT Mech Breakdown<br />
|<br />
|ADVENT Mech Wreck<br />
|Gremlin Mk II<br />
|<br />
|<br />
|-<br />
|Sectopod Breakdown<br />
|<br />
|Sectopod Wreck<br />
|Gremlin Mk III<br />
|<br />
|<br />
|}</div>Redrichhttps://www.ufopaedia.org/index.php?title=Research_(XCOM2)&diff=71685Research (XCOM2)2016-04-05T19:52:43Z<p>Redrich: </p>
<hr />
<div>==Overview==<br />
<br />
Your research team will primarily be Dr Richard Tygan... ''just'' him. You'll need to recruit scientists when you can, either through mission rewards/rescues, home base hiring, or on rare occasion on the Black Market. Naturally, more scientists will reduce your research time. You can also build a laboratory or two to further speed things up. At least some of the research will require mandatory number of scientists to prevent you from rushing them for early game advantage (namely, psionics). <br />
<br />
The black market will often have one or two research credits for sale in exchange for Intel: packs of detailed notes and schematics acquired from refugees and loose talkers that will reduce research time on some of the projects you have listed in your research backlog. The Black Market will update these available research credits monthly, at the same time as when you get the latest Spokesman's assessment and Supply Drop notification. The prices will drop if you've already made progress on that research project<br />
<br />
Tygan himself is a former ADVENT researcher, who was basically shanghai-ed by ADVENT to run some of the earliest 'Gene Therapy' labs: this position let him see behind the scenes at the true nature of ADVENT's (and the Aliens) goals. Horrified, he eventually managed to contact Bradford and the remnants of XCOM in the Resistance. Occasionally, you may see him from behind, where you can see some massive scarring on the back of his neck: he managed to operate upon himself and tear out the implanted chip that ADVENT had put into his skull, showing his determination in opposing the alien forces.<br />
<br />
Keep in mind that when you encounter new types of aliens/ADVENT in missions: you will only gather the corpses, and thus be able to do research on them, when the mission did ''not'' end with an Evac.<br />
<br />
Also, be sure 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 moderate Intel cost), which you'll then can assault without needing to first contact the local Resistance cell, and the datapads themselves for significant Intel rewards. If there are currently no active Facilities, the leads will go into storage; once a new Blacksite is put up by ADVENT (and is not 'discovered' right away anyways by being in a pre-contacted sector), they can be researched for the new sites.<br />
<br />
On occasions, the lab will notify you that a project can be performed instantly due to recent developments. This is usually happens after major research projects. There doesn't seem to be direct links between particular research projects and autopsies, it seems to be semi-random.<br />
<br />
==Research Projects==<br />
<br />
===Alien Weaponry===<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
| Modular Weapons<br />
|<br />
-<br />
|<br />
-<br />
|<br />
Weapon Mods<br />
|<br />
-<br />
|<br />
Magnetized Weapons <br />
|-<br />
|<br />
Magnetized Weapons<br />
|<br />
Modular Weapons<br />
|<br />
-<br />
|<br />
Mag Pistol<br><br />
Mag Rifle<br><br />
Shard Gun<br />
|<br />
-<br />
|<br />
Gauss Weapons<br />
|-<br />
|<br />
Gauss Weapons<br />
|<br />
Magnetized Weapons<br />
<br />
|<br />
-<br />
|<br />
Mag Cannon<br><br />
Gauss Rifle<br />
|<br />
-<br />
|<br />
Elerium<br />
|-<br />
|<br />
Plasma Rifle<br />
|<br />
Elerium<br />
|<br />
10/10/10/15 Alien Alloys<br><br />
10/10/10/15 Elerium<br />
|<br />
Plasma Rifle<br><br />
Beam Pistol<br />
|<br />
-<br />
|<br />
Beam Cannon<br><br />
Plasma Lance<br><br />
Storm Gun<br />
|-<br />
|<br />
Beam Cannon<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Beam Cannon<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Plasma Lance<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Plasma Lance<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Storm Gun<br />
<br />
|<br />
Plasma Rifle<br />
<br />
|<br />
10/10/10/20 Alien Alloys<br />
<br />
|<br />
Storm Gun<br />
<br />
|<br />
-<br />
<br />
|<br />
-<br />
|}<br />
<br />
===Alien Materials===<br />
<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
|Hybrid Materials<br />
| -<br />
|2/2/2/4 ADVENT Trooper Corpse<br />
|Nanoscale Vest<br />
|<br />
|Plated Armor<br />
|-<br />
|Plated Armor<br />
|Hybrid Materials<br />
|10/10/10/15 Alien Alloys<br />
|Predator Armor<br><br />
Spider Suit<br><br />
E.X.O Suit<br><br />
Heavy Weapons<br />
|<br />
|Elerium<br />
|-<br />
|Elerium<br />
|Gauss Weapons<br><br />
Plated Armor<br />
|20/20/20/40 Elerium<br />
|<br />
|<br />
|Powered Armor<br><br />
Plasma Rifle<br />
|-<br />
|Powered Armor<br />
|Elerium<br />
|<br />
|Warden Armor<br><br />
Wraith Suit<br><br />
W.A.R Suit<br><br />
Powered Weapons<br />
|<br />
| -<br />
|}<br />
<br />
===Alien Biotech===<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
|ADVENT Trooper Autopsy<br />
|<br />
|ADVENT Trooper Corpse<br />
|Battle Scanner<br />
|<br />
|<br />
|-<br />
|ADVENT Officer Autopsy<br />
|<br />
|ADVENT Officer Corpse<br />
|<br />
|Proving Grounds<br />
|<br />
|-<br />
|Sectoid Autopsy<br />
|<br />
|Sectoid Corpse<br />
|Mindshield<br />
|<br />
|Psionics<br />
|-<br />
|Psionics<br />
|Sectoid Autopsy<br />
|<br />
|Advanced Psi Amp<br />
|Psi Lab<br />
|<br />
|-<br />
|ADVENT Stun Lancer Autopsy<br />
|<br />
|ADVENT Stun Lancer Corpse<br />
|Arc Blade<br />
|<br />
|<br />
|-<br />
|ADVENT Shieldbearer Autopsy<br />
|<br />
|ADVENT Shieldbearer Corpse<br />
|<br />
|<br />
|Experimental Armor (PG)<br />
|-<br />
|Faceless Autopsy<br />
|<br />
|Faceless Corpse<br />
|Mimic Beacon<br />
|<br />
|<br />
|-<br />
|Viper Autopsy<br />
|<br />
|Viper Corpse<br />
|<br />
|<br />
|Battlefield Medicine (PG)<br />
|-<br />
|Muton Autopsy<br />
|<br />
|Muton Corpse<br />
|Plasma Grenades<br />
|<br />
|Advanced Explosives (PG)<br />
|-<br />
|Berserker Autopsy<br />
|<br />
|Berserker Corpse<br />
|Overdrive Serum<br />
|<br />
|<br />
|-<br />
|Chryssalid Autopsy<br />
|<br />
|Chryssalid Corpse<br />
|Hellweave Vest<br />
|<br />
|<br />
|-<br />
|Archon Autopsy<br />
|<br />
|Archon Corpse<br />
|Fusion Blade<br />
|<br />
|<br />
|-<br />
|Andromedon Autopsy<br />
|<br />
|Andromedon Corpse<br />
|Proximity Mine<br />
|<br />
|<br />
|-<br />
|Gatekeeper Autopsy<br />
|<br />
|Gatekeeper Corpse<br />
|Alien Psi Amp<br />
|<br />
|<br />
|-<br />
|ADVENT Turret Breakdown<br />
|<br />
|ADVENT Turret Wreck<br />
|<br />
|Defense Matrix<br />
|<br />
|-<br />
|ADVENT Mech Breakdown<br />
|<br />
|ADVENT Mech Wreck<br />
|Gremlin Mk II<br />
|<br />
|<br />
|-<br />
|Sectopod Breakdown<br />
|<br />
|Sectopod Wreck<br />
|Gremlin Mk III<br />
|<br />
|<br />
|}</div>Redrichhttps://www.ufopaedia.org/index.php?title=Research_(XCOM2)&diff=71684Research (XCOM2)2016-04-05T19:52:29Z<p>Redrich: </p>
<hr />
<div>==Overview==<br />
<br />
Your research team will primarily be Dr Richard Tygan... ''just'' him. You'll need to recruit scientists when you can, either through mission rewards/rescues, home base hiring, or on rare occasion on the Black Market. Naturally, more scientists will reduce your research time. You can also build a laboratory or two to further speed things up. At least some of the research will require mandatory number of scientist to prevent you from rushing them for early game advantage (namely, psionics). <br />
<br />
The black market will often have one or two research credits for sale in exchange for Intel: packs of detailed notes and schematics acquired from refugees and loose talkers that will reduce research time on some of the projects you have listed in your research backlog. The Black Market will update these available research credits monthly, at the same time as when you get the latest Spokesman's assessment and Supply Drop notification. The prices will drop if you've already made progress on that research project<br />
<br />
Tygan himself is a former ADVENT researcher, who was basically shanghai-ed by ADVENT to run some of the earliest 'Gene Therapy' labs: this position let him see behind the scenes at the true nature of ADVENT's (and the Aliens) goals. Horrified, he eventually managed to contact Bradford and the remnants of XCOM in the Resistance. Occasionally, you may see him from behind, where you can see some massive scarring on the back of his neck: he managed to operate upon himself and tear out the implanted chip that ADVENT had put into his skull, showing his determination in opposing the alien forces.<br />
<br />
Keep in mind that when you encounter new types of aliens/ADVENT in missions: you will only gather the corpses, and thus be able to do research on them, when the mission did ''not'' end with an Evac.<br />
<br />
Also, be sure 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 moderate Intel cost), which you'll then can assault without needing to first contact the local Resistance cell, and the datapads themselves for significant Intel rewards. If there are currently no active Facilities, the leads will go into storage; once a new Blacksite is put up by ADVENT (and is not 'discovered' right away anyways by being in a pre-contacted sector), they can be researched for the new sites.<br />
<br />
On occasions, the lab will notify you that a project can be performed instantly due to recent developments. This is usually happens after major research projects. There doesn't seem to be direct links between particular research projects and autopsies, it seems to be semi-random.<br />
<br />
==Research Projects==<br />
<br />
===Alien Weaponry===<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
| Modular Weapons<br />
|<br />
-<br />
|<br />
-<br />
|<br />
Weapon Mods<br />
|<br />
-<br />
|<br />
Magnetized Weapons <br />
|-<br />
|<br />
Magnetized Weapons<br />
|<br />
Modular Weapons<br />
|<br />
-<br />
|<br />
Mag Pistol<br><br />
Mag Rifle<br><br />
Shard Gun<br />
|<br />
-<br />
|<br />
Gauss Weapons<br />
|-<br />
|<br />
Gauss Weapons<br />
|<br />
Magnetized Weapons<br />
<br />
|<br />
-<br />
|<br />
Mag Cannon<br><br />
Gauss Rifle<br />
|<br />
-<br />
|<br />
Elerium<br />
|-<br />
|<br />
Plasma Rifle<br />
|<br />
Elerium<br />
|<br />
10/10/10/15 Alien Alloys<br><br />
10/10/10/15 Elerium<br />
|<br />
Plasma Rifle<br><br />
Beam Pistol<br />
|<br />
-<br />
|<br />
Beam Cannon<br><br />
Plasma Lance<br><br />
Storm Gun<br />
|-<br />
|<br />
Beam Cannon<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Beam Cannon<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Plasma Lance<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Plasma Lance<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Storm Gun<br />
<br />
|<br />
Plasma Rifle<br />
<br />
|<br />
10/10/10/20 Alien Alloys<br />
<br />
|<br />
Storm Gun<br />
<br />
|<br />
-<br />
<br />
|<br />
-<br />
|}<br />
<br />
===Alien Materials===<br />
<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
|Hybrid Materials<br />
| -<br />
|2/2/2/4 ADVENT Trooper Corpse<br />
|Nanoscale Vest<br />
|<br />
|Plated Armor<br />
|-<br />
|Plated Armor<br />
|Hybrid Materials<br />
|10/10/10/15 Alien Alloys<br />
|Predator Armor<br><br />
Spider Suit<br><br />
E.X.O Suit<br><br />
Heavy Weapons<br />
|<br />
|Elerium<br />
|-<br />
|Elerium<br />
|Gauss Weapons<br><br />
Plated Armor<br />
|20/20/20/40 Elerium<br />
|<br />
|<br />
|Powered Armor<br><br />
Plasma Rifle<br />
|-<br />
|Powered Armor<br />
|Elerium<br />
|<br />
|Warden Armor<br><br />
Wraith Suit<br><br />
W.A.R Suit<br><br />
Powered Weapons<br />
|<br />
| -<br />
|}<br />
<br />
===Alien Biotech===<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
|ADVENT Trooper Autopsy<br />
|<br />
|ADVENT Trooper Corpse<br />
|Battle Scanner<br />
|<br />
|<br />
|-<br />
|ADVENT Officer Autopsy<br />
|<br />
|ADVENT Officer Corpse<br />
|<br />
|Proving Grounds<br />
|<br />
|-<br />
|Sectoid Autopsy<br />
|<br />
|Sectoid Corpse<br />
|Mindshield<br />
|<br />
|Psionics<br />
|-<br />
|Psionics<br />
|Sectoid Autopsy<br />
|<br />
|Advanced Psi Amp<br />
|Psi Lab<br />
|<br />
|-<br />
|ADVENT Stun Lancer Autopsy<br />
|<br />
|ADVENT Stun Lancer Corpse<br />
|Arc Blade<br />
|<br />
|<br />
|-<br />
|ADVENT Shieldbearer Autopsy<br />
|<br />
|ADVENT Shieldbearer Corpse<br />
|<br />
|<br />
|Experimental Armor (PG)<br />
|-<br />
|Faceless Autopsy<br />
|<br />
|Faceless Corpse<br />
|Mimic Beacon<br />
|<br />
|<br />
|-<br />
|Viper Autopsy<br />
|<br />
|Viper Corpse<br />
|<br />
|<br />
|Battlefield Medicine (PG)<br />
|-<br />
|Muton Autopsy<br />
|<br />
|Muton Corpse<br />
|Plasma Grenades<br />
|<br />
|Advanced Explosives (PG)<br />
|-<br />
|Berserker Autopsy<br />
|<br />
|Berserker Corpse<br />
|Overdrive Serum<br />
|<br />
|<br />
|-<br />
|Chryssalid Autopsy<br />
|<br />
|Chryssalid Corpse<br />
|Hellweave Vest<br />
|<br />
|<br />
|-<br />
|Archon Autopsy<br />
|<br />
|Archon Corpse<br />
|Fusion Blade<br />
|<br />
|<br />
|-<br />
|Andromedon Autopsy<br />
|<br />
|Andromedon Corpse<br />
|Proximity Mine<br />
|<br />
|<br />
|-<br />
|Gatekeeper Autopsy<br />
|<br />
|Gatekeeper Corpse<br />
|Alien Psi Amp<br />
|<br />
|<br />
|-<br />
|ADVENT Turret Breakdown<br />
|<br />
|ADVENT Turret Wreck<br />
|<br />
|Defense Matrix<br />
|<br />
|-<br />
|ADVENT Mech Breakdown<br />
|<br />
|ADVENT Mech Wreck<br />
|Gremlin Mk II<br />
|<br />
|<br />
|-<br />
|Sectopod Breakdown<br />
|<br />
|Sectopod Wreck<br />
|Gremlin Mk III<br />
|<br />
|<br />
|}</div>Redrichhttps://www.ufopaedia.org/index.php?title=Weapons_(XCOM2)&diff=71682Weapons (XCOM2)2016-04-05T19:45:12Z<p>Redrich: /* Weapon part use */</p>
<hr />
<div>==Weapon Stats==<br />
===Main Weapons===<br />
====Rifles====<br />
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Mod Slots<br />
|- style="vertical-align:top;"<br />
|-<br />
|Assault Rifle || 3-5 || ? ||?|| 0% || ? || 1<br />
|-<br />
|Mag Rifle || 5-7 || ? || ? || 0% || ? || 2<br />
|-<br />
|Plasma Rifle || 7-9 || ? || ? || 0% || ? || 2<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Notes.<br />
|}<br />
<br />
====Shotguns====<br />
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffer aim penalties at longer range. Clip size 4.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Mod Slots<br />
|- style="vertical-align:top;"<br />
|-<br />
|Shotgun || 4-6 || ? || ? || 10% || ? || 1<br />
|-<br />
|Shard Gun || 6-8 || ? || ? || 15% || ? || 2<br />
|-<br />
|Storm Gun || 8-10 || ? || ? || 20% || ? || 2<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Notes.<br />
|}<br />
<br />
====Cannons====<br />
Cannons are the heavy weapons carried by Grenadiers. They do high damage but have smaller clips than assault rifles. Clip size 3.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Shreds<sup>3</sup> !! Mod Slots<br />
|- style="vertical-align:top;"<br />
|-<br />
|Cannon || 4-6 || ? || ? || 0% || ?|| 1 || 1<br />
|-<br />
|Mag Cannon || 6-8 || ? || ? || 0% || ? || 2 || 2<br />
|-<br />
|Beam Cannon || 8-10 || ? || ? || 0% || ? || 3 || 2<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>3</sup> Needs "Shredder" Ability<br />
|}<br />
<br />
====Sniper Rifles====<br />
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Mod Slots<br />
|- style="vertical-align:top;"<br />
|-<br />
|Sniper Rifle || 4-6 || ? ||?|| 10% || unlimited || 1<br />
|-<br />
|Gauss Rifle || 6-8 || ? || ? || 10% || unlimited || 2<br />
|-<br />
|Plasma Lance || 8-10 || ? || ? || 10% || unlimited || 2<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty<br />
|}<br />
<br />
<br />
===Secondary Weapons===<br />
====Pistols====<br />
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range<br />
|- style="vertical-align:top;"<br />
|-<br />
|Pistol || 2-3 || ? ||?|| 0% || ?<br />
|-<br />
|Mag Pistol || 3-4 || ? || ? || ? || ?<br />
|-<br />
|Beam Pistol || 3-6 || ? || ? || 0% || ?<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Notes.<br />
|}<br />
<br />
====Gremlin====<br />
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, these little robots can perform remote hacking and healing and can deal damage with the right perks, especially against mechanical enemies.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol !! Requirements<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Gremlin (XCOM2)|Gremlin]] || - || 2 || 3-4 || 0 || +20 defense || -<br />
|-<br />
|[[Gremlin Mk II(XCOM2)|Gremlin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense || ADVENT Mech Autopsy<br />
|-<br />
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Autopsy<br />
|}<br />
<br />
====Swords====<br />
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Effect !! Requirements<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Machete (XCOM2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none || -<br />
|-<br />
|[[Arc Blade (XCOM2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun || ADVENT Stun Lancer Autopsy<br />
|-<br />
|[[Fusion Blade (XCOM2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || chance to burn || Archon Autopsy<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|Blademaster adds +2 damage<br />
|}<br />
<br />
====Psi Amp====<br />
Psi Amps are the secondary weapons carried by Psi Operatives. They are used for all psionic attacks.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance !! Requirements<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Psi Amp (XCOM2)|Psi Amp]] || - || 4-6 || ?|| ? || -<br />
|-<br />
|[[Advanced Psi Amp (XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 || Sectoid Autopsy<br />
|-<br />
|[[Alien Psi Amp (XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 || Gatekeeper Autopsy<br />
|}<br />
<br />
====Grenade Launchers====<br />
These can only be equipped by [[Grenadier (XCOM2)|Grenadiers]]. They give bonus damage, range and blast radius on top of that normally given by the launched grenade.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Bonus Damage !! Bonus Range !! Bonus Radius<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || 0 || +4 || +1<br />
|-<br />
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || ? || +5 || +2<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher<br />
|}<br />
<br />
====Grenades====<br />
{{Grenades (XCOM2)}}<br />
<br />
===Heavy Weapons===<br />
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Base Damage !! Range !! Shreds !! Radius !! Area type <br />
|- style="vertical-align:top;"<br />
|-<br />
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle <br />
|-<br />
| Flamethrower || 4-7 || 25 || 0 || 7 || 60 degree cone <br />
|-<br />
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone <br />
|-<br />
| Blaster Launcher<sup>1</sup> || 7-10 || 45 || 3 || 6 ||circle <br />
|-<br />
| Hellfire Projector<sup>1</sup> || 6-9 || 25 || 0 || 7 || 60 degree cone <br />
|-<br />
| Shredstorm Cannon<sup>1</sup> || 8-11 || 25 || 4 || 12 ||cone <br />
|-<br />
| Plasma Blaster<sup>1</sup><sup>2</sup> || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) <br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup>Requires Experimental Powered Weapon and WAR Suit.<br />
<sup>2</sup>Plasma blaster ignores armor<br />
|}<br />
<br />
==Weapon Parts==<br />
Weapon mods come in three qualities: Basic, Advanced, and Superior, each offering better results over the previous one. <br />
<br />
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus "Lock and Load" allows you to reuse mods.<br />
<br />
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not "wasted" as you progress in the game.<br />
<br />
Each weapon can field only a limited number of mods; the continent bonus "Armed to the Teeth" gives you one extra mod slot on all weapons.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Mod !! Effect !! Basic !! Advanced !! Superior<br />
|- style="vertical-align:top;"<br />
|-<br />
|Scope || Adds aim bonus || +5% || +10% || +15% <br />
|-<br />
|Laser Sight || Adds critical chance bonus || +5% || +10% || +15% <br />
|-<br />
|Repeater || Adds a small chance to instakill || +5% || +10% || +15% <br />
|-<br />
|Hair Trigger || Adds a chance of free shot || +5% || +10% || +15% <br />
|-<br />
|Auto Loader || Free reload || +1 || +2 || +3 <br />
|-<br />
|Expanded Magazine || Adds ammo capacity || +1 || +2 || +3 <br />
|-<br />
|Stock || Guaranteed damage on missed shots || +1 || +2 || +3 <br />
|}<br />
<br />
===Weapon part use===<br />
<br />
Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation. For a killzone Sharpshooter use an expanded magazine combined with a repeater.<br />
<br />
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot. Larger magazine makes it more likely you'll have the ammo for it, and it's not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.<br />
<br />
As a rule of thumb, Autoloaders are superior to Expanded Magazines in regular missions as you will probably run out of aliens to kill before running out of free reloads. However, for the last mission, featuring well over 30 opponents, Expanded Magazines are a more effective choice.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&diff=71681Advanced Warfare Center (XCOM2)2016-04-05T19:31:41Z<p>Redrich: /* Function */</p>
<hr />
<div><br />
== Overview ==<br />
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it's functions as a medical lab it is highly recommended to get it early.<br />
<br />
== Function ==<br />
<br />
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.<br />
<br />
These are some of the known skills a soldier can learn:<br />
*Dead eye<br />
*Rapid Fire<br />
*Serial<br />
*Phantom<br />
*Chain Shot<br />
*Volatile Mix<br />
*Shredder<br />
*Covering Fire<br />
*Deep Cover<br />
*Lightning Reflexes<br />
*Aim<br />
*Shadowstep<br />
*Holo-Targeting<br />
*Rupture<br />
*Kill Zone<br />
*Hail of Bullets<br />
*Untouchable<br />
*Blast Padding</div>Redrichhttps://www.ufopaedia.org/index.php?title=Psi_Operative_(XCOM2)&diff=71569Psi Operative (XCOM2)2016-03-23T16:09:31Z<p>Redrich: </p>
<hr />
<div>The '''Psi Operative''' utilizes their mental abilities to great effect to boost their allies and ''mess up their enemies{{Verify}}''.<br />
<br />
Psionic Operatives level up by training in the [[Psi Lab (XCOM2)|Psi Lab]], not from battlefield experience. Operatives in training can still go on missions; barring wounds, they will resume training after the mission.<br />
<br />
:'''Primary Weapon''': Assault Rifle<br />
:'''Secondary Weapon''': Psionic Amplifier<br />
<br />
The '''Psi''' stat is unique for Psi Operatives and is used to calculate their success chance with psionic attacks. The '''Will''' stat is used for psionic defense.<br />
<br />
__TOC__<br />
<br />
==== Abilities ====<br />
<br />
Each training attempt allows a choice between three randomly selected abilities. It is possible to gain early access to abilities far down the tree. (Training high tier ability takes about twice as long) Psionic Operatives are capable of learning all of the available psionic abilities, although this would requires considerable time and resources.<br />
<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="30%" | Telepath<br />
! width="30%" | Resonant<br />
|- align="center" <br />
! rowspan="1" | <br/>'''Initiate'''<br />
| width="30%" | '''Soul Fire''' <br/> ''Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.'' <br/> 4-6 damage{{Verify}}<br />
| width="30%" | '''Stasis''' <br/> ''Completely stuns the target for 1 turn, but renders them immune to any damage or attack.'' <br/><br />
|- align="center"<br />
! <br/>'''Acolyte'''<br />
| width="30%" | '''Insanity''' <br/> ''Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.'' <br/> Conditions include disorientation and stun. Mechanical enemies are immnue. 3-turn cooldown.<br />
| width="30%" | '''Inspire''' <br/> Immediately grant a bonus action to an ally within sight range. 3-turn cooldown. Does not require LOS.&sup1;<br />
|- align="center"<br />
! <br/>'''Adept'''<br />
| '''Soul Steal''' <br/> Returns half of the damage dealt by Soul Fire as health. Cannot exceed starting health.&sup1;<br />
| '''Stasis Shield''' <br/> Allows Stasis to be used on allies.&sup1;<br />
|- align="center"<br />
!<br/>'''Disciple''' <br />
| '''Solace''' <br/> Psi Operative is surrounded by an aura that extinguishes or blocks any mental impairments for themselves or nearby allies. 4-tile radius. Conditions include disorient, stun, and panic.&sup1;<br />
| '''Sustain''' <br/> If the Psi Operative takes lethal damage, they immediately enter Stasis mode with 1 HP. Once per mission. Does not clear status effects like acid or fire.&sup1;<br />
|- align="center"<br />
! <br/>'''Mystic'''<br />
| '''Schism''' <br/> Insanity now deals 2-4{{Verify}} damage and causes the enemy to suffer +2 damage from all attacks.&sup1;<br />
| '''Fortress''' <br/> The Psi Operative is immune to fire, poison, acid, and explosive damage.&sup1;<br />
|- align="center" <br />
! rowspan="1" | '''Warlock'''<br />
| '''Fuse''' <br/> ''If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.'' <br/> Fuse may also target corpses that contain unused explosives. No cooldown.<br />
| '''Domination''' <br/> ''Permanently mind control an enemy. Only one successful Domination can be performed per mission.'' <br/> 4-turn cooldown on failed domination attempt. Mechanical enemies are immnue.{{Verify}}<br />
|- align="center"<br />
! <br/>'''Magus'''<br />
| '''Null Lance''' <br/> ''Project a beam of psionic energy that damages every target it passes through.'' <br/> 5-turn cooldown. Affects a one-tile-wide line, ignoring cover and line-of-sight.<br />
| '''Void Rift''' <br/> ''Generate an explosive field of Psionic energy that damages everything within. Organic enemies have a chance to suffer Insanity.'' <br/> 5-turn cooldown.<br />
|}<br />
<br />
&sup1; In-game ability descriptions needed.<br />
<br />
== Stat Progression ==<br />
{| class="wikitable"<br />
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!Psi Offense/level!!{{Will (Long War)}}total<br />
<br />
|-<br />
|Initiate|| 1 || 1 || 2 || 2|| 50 || 50<br />
|-<br />
|Acolyte|| 0 || 1 || 2 || 4|| 4(12)|| 54(-62)<br />
|-<br />
|Adept|| 1 || 2 || 2 || 6||4(12) || 58(-74)<br />
|-<br />
|Disciple|| 0 || 2 || 1 || 7||4(12) || 62(-86)<br />
|-<br />
|Mystic|| 1 || 3 || 1 || 8||4(12) || 66(-98)<br />
|-<br />
|Warlock|| 0 || 3 || 1 || 9||4(12) || 70(-100)&sup2;<br />
|-<br />
|Magus|| 1 || 4 || 1 || 10|| 4(12)|| 74(-100)&sup2;<br />
|}<br />
<br />
&sup2; Cap at 100.<br />
<br />
==Tactical Advice==<br />
Psi-Operatives are less than stellar at low levels, but can become your star soldiers at end-game, mostly due to their ability to learn many more abilities than other troops with enough time. You should try to avoid your Psi-Operatives being hit, since wound recovery time cuts in to training, so spending time in the infirmary sets them back more than your other troops. It may be best to leave the Psi-Ops at home until they've trained 3 or 4 abilities. At the same time, late game operative can be used as an off tank as they have immunities, life steal and once-per-mission "I will not die whatever you throw at me" with Sustain ability. <br />
<br />
Notable combos are Insanity/Schism and Void Rift/Schism. Insanity/Schism is a modest combo, turning Insanity from a dubiously reliable disable in to a reliable damage ability as well. A Void Rift with Schism at high levels has a very high chance of not only damaging multiple enemies, but also disorienting or panicking them, damaging them further AND buffing further damage to them through the Rupture effect.<br />
<br />
Other notable abilities are Solace, which allows your Psi-Op to counter Mind Control from enemies you can't disorient or kill (enemy Avatars in particular), and Inspire, which is a great Get Out Of Jail Free card when you really need a soldier to either retry a vital action that missed, or get out of a bad situation. Stasis is absolutely great way to keep a dangerous enemy disabled for a turn. Dominate is also excellent, allowing you to grab a high health enemy like a Gatekeeper or Andromedon to soak up enemy fire for you, while simultaneously depriving your enemy of that powerful unit (though be aware that if the enemy kills a dominated Andromedon, its suit will reanimate under enemy control and immediately attack you). And do not forget Null Lance- a damaging ability that tends to one shot well over half of the enemy types and is area of effect. <br />
<br />
==Sources==<br />
* XCOM 2 - Psi Operative Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=GjE_JSqLt0Y]<br />
* DefaultClassData.ini<br />
<br />
[[Category: XCOM 2]]</div>Redrichhttps://www.ufopaedia.org/index.php?title=Psi_Operative_(XCOM2)&diff=71568Psi Operative (XCOM2)2016-03-23T16:05:42Z<p>Redrich: </p>
<hr />
<div>The '''Psi Operative''' utilizes their mental abilities to great effect to boost their allies and ''mess up their enemies{{Verify}}''.<br />
<br />
Psionic Operatives level up by training in the [[Psi Lab (XCOM2)|Psi Lab]], not from battlefield experience. Operatives in training can still go on missions; barring wounds, they will resume training after the mission.<br />
<br />
:'''Primary Weapon''': Assault Rifle<br />
:'''Secondary Weapon''': Psionic Amplifier<br />
<br />
The '''Psi''' stat is unique for Psi Operatives and is used to calculate their success chance with psionic attacks. The '''Will''' stat is used for psionic defense.<br />
<br />
__TOC__<br />
<br />
==== Abilities ====<br />
<br />
Each training attempt allows a choice between three randomly selected abilities. It is possible to gain early access to abilities far down the tree. (Training high tier ability takes about twice as long) Psionic Operatives are capable of learning all of the available psionic abilities, although this would requires considerable time and resources.<br />
<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="30%" | Telepath<br />
! width="30%" | Resonant<br />
|- align="center" <br />
! rowspan="1" | <br/>'''Initiate'''<br />
| width="30%" | '''Soul Fire''' <br/> ''Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.'' <br/> 4-6 damage{{Verify}}<br />
| width="30%" | '''Stasis''' <br/> ''Completely stuns the target for 1 turn, but renders them immune to any damage or attack.'' <br/><br />
|- align="center"<br />
! <br/>'''Acolyte'''<br />
| width="30%" | '''Insanity''' <br/> ''Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.'' <br/> Conditions include disorientation and stun. Mechanical enemies are immnue. 3-turn cooldown.<br />
| width="30%" | '''Inspire''' <br/> Immediately grant a bonus action to an ally within sight range. 3-turn cooldown. Does not require LOS.&sup1;<br />
|- align="center"<br />
! <br/>'''Adept'''<br />
| '''Soul Steal''' <br/> Returns half of the damage dealt by Soul Fire as health. Cannot exceed starting health.&sup1;<br />
| '''Stasis Shield''' <br/> Allows Stasis to be used on allies.&sup1;<br />
|- align="center"<br />
!<br/>'''Disciple''' <br />
| '''Solace''' <br/> Psi Operative is surrounded by an aura that extinguishes or blocks any mental impairments for themselves or nearby allies. 4-tile radius. Conditions include disorient, stun, and panic.&sup1;<br />
| '''Sustain''' <br/> If the Psi Operative takes lethal damage, they immediately enter Stasis mode with 1 HP. Once per mission. Does not clear status effects like acid or fire.&sup1;<br />
|- align="center"<br />
! <br/>'''Mystic'''<br />
| '''Schism''' <br/> Insanity now deals 2-4{{Verify}} damage and causes the enemy to suffer +2 damage from all attacks.&sup1;<br />
| '''Fortress''' <br/> The Psi Operative is immune to fire, poison, acid, and explosive damage.&sup1;<br />
|- align="center" <br />
! rowspan="1" | '''Warlock'''<br />
| '''Fuse''' <br/> ''If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.'' <br/> Fuse may also target corpses that contain unused explosives. No cooldown.<br />
| '''Domination''' <br/> ''Permanently mind control an enemy. Only one successful Domination can be performed per mission.'' <br/> 4-turn cooldown on failed domination attempt. Mechanical enemies are immnue.{{Verify}}<br />
|- align="center"<br />
! <br/>'''Magus'''<br />
| '''Null Lance''' <br/> ''Project a beam of psionic energy that damages every target it passes through.'' <br/> 5-turn cooldown. Affects a one-tile-wide line, ignoring cover and line-of-sight.<br />
| '''Void Rift''' <br/> ''Generate an explosive field of Psionic energy that damages everything within. Organic enemies have a chance to suffer Insanity.'' <br/> 5-turn cooldown.<br />
|}<br />
<br />
&sup1; In-game ability descriptions needed.<br />
<br />
== Stat Progression ==<br />
{| class="wikitable"<br />
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!Psi Offense/level!!{{Will (Long War)}}total<br />
<br />
|-<br />
|Initiate|| 1 || 1 || 2 || 2|| 50 || 50<br />
|-<br />
|Acolyte|| 0 || 1 || 2 || 4|| 4(12)|| 54(-62)<br />
|-<br />
|Adept|| 1 || 2 || 2 || 6||4(12) || 58(-74)<br />
|-<br />
|Disciple|| 0 || 2 || 1 || 7||4(12) || 62(-86)<br />
|-<br />
|Mystic|| 1 || 3 || 1 || 8||4(12) || 66(-98)<br />
|-<br />
|Warlock|| 0 || 3 || 1 || 9||4(12) || 70(-100)&sup2;<br />
|-<br />
|Magus|| 1 || 4 || 1 || 10|| 4(12)|| 74(-100)&sup2;<br />
|}<br />
<br />
&sup2; Cap at 100.<br />
<br />
==Tactical Advice==<br />
Psi-Operatives are less than stellar at low levels, but can become your star soldiers at end-game, mostly due to their ability to learn many more abilities than other troops with enough time. You should try to avoid your Psi-Operatives being hit, since wound recovery time cuts in to training, so spending time in the infirmary sets them back more than your other troops. It may be best to leave the Psi-Ops at home until they've trained 3 or 4 abilities. At the same time, late game operatives can be used as an off tank as they have immunities, life steal and once-per-mission "I will not die whatever you throw at me" with Sustain ability. <br />
<br />
Notable combos are Insanity/Schism and Void Rift/Schism. Insanity/Schism is a modest combo, turning Insanity from a dubiously reliable disable in to a reliable damage ability as well. A Void Rift with Schism at high levels has a very high chance of not only damaging multiple enemies, but also disorienting or panicking them, damaging them further AND buffing further damage to them through the Rupture effect.<br />
<br />
Other notable abilities are Solace, which allows your Psi-Op to counter Mind Control from enemies you can't disorient or kill (enemy Avatars in particular), and Inspire, which is a great Get Out Of Jail Free card when you really need a soldier to either retry a vital action that missed, or get out of a bad situation. Stasis is absolutely great way to keep a dangerous enemy disabled for a turn. Dominate is also excellent, allowing you to grab a high health enemy like a Gatekeeper or Andromedon to soak up enemy fire for you, while simultaneously depriving your enemy of that powerful unit (though be aware that if the enemy kills a dominated Andromedon, its suit will reanimate under enemy control and immediately attack you).<br />
<br />
==Sources==<br />
* XCOM 2 - Psi Operative Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=GjE_JSqLt0Y]<br />
* DefaultClassData.ini<br />
<br />
[[Category: XCOM 2]]</div>Redrichhttps://www.ufopaedia.org/index.php?title=Sectopod_(XCOM2)&diff=71567Sectopod (XCOM2)2016-03-23T15:46:36Z<p>Redrich: </p>
<hr />
<div>Large mechanized walkers. Sectopods are very tough and have heavy armor; you'll almost certainly need to shred it before your soldiers will be able to make much of a dent. They have good aim with their high damage cannons that can fire twice per turn, and they've got over their restriction of having to fire on different targets. Sectopods can launch an attack called the Wraith Cannon, a beam-based derivative of their previous incarnation's Missile Salvos (in that it takes a turn to prepare before firing). For 'melee,' it has a AoE/close-range electric attack called Lightning Field. They also have the ability to move into a high stance, enhancing their range and line of sight. They have no qualms about moving through buildings and obstacles to clear a line to your soldiers; they are able to move in the high stance, increasing the damage to higher floors they can do.<br />
<br />
Interestingly, like their [[Sectopod|original incarnation]], they also take up 4 squares on the battlefield's grid.<br />
<br />
Explosives and acid weapons greatly help to remove armor and to get the most out of your attacks. Stasis ability can turn it off for a turn, but will also stop it from taking any damage. AP rounds make its armor mostly irrelevant. A Haywire Protocol Specialist is a necessity if you cannot take it out in one round (appropriately an Achievement), in order to disable it for a turn or so. But, if you can manage to ''control it'' (with a base Tech score of 125, this is also an Achievement): have fun playing as a Metal Gear for a few rounds! Bluescreen rounds and EMP Bombs are also very useful weapons against Sectopods (and other 'Mechs). Both of these weapons will not only damage a Sectopod, but will reduce its hack resistance, making a subsequent Haywire easier. In addition an EMP Bomb will disorient the Sectopod, reducing its aim and preventing it from using special abilities (though relying only on this effect is a risky proposition; a disoriented Sectopod is still a very capable enemy).<br />
<br />
Lastly, like their Enemy Within incarnation, they also explode with significant force when they are destroyed. Especially keep this in mind if you're controlling one: not also if ADVENT or aliens manage to destroy it, but do not forget that you can still target and fire upon it while it is under your control. Take advantage of this, if you can.<br />
<br />
Once you destroy one in a non-evac mission, and research the resulting wreckage, you'll be able to have Shen build the Gremlin MKIII, which will greatly further assist in your Specialists' chance to take over it and the lesser machines.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Sectopod_(XCOM2)&diff=71565Sectopod (XCOM2)2016-03-23T14:40:00Z<p>Redrich: </p>
<hr />
<div>Large mechanized walkers. Sectopods are very tough and have heavy armor; you'll almost certainly need to shred it before your soldiers will be able to make much of a dent. They have good aim with their high damage cannons that can fire twice per turn, and they've got over their restriction of having to fire on different targets. Sectopods can launch an attack called the Wraith Cannon, a beam-based derivative of their previous incarnation's Missile Salvos (in that it takes a turn to prepare before firing). For 'melee,' it has a AoE/close-range electric attack called Lightning Field. They also have the ability to move into a high stance, enhancing their range and line of sight. They have no qualms about moving through buildings and obstacles to clear a line to your soldiers; they are able to move in the high stance, increasing the damage to higher floors they can do.<br />
<br />
Interestingly, like their [[Sectopod|original incarnation]], they also take up 4 squares on the battlefield's grid.<br />
<br />
Explosives and acid weapons greatly help to remove armor and to get the most out of your attacks. Stasis ability can turn it off for a turn, but will also stop it from taking any damage (the trick is to do damage before using Stasis.) AP rounds make its armor mostly irrelevant. A Haywire Protocol Specialist is a necessity if you cannot take it out in one round (appropriately an Achievement), in order to disable it for a turn or so. But, if you can manage to ''control it'' (with a base Tech score of 125, this is also an Achievement): have fun playing as a Metal Gear for a few rounds! Bluescreen rounds and EMP Bombs are also very useful weapons against Sectopods (and other 'Mechs). Both of these weapons will not only damage a Sectopod, but will reduce its hack resistance, making a subsequent Haywire easier. In addition an EMP Bomb will disorient the Sectopod, reducing its aim and preventing it from using special abilities (though relying only on this effect is a risky proposition; a disoriented Sectopod is still a very capable enemy).<br />
<br />
Lastly, like their Enemy Within incarnation, they also explode with significant force when they are destroyed. Especially keep this in mind if you're controlling one: not also if ADVENT or aliens manage to destroy it, but do not forget that you can still target and fire upon it while it is under your control. Take advantage of this, if you can.<br />
<br />
Once you destroy one in a non-evac mission, and research the resulting wreckage, you'll be able to have Shen build the Gremlin MKIII, which will greatly further assist in your Specialists' chance to take over it and the lesser machines.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Viper_(XCOM2)&diff=71564Viper (XCOM2)2016-03-23T14:25:50Z<p>Redrich: </p>
<hr />
<div>==Description==<br />
<br />
Since the original invasion, the role of an infiltration unit became less important, and when infiltrators were needed, the shapeshifting Faceless were a great improvement on the uncanny Thin Men. As such, attempts to hide their true nature ceased, and they were allowed to return to their original, snakelike genome.<br />
<br />
Vipers begin to appear around the second month of the game. They serve a variety of combat roles, making their actions somewhat unpredictable. They are also the first enemy fielded to benefit from Dodge, which combined with their good HP, leaves them somewhat difficult to take down quickly.<br />
<br />
==Abilities==<br />
<br />
Vipers have three noteworthy abilities, as well as their standard plasma weapon attacks. <br />
<br />
{| class="wikitable" width="70%" <br />
|- <br />
|+ Viper Abilities<br />
|- <br />
! width=""50px" align="center" | Ability !! Description<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
|-align="center" <br />
| <br>'''Pull''' || ''Attempts to pull a single human adjacent to the Viper.''<br />
|-align="center" <br />
| <br>'''Bind''' || ''Isolates a single enemy in a grapple, damaging them and disabling them until the Viper is disrupted.''<br />
|-align="center" <br />
| <br>'''Acid Spit''' || ''Spits a cloud of acid that damages over time, as well as reducing the victims aim and mobility.''<br />
|-<br />
|}<br />
<br />
==Tactics==<br />
<br />
Vipers are a dangerous enemy when first encountered, and have no great weaknesses to exploit. Their HP isn't too shabby at the point you encounter them, and while they have no armor, their high Dodge can frustrate your efforts to kill them. Their high movement speed can allow them to get easy flanks and their plasma rifles will grant them one-shot kills if they crit even mid-game. If you guard against flanks, they can still disrupt your troops very effectively with Pull and Poison Spit. Using grenades to destroy a Vipers cover and focusing fire is effective as always, but can be difficult if Shock Lancers are also in the pod. Thankfully, Vipers don't receive any upgrades over time, so teching up will eventually make them trivial.<br />
<br />
Note that their Pull and Bind, while it disables your soldier, also effectively disables the Viper. This can in some ways be a blessing in disguise, since the 2 damage per round of Bind is often less damage than the Viper could be doing running around with its rifle. Aliens will never fire on a Bound enemy, so your soldier is safe for the duration. In addition, after the soldier is released from the Bind they can act immediately and there's no "Catch Breath" debuff like there is with Enemy Unknown Seekers, so your soldier is in an excellent position to punish any remaining enemies in the Viper's pod.<br />
<br />
While it may take some time to aim, it is usually possible to lob a grenade that will hit a Viper, but will not harm a soldier bound by Viper.</div>Redrichhttps://www.ufopaedia.org/index.php?title=ADVENT_Stun_Lancer_(XCOM2)&diff=71563ADVENT Stun Lancer (XCOM2)2016-03-23T14:20:03Z<p>Redrich: </p>
<hr />
<div>A specialist ADVENT soldier wielding an electrically-charged baton/sword and a magnetic rifle. Their greatest threat is their fearlessness in performing dashing attacks with this blade: if it gets within range, expect it to rush you within the next turn, even foregoing cover and gun to attack a soldier. Despite their name, their melee attacks are most definitely lethal, and in addition can inflict disorientation or stun as an extra effect if the target survives. Flashbangs are helpful in restricting their movement, since a Stun Lancer who can't reach you is only as much of a threat as a regular Trooper. Setting an overwatch ambush for them can also be effective. Remember they ''also'' have rifles, so don't just back away ignoring cover like you might against other melee enemies.<br />
<br />
Blademaster Ranger with an upgraded blade has a chance to inflict burning or disorientation on this guy, which will stop his melee attack. While generally beneficial, this will give him free move and free shot, most definitely a close range flanking one.</div>Redrichhttps://www.ufopaedia.org/index.php?title=ADVENT_Stun_Lancer_(XCOM2)&diff=71562ADVENT Stun Lancer (XCOM2)2016-03-23T14:19:31Z<p>Redrich: </p>
<hr />
<div>A specialist ADVENT soldier wielding an electrically-charged baton/sword and a magnetic rifle. Their greatest threat is their fearlessness in performing dashing attacks with this blade: if it gets within range, expect it to rush you within the next turn, even foregoing cover and gun to attack a soldier. Despite their name, their melee attacks are most definitely lethal, and in addition can inflict disorientation or stun as an extra effect if the target survives. Flashbangs are helpful in restricting their movement, since a Stun Lancer who can't reach you is only as much of a threat as a regular Trooper. Setting an overwatch ambush for them can also be effective. Remember they ''also'' have rifles, so don't just back away ignoring cover like you might against other melee enemies.<br />
<br />
Blademaster Ranger with an upgraded blade has a chance to inflict burning or disorientation on this guy, disabling his melee attack. While generally beneficial, this will give him free move and free shot, most definitely a close range flanking one.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Research_(XCOM2)&diff=71561Research (XCOM2)2016-03-23T14:11:11Z<p>Redrich: </p>
<hr />
<div>==Overview==<br />
<br />
Your research team will primarily be Dr Richard Tygen... ''just'' him. You'll need to recruit scientists when you can, either through mission rewards/rescues, home base hiring, or on rare occasion on the Black Market. Naturally, more scientists will reduce your research time. You can also build a laboratory or two to further speed things up.<br />
<br />
Lastly, the black market will often have one or two items for sale in exchange for Intel: packs of detailed notes and schematics acquired from refugees and loose talkers that will reduce research time on some of the projects you have listed in your research backlog. The Black Market will update these available research credits monthly, at the same time as when you get the latest Spokesman's assessment and Supply Drop notification. The prices will drop if you've already made progress on that research project<br />
<br />
Tygen himself is a former ADVENT researcher, who was basically shanghai-ed by ADVENT to run some of the earliest 'Gene Therapy' labs: this position let him see behind the scenes at the true nature of ADVENT's (and the Aliens) goals. Horrified, he eventually managed to contact Bradford and the remnants of XCOM in the Resistance. Occasionally, you may see him from behind, where you can see some massive scarring on the back of his neck: he managed to operate upon himself and tear out the implanted chip that ADVENT had put into his skull, showing his determination in opposing the alien forces.<br />
<br />
Keep in mind that when you encounter new types of aliens/ADVENT in missions: you will only gather the corpses, and thus be able to do research on them, when the mission did ''not'' end with an Evac.<br />
<br />
Also, be sure to Skullmine and Hack for Blacksite Facility leads, and gather any ADVENT/alien datapad drops: Tygen can research the leads for the Facilities (for a moderate Intel cost), which you'll then can assault without needing to first contact the local Resistance cell, and the datapads themselves for significant Intel rewards. If there are currently no active Facilities, the leads will go into storage; once a new Blacksite is put up by ADVENT (and is not 'discovered' right away anyways by being in a pre-contacted sector), they can be researched for the new sites.<br />
<br />
On occasions, the lab will notify you that one of the can be performed instantly due to recent developments. This is usually happens after major research projects. There doesn't seem to be direct links between particular research projects and autopsies, it seems to be semi-random. <br />
<br />
==Research Projects==<br />
<br />
===Alien Weaponry===<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
| Modular Weapons<br />
|<br />
-<br />
|<br />
-<br />
|<br />
Weapon Mods<br />
|<br />
-<br />
|<br />
Magnetized Weapons <br />
|-<br />
|<br />
Magnetized Weapons<br />
|<br />
Modular Weapons<br />
|<br />
-<br />
|<br />
Mag Pistol<br><br />
Mag Rifle<br><br />
Shard Gun<br />
|<br />
-<br />
|<br />
Gauss Weapons<br />
|-<br />
|<br />
Gauss Weapons<br />
|<br />
Magnetized Weapons<br />
<br />
|<br />
-<br />
|<br />
Mag Cannon<br><br />
Gauss Rifle<br />
|<br />
-<br />
|<br />
Elerium<br />
|-<br />
|<br />
Plasma Rifle<br />
|<br />
Elerium<br />
|<br />
10/10/10/15 Alien Alloys<br><br />
10/10/10/15 Elerium<br />
|<br />
Plasma Rifle<br><br />
Beam Pistol<br />
|<br />
-<br />
|<br />
Beam Cannon<br><br />
Plasma Lance<br><br />
Storm Gun<br />
|-<br />
|<br />
Beam Cannon<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Beam Cannon<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Plasma Lance<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Plasma Lance<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Storm Gun<br />
<br />
|<br />
Plasma Rifle<br />
<br />
|<br />
10/10/10/20 Alien Alloys<br />
<br />
|<br />
Storm Gun<br />
<br />
|<br />
-<br />
<br />
|<br />
-<br />
|}<br />
<br />
===Alien Materials===<br />
<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
|<br />
Hybrid Materials<br />
|<br />
-<br />
|<br />
2/2/2/4 ADVENT Trooper Corpse<br />
|<br />
Nanoscale Vest<br />
|<br />
|<br />
Plated Armor<br />
|-<br />
|<br />
Plated Armor<br />
|<br />
Hybrid Materials<br />
|<br />
10/10/10/15 Alien Alloys<br />
|<br />
Preator Armor<br><br />
Spider Suit<br><br />
E.X.O Suit<br><br />
Heavy Weapons<br />
|<br />
|<br />
Elerium<br />
|-<br />
|<br />
Elerium<br />
|<br />
Gauss Weapons<br><br />
Plated Armor<br />
|<br />
20/20/20/40 Elerium<br />
|<br />
|<br />
|<br />
Powered Armor<br><br />
Plasma Rifle<br />
|<br />
|-<br />
|<br />
Powered Armor<br />
|<br />
Elerium<br />
|<br />
|<br />
Warden Armor<br><br />
Wraith Suit<br><br />
W.A.R Suit<br><br />
Powered Weapons<br />
|<br />
|<br />
-<br />
|}</div>Redrichhttps://www.ufopaedia.org/index.php?title=Proving_Ground_(XCOM2)&diff=71560Proving Ground (XCOM2)2016-03-23T14:00:49Z<p>Redrich: </p>
<hr />
<div>== Overview ==<br />
<br />
<br />
The Proving grounds is akin to the Foundry in XCOM: Enemy Unknown (2012). The Proving Grounds has various projects that you can undertake that can severly increase the effectiveness of certain items, such as the medkit or armors and it is required to construct it in order to progress through story of the game. It is also the place where you can construct and research some of the most powerful late game equipment.<br />
<br />
New to XCOM 2 are the Experimental Ammo and Grenades and later Experimental Armors and Heavy Weapons. These are semi-random projects that yield a randomly selected grenade/ammo-type/armor type etc that give various bonuses to a solider, such as increased aim or the ability to poison biological targets with shots.<br />
<br />
Almost all Proving Ground projects require Elerium Cores, a fairly rare item that can be looted during mission.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Proving_Ground_(XCOM2)&diff=71559Proving Ground (XCOM2)2016-03-23T14:00:30Z<p>Redrich: </p>
<hr />
<div>== Overview ==<br />
<br />
<br />
The Proving grounds is akin to the Foundry in XCOM: Enemy Unknown (2012). The Proving Grounds has various projects that you can undertake that can severly increase the effectiveness of certain items, such as the medkit or armors and it is required to construct it in order to progress through story of the game. It is also the place where you can construct and research some of the most powerful late game equipment.<br />
<br />
New to XCOM 2 are the Experimental Ammo and Grenades and later Experimental Armors and Heavy Weapons. These are semi-random projects that yield a randomly selected grenade/ammo-type/armor type etc that give various bonuses to a solider, such as increased aim or the ability to poison biological targets with shots.<br />
<br />
Most Proving Ground projects require Elerium Cores, a fairly rare item that can be looted during mission.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Archon_(XCOM2)&diff=71558Archon (XCOM2)2016-03-23T13:51:05Z<p>Redrich: redundant</p>
<hr />
<div>The Archon appears to be an evolution of the Floater, but instead of a dedicated ranged weapon, Archons are armed with a powerful melee-ranged hybrid weapon. They can fly and have good health and dodge, making them tough to take down. In addition, if they take damage they will Battle Frenzy, giving them an extra action that will almost certainly allow them to close with you next round.<br />
<br />
Unlike Floaters, Archons have the blazing pinions ability, they will fly to the top level of the map and release a volley of missiles wich will impact on the next round no matter if the Archon is killed or not.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Ranger_(XCOM2)&diff=71557Ranger (XCOM2)2016-03-23T13:44:04Z<p>Redrich: </p>
<hr />
<div>[[File:Ranger.png|right|thumb|400px|The Ranger class.]]"The Ranger serves as our primary reconnaissance unit, capable of moving independently in concealment while engaging enemies at close range using extensive training in swordsmanship."<br />
<br />
'''Primary Weapons:''' Shotgun, Shard Gun, Storm Gun, Assault Rifle, Magnetic Rifle, Plasma Rifle<br />
<br />
'''Auxiliary Weapons:''' Sword, Arc Blade, Fusion Blade<br />
<br />
== Class Role ==<br />
<br />
The Rangers skill tree allows focus in, or mixing of, two distinct roles. Either the Ranger is a close-range damage-dealer, or a stealthy scouting class. They are the only class capable of remaining concealed for a large amount of a mission, and wielding powerful shotgun-class weapons, which have significantly less penalty for range than in the previous game.<br />
<br />
The Rangers Scout path focuses on improving their ability to use Concealment, with Phantom allowing an Ranger to potentially remain stealth through the entire mission, which can help in long missions by preventing the squad from being surprised by enemy pods. Conceal allows the Ranger to enter stealth even on normally exposed missions, or to return themselves to their concealed state after launching an ambush. In combat skills, the Scout path offers abilities that suit a lone-wolf, flanking combat style, with Implacable allowing the soldier to reposition after exposing themselves for a flank.<br />
<br />
Their Assault path pursues more blade-focused abilities and a proficiency in being a very aggressive up-front attacker. Key abilities improve the Ranger's sword abilities, and allow them to ignore overwatch shots that would prevent them from engaging, with Bladestorm serving as a counter to any melee-based aliens. Untouchable provides a degree of safety from the retaliation to their aggressive behaviour, and Reaper can allow the Ranger to perform cleanup on softened enemy pods.<br />
<br />
Rangers frequently embody the concept of high-risk, high-reward, capable of exceptional, reliable damage, at the cost of exposing themselves.<br />
<br />
<br />
__TOC__<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center"<br />
! rowspan="1" | [[File:Squaddie (XCOM2).png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:Slash.png|32px|center]]'''Slash''' <br/> ''Attack an enemy within movement range of your sword.''<br/>Similar to Run and Gun, Slash allows a full double move followed by a sword attack. Melee attacks have a range of 1 tile, including diagonals, and may strike over half-cover. No cooldown.<br />
|- align="center"<br />
! width="10%" align="center" colspan="1"| Specialization<br />
! width="30%" align="center" colspan="1"| Scout<br />
! width="30%" align="center" colspan="3"| Assault<br />
|- align="center"<br />
! [[File:Corporal (XCOM 2).png|32px]]<br/>'''Corporal'''<br />
| width="30%" | [[File:Phantom.png|32px|center]]'''Phantom''' <br/> ''When the squad is revealed, this soldier remains concealed.''<br/>Soldiers with Phantom always begin a mission concealed, even if the mission type does not allow the squad to begin in concealment.<br />
| width="30%" | [[File:Blademaster.png|32px|center]]'''Blademaster''' <br/> ''Deal +2 damage on all sword attacks.''<br />
|- align="center"<br />
! [[File:Sergeant (XCOM 2).png|32px]]<br/>'''Sergeant'''<br />
| width="30%" | [[File:Shadowstrike.png|32px|center]]'''Shadowstrike''' <br/> ''While concealed, gain +25 bonus aim and +25 bonus critical chance when attacking enemies.''<br />
| width="30%" | [[File:Shadowstep.png|32px|center]]'''Shadowstep''' <br/> ''This soldier does not trigger overwatch or reaction fire.''<br/>Note that the unit will no longer be able to run Overwatch shots, instead of fully dodging them (such as Lightning Reflexes in EU2012).<br />
|- align="center"<br />
! [[File:Lieutenant (XCOM 2).png|32px]]<br/>'''Lieutenant'''<br />
| width="30%" | [[File:Conceal.png|32px|center]]'''Conceal''' <br/> ''Immediately enter concealment once per mission.''<br/>Does not cost an action.<br />
| width="30%" | [[File:Run and Gun (XCOM 2).png|32px|center]]'''Run and Gun''' <br/> ''Take an extra action after dashing.''<br/>3-turn cooldown. Grants an extra action, allowing for item use.<br />
|- align="center"<br />
! [[File:Captain (XCOM 2).png|32px]]<br/>'''Captain'''<br />
| width="30%" | [[File:Implacable.png|32px|center]]'''Implacable''' <br/> ''If you score one or more kills on your turn, you are granted a single bonus move.''<br/>Grants a move, not an action (cannot attack or use items).<br />
| width="30%" | [[File:Bladestorm.png|32px|center]]'''Bladestorm''' <br/> ''Free sword attacks on any enemies that enter or attack from melee range.''<br />
|- align="center"<br />
! [[File:Major (XCOM 2).png|32px]]<br/>'''Major'''<br />
| width="30%" | [[File:Deep Cover.png|32px|center]]'''Deep Cover''' <br/> ''If you did not attack this turn, hunker down automatically.''<br/>Overwatch does not count as an attack.<br />
| width="30%" | [[File:Untouchable.png|32px|center]]'''Untouchable''' <br/> ''If you score a kill during your turn, the next attack against you during the enemy turn will miss.''<br/>Includes area-of-effect attacks such as grenades.<br />
|- align="center"<br />
! [[File:Colonel (XCOM 2).png|32px]]<br/>'''Colonel'''<br />
| width="30%" | [[File:Rapid Fire.png|32px|center]]'''Rapid Fire''' <br/> ''Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.''<br />
| width="30%" | [[File:Reaper.png|32px|center]]'''Reaper''' <br/> ''A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks deal reduced damage.''<br/>4-turn cooldown. Cannot combine with Run and Gun.<br />
|}<br />
<br />
==Tactical Advice==<br />
Commanders should consider the dangers of having a single unit advance mid-combat, for instance, to perform a melee strike. Ending your turn by having a Ranger slash the final enemy of a pod can unintentionally grab the attention of a nearby pod, which will then have a full turn to attack the possibly-exposed Ranger.<br />
<br />
The shotgun is often a far superior option to the blade if Run and Gun is up, or the target can be closed on with a single move, due to its high point-blank aim bonus, higher potential damage and possible attachment procs.<br />
<br />
Assault rangers thrive on timed missions that require rapid advancement, such as VIP extractions, due to their ability to quickly end fights with aggressive plays. In comparison, Scout rangers thrive on untimed missions, where they can survey the map and pick out pods for their allies to engage on their own terms.<br />
<br />
Merely taking the Phantom and Conceal abilities can allow a primarily Assault-based Ranger to fulfil the role of a scout.<br />
<br />
A Perception PCS will also apply to a Rangers Slash ability, reducing or removing the likelihood of missing a crucial melee attack.<br />
<br />
The benefits of Shadowstrike will apply to attacks initiated on enemies without Line-Of-Sight to the Ranger, which can be performed with any ally spotting for the Ranger.<br />
<br />
Shotgun-using Rangers will often be the best target for your Laser Sight attachments, as they increase in potency the closer their user is to their target. With the right combination of flanks, range, and attachment, Rangers can hit 100% critical chance.<br />
<br />
Despite its wording, Untouchable can be refreshed by killing the enemy on the alien's turn, with overwatch or Bladestorm. <br />
<br />
[[Category: XCOM 2]]</div>Redrichhttps://www.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&diff=71556Advanced Warfare Center (XCOM2)2016-03-23T13:38:35Z<p>Redrich: Yes, it is OP AF and I got it twice for my 4 man-squad Commander run</p>
<hr />
<div><br />
== Overview ==<br />
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it's functions as a medical lab it is highly recommended to get it early.<br />
<br />
== Function ==<br />
<br />
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.<br />
<br />
These are some of the known skills a soldier can learn:<br />
*Dead eye<br />
*Rapid Fire<br />
*Serial<br />
*Phantom<br />
*Chain Shot<br />
*Volatile Mix<br />
*Shredder<br />
*Covering Fire<br />
*Deep Cover<br />
*Lightning Reflexes<br />
*Aim<br />
*Shadowstep<br />
*Holo-Targeting<br />
*Rupture<br />
*Kill Zone<br />
*Hail of Bullets<br />
*Untouchable</div>Redrichhttps://www.ufopaedia.org/index.php?title=Equipment_(XCOM2)&diff=71157Equipment (XCOM2)2016-02-10T11:22:56Z<p>Redrich: </p>
<hr />
<div>==Utility Items==<br />
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.<br />
<br />
===Grenades===<br />
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenades are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Damage !! Range !! Critical Chance !! Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4 || 10 || ? || Any || 3-4 || 3 || Shred 1 || -<br />
|-<br />
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -<br />
|-<br />
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -<br />
|-<br />
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)<br />
|-<br />
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)<br />
|-<br />
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]<sup>1</sup> || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)<br />
|-<br />
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]<sup>1</sup> || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)<br />
|-<br />
|[[Acid Bomb (XCOM2)|Acid Bomb]]<sup>1</sup> || 5-6 || 10 || ? || Any || 0 || 3 || Shred 3, Acid || Advanced Explosives (PG)<br>Experimental Grenade (PG)<br />
|-<br />
|[[EMP Bomb (XCOM2)|EMP Bomb]]<sup>1</sup> || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)<br>Bluescreen Protocol (PG)<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Upgraded from previous version with Advanced Explosives Proving Ground project.<br />
|}<br />
<br />
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.<br />
<br />
===Armor===<br />
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Armor !! Health !! Abilities !! Requirements<br />
|- style="vertical-align:top;"<br />
| Nanoscale Vest || 1 || - || Alien Materials<br />
|-<br />
| Hazmat Vest || 2 || Acid, Fire, Poison immunity || Experimental Armor (PG)<br />
|-<br />
| Stasis Vest || 2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)<br />
|-<br />
| Plated Vest || ? || Unknown, likely increased survivability. || Experimental Armor (PG)<br />
|-<br />
| Hellweave Vest || 2 || Burns melee attackers || Chryssalid Autopsy<br />
|}<br />
<br />
===Ammunition===<br />
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. <br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Ammunition !! Abilities !! Requirements<br />
|- style="vertical-align:top;"<br />
| Bluescreen Rounds || Decrease hacking skill of robotic enemies, allowing easier haywire checks || Bluescreen Protocol (PG) to unlock manufacturing<br />
|-<br />
| A.P. Rounds || Negates up to 5 blips of armor for this soldier || Experimental Ammo (PG)<br />
|-<br />
| Tracer Rounds || +10 Aim || Experimental Armor (PG)<br />
|-<br />
| Dragon Rounds || Increased damage, chance to set the target on fire || Experimental Ammo (PG)<br />
|-<br />
| Talon Rounds || Increased critical chance and critical damage || Experimental Ammo (PG)<br />
|-<br />
| Venom Rounds || Increased damage, chance to poison the target || Experimental Ammo (PG)<br />
|}<br />
<br />
===Utility===<br />
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can't see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.<br />
* Medikits heal soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins. They are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Equipment_(XCOM2)&diff=71156Equipment (XCOM2)2016-02-10T11:03:24Z<p>Redrich: /* Armor */</p>
<hr />
<div>==Utility Items==<br />
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.<br />
<br />
===Grenades===<br />
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenades are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Damage !! Range !! Critical Chance !! Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4 || 10 || ? || Any || 3-4 || 3 || Shred 1 || -<br />
|-<br />
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -<br />
|-<br />
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -<br />
|-<br />
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)<br />
|-<br />
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)<br />
|-<br />
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]<sup>1</sup> || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)<br />
|-<br />
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]<sup>1</sup> || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)<br />
|-<br />
|[[Acid Bomb (XCOM2)|Acid Bomb]]<sup>1</sup> || 5-6 || 10 || ? || Any || 0 || 3 || Shred 3, Acid || Advanced Explosives (PG)<br>Experimental Grenade (PG)<br />
|-<br />
|[[EMP Bomb (XCOM2)|EMP Bomb]]<sup>1</sup> || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)<br>Bluescreen Protocol (PG)<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Upgraded from previous version with Advanced Explosives Proving Ground project.<br />
|}<br />
<br />
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.<br />
<br />
===Armor===<br />
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Armor !! Health !! Abilities !! Requirements<br />
|- style="vertical-align:top;"<br />
| Nanoscale Vest || 1 || - || Alien Materials<br />
|-<br />
| Hazmat Vest || 2 || Acid, Fire, Poison immunity || Experimental Armor (PG)<br />
|-<br />
| Stasis Vest || 2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)<br />
|-<br />
| Plated Vest || ? || Unknown, likely increased survivability. || Experimental Armor (PG)<br />
|-<br />
| Hellweave Vest || 2 || Burns melee attackers || Chryssalid Autopsy<br />
|}<br />
<br />
===Utility===<br />
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can't see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.<br />
* Medikits heal soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins. They are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Talk:Info_(XCOM2)&diff=71155Talk:Info (XCOM2)2016-02-10T11:02:07Z<p>Redrich: /* Research tree */ new section</p>
<hr />
<div>==New Section/Table==<br />
Right, time to start thinking about the format for the new game. The obvious reference would be to adapt the [[EU2012 Table]] but what about the individual pages? Any suggestions for improvements? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 12:33, 16 June 2015 (EDT)<br />
: I guess make overview pages (like a list of aliens), but leave the indivual pages like for each alien and what not until we have more information.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 09:37, 17 June 2015 (EDT)<br />
:: just to add to this, it may be better to not create a page for everything, as a number of the EU2012 pages ended up being Basically empty with only the in game description.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 10:40, 13 September 2015 (EDT)<br />
::: OK, I finally have some time available after the insane amount of work I've been doing for my Redux OpenXcom mod, so it's time to start organizing this section. I'll have a draft table soon for comments, I already have a few ideas on how to start. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 12:57, 14 December 2015 (EST)<br />
<br />
----<br />
Just finished a [[User:Hobbes/Sandbox_page/XCOM2_Table|first draft]] of the XCOM 2 table to be placed on this page and move the existing content to its relevant pages. There are a few templates that will be required before actually placing any content into these pages (to start organizing stuff):<br />
* Soldier classes (and possibly for other XCOM personnel such as Engineers/Scientists)<br />
* Alien/Advent units<br />
* Weapons/Items<br />
* Armors<br />
[[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:46, 6 January 2016 (EST)<br />
<br />
I'm going to bet we'll need a subsection for the "Alien/Advent Retaliation" stuff we saw in the trailers, once we figure out more of what ''those'' entail. I felt they got the idea from long war: I recall the ones we got to see were armor adds to the Advent (ie: Long War's alien research adding gene mods and stat boosts), forgot the other one but I think it was 'hunt the Avenger' basically, and the one that was deliberately not shown. Not just descriptions of them, but also strategies, once we get all the hard data written down. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 00:25, 7 January 2016 (EST)<br />
: Yeah, there are features that will require subsections but that right now there isn't enough info about them [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 11:04, 7 January 2016 (EST)<br />
And depending on the exact nature and variation of the procedural-generated maps (especially if, say, user-submitted maps/assets get uploaded and shared through Steam or something), a Maps section might be useless. It may be just a 'theme' of maps (ie: "small jungle map", "small city map"), but the layouts each time are near-100% custom, or if they'll all have like a framework of "generally ''this'' shape," as to avoid getting any layouts that get too crazy or unfair (fight your way up this ''no-cover pyramid!'' Have fun, sucker!) --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 00:34, 7 January 2016 (EST)<br />
: Maps is the section that I'm most interested in, since I've been designing terrain mods for the original game for years. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 11:04, 7 January 2016 (EST)<br />
:: PGMs have been pretty durable for years-- decade, at least-- so I don't think we'll get anything too broken in terms of maps, what with that 'quilt' line that was dropped. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 01:35, 9 January 2016 (EST)<br />
::: Don't forget the original games - many terrains are purely random but there are also a few like terror sites that are proceduraly generated. But my interest is not in broken things but to figure out how the entire map system is structured and generated. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 09:58, 9 January 2016 (EST)<br />
Lesse, other things I noticed: civilians count as enemy observers (oh fuck, if aliens get Squadsight, that's gonna suck), so wondering that as you progress, if civvies get more friendly as you expose AVENT more and more, or do propaganda stuff. Doing supply raids seems to be back from Apocalypse. And the overarching Doom Counter seems to be this "Avatar Program"- but instead of panic management, you're basically on a timer you can only slow down (or that's just flavor text and it ''is'' a point-based system like Panic). --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 01:35, 9 January 2016 (EST)<br />
: I'd love to see those Turrets with Squadsight... anyways, there's a ton of info becoming available but at this point I'm divided in what to do. The site outages are really discouraging since I have to stop working because the site stops responding and there's a ton of work to be done on XCOM2, and I'm also starting to feel that I'm taking too many spoilers. I might end up stop working on this section because of these issues. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 09:58, 9 January 2016 (EST)<br />
:: Yeah, I'm planning to do a full playthrough before I come back to write. And, of course, my brother's bday is on the 9th, so/but everyone wants to move celbrations to the 5th.... --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 03:41, 11 January 2016 (EST)<br />
<br />
Any word so far on PC Requirements/Recommendation stats? --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 02:58, 22 January 2016 (EST)<br />
<br />
== Class Pages ==<br />
<br />
I've started making class pages. [[Ranger_(XCOM2)]] is the first one. Very basic so far, just the skill trees, but better than nothing. I'm re-using the old ability icons where I can; better graphical assets would be much appreciated.<br />
-- [[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 11:39, 10 January 2016 (EST)<br />
<br />
Hey, Khaim, I finished up the Ranger class page, seen here: [[Ranger_(XCOM 2)]].<br />
-- [[User: ArtixBot|ArtixBot]] ([[User talk: ArtixBot|talk]]) 10:56, 10 January 2016 (EST)<br />
<br />
== Release info ==<br />
<br />
http://steamcommunity.com/games/268500/announcements/detail/843665914362353836 - Preload available, region unlock times available<br />
*North/South America at 5 AM GMT on 5th (9PM on 4th in California, midnight in New York)<br />
*Eurasia/Africa 11PM GMT on 4th (Midnight for most of Europe)<br />
*Oceana 6 GMT on 4th (5 AM on 5th in Sydney, Australia-- 2 AM for Western Australia and China) <br>--[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 19:29, 3 February 2016 (EST)<br />
<br />
== Research tree ==<br />
<br />
Reddit has a full research tree. The prices might change depending on difficulty, but it lists all the items in the game, which is nice. <br />
The link: <br />
https://raw.githubusercontent.com/mstum/xcom2/master/techtree/xcom2techtree3.png</div>Redrichhttps://www.ufopaedia.org/index.php?title=Equipment_(XCOM2)&diff=71149Equipment (XCOM2)2016-02-10T10:39:00Z<p>Redrich: /* Armor */</p>
<hr />
<div>==Utility Items==<br />
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.<br />
<br />
===Grenades===<br />
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenades are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Weapon !! Damage !! Range !! Critical Chance !! Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements<br />
|- style="vertical-align:top;"<br />
|-<br />
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4 || 10 || ? || Any || 3-4 || 3 || Shred 1 || -<br />
|-<br />
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -<br />
|-<br />
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -<br />
|-<br />
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)<br />
|-<br />
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)<br />
|-<br />
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]<sup>1</sup> || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)<br />
|-<br />
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]<sup>1</sup> || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)<br />
|-<br />
|[[Acid Bomb (XCOM2)|Acid Bomb]]<sup>1</sup> || 5-6 || 10 || ? || Any || 0 || 3 || Shred 3, Acid || Advanced Explosives (PG)<br>Experimental Grenade (PG)<br />
|-<br />
|[[EMP Bomb (XCOM2)|EMP Bomb]]<sup>1</sup> || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)<br>Bluescreen Protocol (PG)<br />
|-<br />
| colspan="9" align="left" style="font-size: smaller"|<sup>1</sup> Upgraded from previous version with Advanced Explosives Proving Ground project.<br />
|}<br />
<br />
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.<br />
<br />
===Armor===<br />
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Armor !! Health !! Abilities !! Requirements<br />
|- style="vertical-align:top;"<br />
| Nanoscale Vest || 1 || - || Alien Materials<br />
|-<br />
| Hazmat Vest || 2 || Acid, Fire, Poison immunity || Experimental Armor (PG)<br />
|-<br />
| Stasis Vest || 2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)<br />
|-<br />
| Heatwave Vest || 2 || Inflicts damage on melee attackers and has a chance to set them on fire || Experimental Armor (PG)<br />
|-<br />
| Hellweave Vest || 2 || Burns melee attackers || Chryssalid Autopsy<br />
|}<br />
<br />
===Utility===<br />
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can't see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.<br />
* Medikits heal soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins. They are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Armor_(XCOM2)&diff=71148Armor (XCOM2)2016-02-10T10:33:04Z<p>Redrich: </p>
<hr />
<div>Armor is used by XCOM [[Soldiers (XCOM2)|soldiers]] to provide protection against enemy weapons fire and environmental hazards, along with providing unique abilities to the unit wearing it. All soldiers start wearing Kevlar Armor and [[Research (XCOM2)|research]]/[[Engineering (XCOM2)|manufacturing]] are required to gain access to more advanced armor types.<br />
<br />
*The Predator and Warden suits only need to be ordered once from Shen, upon which you will have an unlimited inventory.<br />
*Also note that, unlike Enemy Unknown/Within, ''any'' injuries sustained will result in recovery time: the suits do not have a health 'buffer', save for the Damage Reduction served by the yellow Armor pips of certain suits.<br />
*It was reported that the difficulty may change the cost of research and manufacturing. Do not take those values as final information. <br />
<br />
<gallery widths=100px heights=100px perrow=8 caption="Armors"><br />
File:null|[[Kevlar Armor (XCOM2)|Kevlar Armor]]<br />
File:null|[[Resistance Warrior Kevlar Armor (XCOM2)|Resistance Warrior Armor]] <br />
File:null|[[Predator Armor (XCOM2)|Predator Armor]] <br />
File:null|[[EXO Suit (XCOM2)|EXO Suit]]<br />
File:null|[[Spider Suit(XCOM2)|Spider Suit]] <br />
File:null|[[Warden Armor (XCOM2)|Warden Armor]] <br />
File:null|[[WAR Suit (XCOM2)|WAR Suit]] <br />
File:null|[[Wraith Suit (XCOM2)|Wraith Suit]]<br />
</gallery><br />
<br />
==Armor Types==<br />
{|class="wikitable" width="60%" <br />
|-<br />
! width="25%" align="center" | Type<br />
! width="5%" align="center" | Health Points<br />
! width="5%" align="center" | Armor Points <br />
! width="5%" align="center" | Mobility<br />
! width="5%" align="center" | Dodge<br />
! width="60%" align="center" | Extra Abilities <br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
|[[Kevlar Armor (XCOM2)|Kevlar Armor]]||align="center" |0|||||||<br />
|- align="center"<br />
|[[Resistance Warrior Kevlar Armor (XCOM2)| Resistance Warrior Kevlar Armor]]||align="center" |0|||||||<br />
|- align="center"<br />
|[[Predator Armor (XCOM2)|Predator Armor]]||align="center" |+4|||||||||Provides one additional inventory slot<br />
|- align="center"<br />
|[[EXO Suit (XCOM2)|EXO Suit]]||align="center" |+5||+1|||||||Allows the soldier to mount a heavy weapon<br />
|- align="center"<br />
|[[Spider Suit (XCOM2)|Spider Suit]]||align="center" |+4||||+1||+20||Grapple module (now doesn't cost an action, but has cooldown)<br />
|- align="center"<br />
|[[Warden Armor (XCOM2)|Warden Armor]]||align="center" |+6||+1||||||Provides one additional inventory slot<br />
|- align="center"<br />
|[[WAR Suit (XCOM2)|WAR Suit]]||align="center" |+6||+2|||||||Allows the soldier to mount a heavy weapon. Grants an ability similar to One For All perk of the MEC trooper. <br />
|- align="center"<br />
|[[Wraith Suit (XCOM2)|Wraith Suit]]||align="center" |+6||0||+2||+25|||Allows the soldier to run through obstacles twice per mission. Has a grappling module. <br />
|}<br />
<br />
<br />
==Manufacturing==<br />
{|class="wikitable sortable" width="70%" <br />
|- align="center"<br />
!Type!!Cost!![[Corpses (XCOM2)|Corpses]]!![[Elerium Core (XCOM2)|Elerium Cores]]!![[Alien Alloys (XCOM2)|Alloys]]!![[Elerium Crystals (XCOM2)|Elerium Crystals]]!![[Est Time (XCOM2)|Est Time]]<br />
|- align="center"<br />
|[[Predator Armor (XCOM2)|Predator Armor]] ||150 Supply||[[ADVENT Trooper (XCOM2)|6 ADVENT Trooper]]|||||20||<br />
|- align="center"<br />
|[[EXO Suit (XCOM2)|EXO Suit]] ||||[[ADVENT Trooper (XCOM2)|2 ADVENT Trooper]]|||1||5||5<br />
|- align="center"<br />
|[[Spider Suit (XCOM2)|Spider Suit]] ||||[[ADVENT Stun Lancer (XCOM2)|2 ADVENT Stun Lancer]]|||1||5||5<br />
|- align="center"<br />
|[[WAR Suit (XCOM2)|WAR Suit]] ||||corpses|||Co||A||Cr<br />
|- align="center"<br />
|[[Wraith Suit (XCOM2)|Wraith Suit]] ||||corpses|||Co||A||Cr<br />
|}<br />
* Predator Armor and Warden Armor are one time purchases.<br />
<br />
==Notes==</div>Redrichhttps://www.ufopaedia.org/index.php?title=Psi_Operative_(XCOM2)&diff=70574Psi Operative (XCOM2)2016-02-08T16:33:14Z<p>Redrich: </p>
<hr />
<div>The '''Psi Operative''' utilizes their mental abilities to great effect to boost their allies and ''mess up their enemies{{Verify}}''.<br />
<br />
Psionic Operatives level up by training in the [[Psi Lab (XCOM2)|Psi Lab]], not from battlefield experience. Operatives in training can still go on missions; barring wounds, they will resume training after the mission.<br />
<br />
:'''Primary Weapon''': Assault Rifle<br />
:'''Secondary Weapon''': Psionic Amplifier<br />
<br />
The '''Psi''' stat is unique for Psi Operatives and is used to calculate their success chance with psionic attacks. The '''Will''' stat is used for psionic defense.<br />
<br />
__TOC__<br />
<br />
==== Abilities ====<br />
<br />
Each training attempt allows a choice between three randomly selected abilities. It is possible to gain early access to abilities far down the tree. (Training high tier ability takes about twice as long) Psionic Operatives are capable of learning all of the available psionic abilities, although this would requires considerable time and resources.<br />
<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="30%" | Telepath<br />
! width="30%" | Resonant<br />
|- align="center" <br />
! rowspan="1" | <br/>'''Initiate'''<br />
| width="30%" | '''Soul Fire''' <br/> ''Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.'' <br/> 4-6 damage{{Verify}}<br />
| width="30%" | '''Stasis''' <br/> ''Completely stuns the target for 1 turn, but renders them immune to any damage or attack.'' <br/><br />
|- align="center"<br />
! <br/>'''Acolyte'''<br />
| width="30%" | '''Insanity''' <br/> ''Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.'' <br/> Conditions include disorientation and stun. Mechanical enemies are immnue. 3-turn cooldown.<br />
| width="30%" | '''Inspire''' <br/> Immediately grant a bonus action to an ally within sight range. 3-turn cooldown. Does not require LOS.&sup1;<br />
|- align="center"<br />
! <br/>'''Adept'''<br />
| '''Soul Steal''' <br/> Returns half of the damage dealt by Soul Fire as health. Cannot exceed starting health.&sup1;<br />
| '''Stasis Shield''' <br/> Allows Stasis to be used on allies.&sup1;<br />
|- align="center"<br />
!<br/>'''Disciple''' <br />
| '''Solace''' <br/> Psi Operative is surrounded by an aura that extinguishes or blocks any mental impairments for themselves or nearby allies. 4-tile radius. Conditions include disorient, stun, and panic.&sup1;<br />
| '''Sustain''' <br/> If the Psi Operative takes lethal damage, they immediately enter Stasis mode with 1 HP. Once per mission. Does not clear status effects like acid or fire.&sup1;<br />
|- align="center"<br />
! <br/>'''Mystic'''<br />
| '''Schism''' <br/> Insanity now deals 2-4{{Verify}} damage and causes the enemy to suffer +2 damage from all attacks.&sup1;<br />
| '''Fortress''' <br/> The Psi Operative is immune to fire, poison, acid, and explosive damage.&sup1;<br />
|- align="center" <br />
! rowspan="1" | '''Warlock'''<br />
| '''Fuse''' <br/> ''If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.'' <br/> Fuse may also target corpses that contain unused explosives. No cooldown.<br />
| '''Domination''' <br/> ''Permanently mind control an enemy. Only one successful Domination can be performed per mission.'' <br/> 4-turn cooldown on failed domination attempt. Mechanical enemies are immnue.{{Verify}}<br />
|- align="center"<br />
! <br/>'''Magus'''<br />
| '''Null Lance''' <br/> ''Project a beam of psionic energy that damages every target it passes through.'' <br/> 5-turn cooldown. Affects a one-tile-wide line, ignoring cover and line-of-sight.<br />
| '''Void Rift''' <br/> ''Generate an explosive field of Psionic energy that damages everything within. Organic enemies have a chance to suffer Insanity.'' <br/> 5-turn cooldown.<br />
|}<br />
<br />
&sup1; In-game ability descriptions needed.<br />
<br />
== Stat Progression ==<br />
{| class="wikitable"<br />
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!Psi Offense/level!!{{Will (Long War)}}total<br />
<br />
|-<br />
|Initiate|| 1 || 1 || 2 || 2|| 50 || 50<br />
|-<br />
|Acolyte|| 0 || 1 || 2 || 4|| 4(12)|| 54(-62)<br />
|-<br />
|Adept|| 1 || 2 || 2 || 6||4(12) || 58(-74)<br />
|-<br />
|Disciple|| 0 || 2 || 1 || 7||4(12) || 62(-86)<br />
|-<br />
|Mystic|| 1 || 3 || 1 || 8||4(12) || 66(-98)<br />
|-<br />
|Warlock|| 0 || 3 || 1 || 9||4(12) || 70(-100)&sup2;<br />
|-<br />
|Magus|| 1 || 4 || 1 || 10|| 4(12)|| 74(-100)&sup2;<br />
|}<br />
<br />
&sup2; Cap at 100.<br />
<br />
==Sources==<br />
* XCOM 2 - Psi Operative Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=GjE_JSqLt0Y]<br />
* DefaultClassData.ini<br />
<br />
[[Category: XCOM 2]]</div>Redrichhttps://www.ufopaedia.org/index.php?title=Archon_(XCOM2)&diff=70573Archon (XCOM2)2016-02-08T16:30:53Z<p>Redrich: Those guys shoot a lot and it hurts.</p>
<hr />
<div>The Archon appears to be an evolution of the Floater, but instead of a dedicated ranged weapon, Archons are armed with a powerful melee-ranged hybrid weapon instead. They can fly and have good health and dodge, making them tough to take down. In addition, if they take damage they will Enrage, giving them an extra action that will almost certainly allow them to close with you next round.</div>Redrichhttps://www.ufopaedia.org/index.php?title=Muton_(XCOM2)&diff=70571Muton (XCOM2)2016-02-08T16:27:58Z<p>Redrich: Seriously, troopers are a lot less deadly at melee range.</p>
<hr />
<div>Mutons look a little different to their predecessors, but are otherwise very similar. They're tough, usually have a pip of armour and are armed with Plasma Rifles and grenades. Attacking them in melee is ill advised due to their Counter Attack passive. They are also prone to charge your troops to attack them in melee with their bayonets occasionally.</div>Redrich