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- {{InfoBox XCOM2 |image = [[File:XCom2-Muton.png|156px|XCOM 2 Muton]]2 KB (317 words) - 15:12, 5 July 2020
- |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff'35 KB (4,098 words) - 11:52, 13 September 2020
- |style="border-bottom-width: 2px"| [[image:XCOM2 UIEvent science.png|x32px|Research]]<br>'''Research''' |style="border-width: 1px 2px 2px 1px"| [[image:XCOM2 UIEvent staff.png|x32px|Engineers and Scientists needed each]]<br>'''Staff'35 KB (4,108 words) - 09:40, 30 December 2023
- {{InfoBox XCOM2 |image = [[File:XCom2-Andromedon.png|150px|Andromedon]]3 KB (377 words) - 12:13, 4 July 2020
- ...apons for Rookies, [[Specialist (XCOM2)|Specialists]] and [[Psi Operative (XCOM2)|Psi operatives]]. They are generalist weapons, not excelling in any partic |[[Assault Rifle (XCOM2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 114 KB (2,007 words) - 11:43, 11 September 2023
- |style="border-right-width: 2px"|[[Image:XCOM2 Alert Alien Encryption.png|150x75px]]<br>'''Basic Research''' |style="border-right-width: 2px"|[[Image:XCOM2 TECH Bluescreen Project.png|150x75px]]<br>'''Basic Engineering'''47 KB (5,867 words) - 14:03, 12 March 2024
- | [[Thin Man Light Rifle (EU2012)|Thin Man Light Plasma Rifle]] || 4-6 || 7 or 9 || 10 ...Density|Muscle Fiber Density]] gene mod and the [[Gas Grenade (EU2012)|Gas Grenade]].5 KB (799 words) - 02:13, 11 August 2023
- {{InfoBox XCOM2 |image = [[File:XCOM2 Stun-lancer transp.png|ADVENT Stun Lancer|150px]]4 KB (513 words) - 08:35, 4 July 2020
- ...primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma. [[File:XCOM2 TECH Modular Weapons.png|x64px|left]]13 KB (1,987 words) - 19:31, 12 September 2020
- {{InfoBox XCOM2 |image = [[File:XCom2-Faceless.png|125px]]4 KB (610 words) - 12:16, 4 July 2020
- {{InfoBox XCOM2 Vipers have three noteworthy abilities, as well as their standard plasma weapon attacks.4 KB (589 words) - 11:31, 4 July 2020
- ...primary weapons are available: Conventional, Laser, Magnetic, Coilgun and Plasma. [[File:XCOM2 TECH Modular Weapons.png|x64px|left]]16 KB (2,403 words) - 11:46, 13 April 2024
- ...about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. * 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 pe28 KB (4,366 words) - 00:23, 12 June 2020
- ...for earlier use [http://www.strategycore.co.uk/files/dye-grenade-fix/ Dye Grenade Fix]). *Has an option to make the manufacture and use of laser and plasma weapons more difficult.26 KB (4,413 words) - 02:20, 11 June 2022
- * Stop Hitting Yourself | Kill an enemy with a hacked turret | - | Grenade another enemy to soften it and remove it's cover ...s. You may need to delete your local game files and do a fresh download of XCOM2. Once linked to another player for a match, and you can press the ready but9 KB (1,522 words) - 09:55, 29 January 2017
- ...ctre_(LWOTC)|Spectres]] in LWOTC behave very similarly to their [[Spectre_(XCOM2)|WOTC counterparts]], however they now use their Horror ability more often ...LWOTC)|ADVENT Purifiers]] in LWOTC are similar to their [[ADVENT_Purifier_(XCOM2)|WOTC version]], but with a few notable changes: Their Incendiary Grenades/22 KB (3,598 words) - 19:07, 27 December 2023
- **If he is holding a primed [[Proximity Grenade]], he will drop it and start running. ...s attacked, you will always get [[Electroflare|flares]] instead of [[Heavy Plasma|Heavy Plasmas]].48 KB (8,434 words) - 18:15, 10 January 2024
- - Increased Shred of Acid Grenade to 4, Acid Bomb to 5 - Advanced Grenade Launcher now grants +2 range and +0 radius over regular GL, instead of +1/+86 KB (14,357 words) - 16:29, 9 April 2019
- Only relevant for ''top-level master mods'' (e.g. xcom1, xcom2). * 5 - [[Plasma Beam]]344 KB (47,777 words) - 07:27, 25 February 2024