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  • ...e functionally identical to XCOM's models, for both conventional and laser weapons (which need the matching Laser research before use). ...r scrubs and bench warmers if materials are thin and getting enough Plasma weapons is proving difficult.
    4 KB (556 words) - 00:19, 25 January 2014
  • *A conventional air-to-air missile upgraded with Earth's best targeting software {{Ref Close | source = XCOM: Enemy Unknown (2012)}}
    1 KB (142 words) - 02:52, 31 January 2014
  • {{Ref Close | source = XCOM: Enemy Unknown (2012)}} |base damage=1-2 (+1 with [[Foundry (EU2012)#Improved Pistol III|Improved Pistol III]])
    2 KB (251 words) - 16:54, 30 January 2014
  • ...e by implementing several of the design improvements observed in the alien weapons. As a result, these rockets are capable of guiding themselves, even when fi {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}
    3 KB (488 words) - 15:52, 30 January 2014
  • ...ar|Long War 1]], Long War 2 makes some changes to the weapons available to XCOM: * 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
    13 KB (1,987 words) - 19:31, 12 September 2020
  • ...rts, see''''' '''[[Primary Weapons (LWR)]]''' '''''and''''' '''[[Secondary Weapons (LWR)]].''' Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:
    9 KB (1,367 words) - 20:10, 25 July 2020
  • ...2012)|soldiers']] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma. ===Conventional Weapons===
    22 KB (3,019 words) - 13:31, 20 June 2020
  • ...ar|Long War 1]], Long War 2 makes some changes to the weapons available to XCOM: * 5 tiers of primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma.
    16 KB (2,403 words) - 11:46, 13 April 2024
  • ...s (HPs) that will be removed from a unit upon being hit by a shot from a [[Weapons (EU2012)|weapon]], an explosion or some specific [[Abilities (EU2012)|abili #Random damage, dealt by firearms and melee weapons (pistols, rifles, blades, claws, etc.), with the damage value being determi
    7 KB (1,022 words) - 13:50, 20 July 2014
  • ...see''''' '''[[Primary Weapons (Long War)]]''' '''''and''''' '''[[Secondary Weapons (Long War)]].''' Long War makes several changes to weapons:
    9 KB (1,475 words) - 04:44, 8 December 2021
  • [[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]] ...using additional Genetic improvements and Class abilities. However, unlike XCOM, EXALT doesn't use [[MEC Trooper (EU2012)|MECs]] Troopers.
    14 KB (1,971 words) - 09:55, 28 November 2019
  • [[File:XCOM Base Defense Mission Screen (EU2012).png|200px|right]] ...XCOM Base Security personnel, are available. Failure will mean the end of XCOM.
    7 KB (1,206 words) - 06:28, 2 August 2014
  • ...corridors. There's a supply box if you need to reorganize your agents and weapons along the way. ...been released. Fortunately, they have no armor and only have conventional weapons, save for a few Sniper Elites and a Shield Commander.
    4 KB (616 words) - 01:12, 13 August 2014
  • ...y it is quite easy to handicap yourself while playing the game: using only conventional weaponry, no armor, only pistols, etc. Some of these situations are detaile ...re Than Human''' - a must have. Limits the use of Psionic soldiers to 1 or 2 on each game, instead of bringing a full Psionic squad and walking complete
    13 KB (2,091 words) - 22:43, 11 November 2019
  • ...ns that are only available to one or a few classes, each class has several weapons to choose from. ...Tap and Light 'Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can stil
    69 KB (9,548 words) - 17:01, 18 July 2020
  • ...te's Funding and selling stuff. Unlike in previous titles a huge chunk of XCOM's funding comes from the Senate, so this mode isn't as tough as it sounds. You can not generate income from selling XCOM manufactured goods. Anything that you build must be used or stored. The [[B
    11 KB (1,939 words) - 22:26, 3 December 2023
  • ==== Conventional/Ballistic ==== ...in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.
    71 KB (9,526 words) - 01:14, 15 April 2024
  • [[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOM's head of Engineering]] ''In [[XCOM (EU2012)|XCOM]] Engineering you will manufacture items that improve your capacity to repe
    38 KB (5,271 words) - 15:05, 16 February 2017
  • ...lt their culture around it. (Other examples: UFOs/USOs, craft plasma/sonic weapons, Psi/MC tactics, wearing body armour, picking things up after being panicke ...100), or that applies a 50% penalty to Psi/MC success calculations for any XCOM-controlled units (humans, or human-controlled aliens).
    15 KB (2,517 words) - 04:02, 22 May 2015
  • In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Foundry counts as a [[Wo The Foundry must be constructed in the [[XCOM Headquarters (EU2012)|HQ]] in order to be accessed. Cost and Time are base
    36 KB (5,035 words) - 19:41, 17 April 2024

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