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  • .... 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 ! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks
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  • |image = [[File:XCom2-Muton.png|156px|XCOM 2 Muton]] |armor = 1/1/2/2
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  • ...rts, see''''' '''[[Primary Weapons (LWR)]]''' '''''and''''' '''[[Secondary Weapons (LWR)]].''' Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:
    9 KB (1,367 words) - 20:10, 25 July 2020
  • {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}} {{Ref Close | source = XCOM: Enemy Unknown (2012)}}
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  • ** 2 Engineers ...ch]]. Capturing/interrogating one can thus get you an early lead on Plasma Weapons research.
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  • ...our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would b {{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}
    2 KB (248 words) - 08:04, 5 October 2014
  • ...see''''' '''[[Primary Weapons (Long War)]]''' '''''and''''' '''[[Secondary Weapons (Long War)]].''' Long War makes several changes to weapons:
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  • : 1. Alien moves one grid from behind wall into view (2 TUs) : 2. Alien chooses to fire (8 TUs)
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  • [[Image:Sectopod 2 (EU2012).png|right|300px|Sectopod]] | [[File:ALIEN CANNONFIRE.png|24px]]<br>'''Cannon Fire'''|| ''Beam attack that causes high damage and grants free Overwatch. If the Sectopod d
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  • ...retrieved. This allows Commanders to augment their reserves of basic laser weapons (for arming second-line personnel) through capturing equipment if desired. ...t their Elite operatives can easily boast as much health as an experienced XCOM operative in heavy armor and have a similar array of perks available.
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  • ...ns that are only available to one or a few classes, each class has several weapons to choose from. ...Tap and Light 'Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can stil
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  • ...an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued ...rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
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  • ...e Sawed-off Shotgun, a sidearm that is unique to the Ballistic tier. See [[Weapons (Long War)#Weapon Tiers|Weapon tiers]] for more information on the new weap While the number of Rocket Launchers and MEC secondary weapons remains unchanged, explosives in general have received an overhaul. Unlike
    25 KB (3,528 words) - 14:31, 9 May 2023
  • ...2)|satellites]] (or that has completely withdrawn from the [[XCOM (EU2012)|XCOM]] project), as you have no method by which to detect marauding [[UFOs (EU20 ...t to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!
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  • ===Main Weapons=== ...alists]] and [[Psi Operative (XCOM2)|Psi operatives]]. They are generalist weapons, not excelling in any particular situation. Clip size 4
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  • ...ally tried editing most of these values, however [http://www.stonepool.com/xcom/hacking/up.html Hatfarm] has made entries available by editing UP[8]''' -[[ 1 - Heavy Weapons Platforms
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  • ...Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons. ! rowspan="2" | Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="5" | Cost !! colspan="4" | Unlo
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  • ...rowspan="2" | Credit type !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost | Weapons
    17 KB (2,027 words) - 06:10, 29 November 2021
  • ...uncil requests''' come from random Council countries that haven't left the XCOM project. Having fewer or more Council countries has no effect on the overal If a request would provide Scientists or Engineers as a reward, but XCOM has > 120 of them, there is a 33% chance to convert the reward to a soldier
    17 KB (2,462 words) - 12:38, 19 May 2022
  • ...in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla. There are 3 Arc Weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will l
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  • Your [[Soldiers (EU2012)|soldiers']] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma. ===Conventional Weapons===
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  • ...wn variant, we believe it should now be possible to both manufacture these weapons, and adapt any we manage to recover from the field. {{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}}
    7 KB (1,068 words) - 08:21, 14 May 2015
  • ...its main Research laboratory, headed by Dr. Tygan. Research in [[Long War 2]] has been expanded with two more weapon tier techs, one more autopsy, and These projects increase XCOM's efficiency at research and engineering, reducing staff requirements and i
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  • ...), [[Foundry (LWR)|Wingtip Sparrowhawks]] (40), [[Foundry (LWR)|Penetrator Weapons]] (45), [[Foundry (LWR)|Mechanized Unit Defenses]] (25), [[Foundry (LWR)|Im ...), [[Foundry (LWR)|Wingtip Sparrowhawks]] (80), [[Foundry (LWR)|Penetrator Weapons]] (80), [[Foundry (LWR)|Mechanized Unit Defenses]] (60), [[Foundry (LWR)|Im
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  • ...m Alien base assaults and the EXALT HQ are much more valuable, encouraging XCOM to liberate withdrawn nations when possible and forcing the player to consi ...ry (Long War)|Wingtip Sparrowhawks]] (40), [[Foundry (Long War)|Penetrator Weapons]] (45), [[Foundry (Long War)|Mechanized Unit Defenses]] (25), [[Foundry (Lo
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  • 22
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  • |effect=Main staging ground for XCOM aircraft The '''Hangar''' provides access to the management of XCOM air forces. Possible operations:
    11 KB (1,584 words) - 22:06, 6 June 2022
  • |effect=Main staging ground for XCOM aircraft The '''Hangar''' provides access to the management of XCOM air forces. Possible operations:
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  • 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
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  • | Craft Weapons || 48 || 2 | Craft Missiles || 48 || 2
    15 KB (1,531 words) - 03:41, 22 June 2019
  • ...n cannons from George Lucas' ''Star Wars'' universe, which, similar to EMP weapons, disable electronics and computer systems. | align="center" | '''[[Beam Weapons (EU2012)|Beam Weapons]]'''<br>''Sunray'' ||
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  • * All [[Weapons (Long War)#Beam Lasers|beam laser-tech]] Weapons: +6 * All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6
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  • ...nd tab), and specialized equipment for SHIVs, MECs, as well as interceptor weapons and modules (third tab). Based on Amineri's post [https://www.reddit.com/r/Xcom/comments/37tr7q/lw_210_days_to_manufacture/ here], items and Foundry projec
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  • 'Cautious'-mode only available with long range ship weapons ([[Avalanche|Avalanche Missiles]] and the [[Fusion Ball Launcher]]). 'Aggre Otherwise plasma beam is too powerful. Most alien ships have low range and are very fast. That th
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  • XCOM starts with 3 interceptors. ...cept for Fighters and Destroyers) is unlikely until you get harder hitting weapons in the late game that have a greater chance of reducing UFOs to a pile of s
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  • In Long War, all regular soldiers have 2 '''equipment''' slots from the start of the game. The [[Foundry_(Long_War)# ...that player's turn and the following Alien's turn. An item that lasts for 2 turns and is activated during the Aliens' turn, remains in effect for the r
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  • [[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
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  • ...sion is a raid on a freshly activated Alien communications site. There are 2 levels to the site, the seabed with its Alien pyramids and a hidden Alien c Artefact Sites are a 2-part mission. The seabed stage of the mission is fought in a series of unde
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  • ..., in that he can finally take that damn shot himself that so many (future) XCOM Soldiers will have had no business missing at so close a range. As such, th ...n in full cover: if it turns red while aiming, Carter can hurt it. Lastly, weapons with scopes can offer a even more accurate shot: if you can see it's polygo
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  • * All laser-tech Weapons: +6 * All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6
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  • ...]]. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members. ...underground [[Hangar]]s and [[Access Lift]]s, and they contain the troops, weapons, and terror units for the subsequent assault on any [[Base Defence|X-COM Ba
    23 KB (3,826 words) - 07:49, 16 September 2020
  • ...actical Rigging Foundry project increases this to 3 slots. Some armors and weapons may result in different slot counts, but a regular soldier can never equip ...of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and a few items weigh nothing or even provide a movement bonus. Ex
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  • [[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]] ''Research is the core of [[XCOM (EU2012)|XCOM]], we must learn more about the enemy and how we can defeat them.''
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  • ...oly Warrior will no longer automatically kill the target of the buff. Tier 2 Priests are now immune to negative mental effects, and Tier 3 Priests now p ...rder to match the lack of this stat on Muton Centurions' and Muton Elites' weapons.
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  • ...[UFO Power Source]](s) ($500k each) and [[UFO Navigation]] ($80k each) for XCOM craft. ...me with one Workshop and 10 Engineers, your first Workshop will only cost $2.4 million to fully ramp up (the cost of 40 Engineers and one Living Quarter
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  • {{Quote|XCom Alliance was to be a small squad-based game where the player controlled bet ...ded to revisit many of the original alien types encountered from the first Xcom game and rationalize their relationships to each other, along with adding a
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  • ...al of a standard Cannon</b>. This is stated in the in-game UFOPaedia to be 2 (game) seconds. It may or may not be meaningful to talk about these being a Cannon 2 / 2 / 2 2
    26 KB (4,152 words) - 21:24, 18 October 2020
  • ...fied Engine.upk file from the [http://www.nexusmods.com/xcom/mods/88/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88 ...nd GiveFoundry'', are part of the strategy game, so they will only work in XCOM HQ (Geoscape).
    32 KB (3,500 words) - 19:31, 25 July 2020
  • ...fied Engine.upk file from the [http://www.nexusmods.com/xcom/mods/88/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88 ...nd GiveFoundry'', are part of the strategy game, so they will only work in XCOM HQ (Geoscape).
    32 KB (3,566 words) - 13:57, 9 August 2021
  • The "Geoscape" program that handles base management and aircraft, a.k.a. XCOM outside of tactical combat. [[TACTICAL.EXE]] handles combat. = XCOM: UFO Defense (U.S. DOS) version 1.4 =
    24 KB (3,231 words) - 09:43, 15 July 2018
  • ...ce-to-hit and damage: unlike EU/EW, enemies will more prioritize attacking XCOM soldiers once a pod is activated. So, this may require rushing to engage as ...(save the Archon and Gatekeeper, who float) take an average falldamage of 2 (ignores armor pips).
    9 KB (1,522 words) - 09:55, 29 January 2017
  • ...enerally speaking, you'll have a window of opportunity to engage such UFOs 2-3 times before they fly off - and you should, not only to deny the enemy an ...FO will inflict 8 x (100-x)% panic to a target country (and an additional +2 if it has 100% health). Scout missions have a chance to fail based on a num
    62 KB (9,629 words) - 20:16, 31 May 2023
  • ...rly alien craft move in other directions than just these four, and clearly XCOM detection equipment is capable of resolving these finer-grained headings, s ...nly open the window if the alien craft is touched down at a depth that the XCOM craft can reach.
    46 KB (7,894 words) - 12:48, 3 August 2013
  • ==Extra aircraft weapons== The Stingray was a craft weapon from the original game. The UFO weapons may be used in the Overseer.
    30 KB (4,236 words) - 21:03, 19 November 2015
  • ...fied Engine.upk file from the [http://www.nexusmods.com/xcom/mods/88/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88 ...nd GiveFoundry'', are part of the strategy game, so they will only work in XCOM HQ (Geoscape).
    50 KB (5,358 words) - 23:08, 8 March 2020
  • *The 2 last features can be modified by changes to the files in XcomUtil\cfg (but *Has an option for a enhanced set of the original [[weapons]] ([[Dye Grenade]] rebalancing only available in 9.7, for earlier use [http
    26 KB (4,413 words) - 02:20, 11 June 2022
  • ...fied Engine.upk file from the [http://www.nexusmods.com/xcom/mods/88/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88 ...nd GiveFoundry'', are part of the strategy game, so they will only work in XCOM HQ (Geoscape).
    50 KB (5,426 words) - 07:15, 23 June 2021
  • ...lows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.'' ...adjacent targets. The bonus declines with distance from the target.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''The first standard shot made within
    36 KB (5,244 words) - 02:23, 23 February 2015
  • ...target you are trying to extract, regardless of whether or not there is an XCOM escort soldier at their side. As well as regular groups seeded on the map, ...ey are quite hard to hit because of their evasion ability but of an entire XCOM squad firing at them some shots are bound to hit. (Unless you get terribly
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  • | 427 || 432 || Damage types (Armour Piercing, Laser Beam, etc.) | 800 || || 'WEAPONS/CREW/HWPs' used on launch interception and equip craft screens
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  • - Fix Plasma Weapons needing both clips being researched for manufacture - Adjust xcom score penalties
    20 KB (3,107 words) - 12:09, 22 March 2024
  • ...s (EU2012)|UFOs]]), which can be detected and shot down by [[XCOM (EU2012)|XCOM]]. ...U2012)|Enemy Within DLC]] they will [[XCOM Base Defense (EU2012)|assault]] XCOM's HQ if their base on Earth is destroyed by your forces.
    80 KB (12,197 words) - 18:12, 30 August 2022
  • ...cility, in grid units. Every facility is square, so a size of 1 means 1x1, 2 means 2x2, etc. Bigger facilities are made up of multiple sprites, for exam | '''weapons'''
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  • ...their production and selling prices altered, based on a relation to laser weapons. The selling price of alien artifacts is affected by the status of the memb *Craft/UFO data and craft/UFO weapons stats balanced. [moved here in 1.32.2]
    50 KB (8,074 words) - 21:17, 17 October 2016
  • ...арий (Long War)-begin |[[Hangar_(Long_War)#Interceptor Weapons|Interceptor Weapons]] : [[Ангар_(Long_War)#Вооружение|Вооружение]]}} ...iable=m_aItemNames[eItem_MecArmor2] | english=MEC-2 Defender | russian=МЭК-2 Защитник | abbr= | template=}}
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  • 2) Planet Earth is teleported into the main alien dimension due to massive in ...e main antagonist being the Micronoid lifeform. (Alternate Endings #1 and #2 were combined when the player lost (Bad Ending) with a new winning ending b
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  • ...the maximum range of your shortest-range weapon. (Usually players use two weapons of the same type, so Cautious and Standard attack will behave the same in t ...However, Aggressive attacks will also bring you within range of the UFO's weapons, so you should hit the "Disengage" button as soon as the last salvo hits.
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  • This is a list of all found notes from Missions in The Bureau: XCOM Declassified ==XCOM base, Act 1, Carter and Nico's office==
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  • | <b>009/x009</b> || THIS CONVENTIONAL LASER BEAM IS POWERED BY AN ANTI-MATTER REACTION CHAMBER. | <b>010/x00A</b> || THE GRAVITY BEAM DIRECTS A FINELY CHANNELLED IMPLODING GRAVITY FIELD.
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  • ==Patch 1.5 (Released August 27, 2017; Hotfixed September 2, 2017)== - Rupture now works from SS on units with this perk and applicable weapons.
    86 KB (14,357 words) - 16:29, 9 April 2019
  • ...cludes a hang that occurs when overwatch fire goes through a closed door); 2) Line of sight issues; 3) Bad pieces of terrain you can't climb on or have *Periodically, the map script for the XCOM HQ assault mission will be interrupted. Reload an earlier save or (with iro
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  • ...hey can achieve very high speeds with gravity slingshots. (Mars DOES have 2 moons, recall.) Also note that they may be operating a bit closer to home( ...tually mount their own rescue missions, especially once they realized that XCOM is farming their ships for resources (they must know we don't have ready ac
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  • size: 0.2 | Color of the xcom base labels (0-255).
    344 KB (47,777 words) - 07:27, 25 February 2024
  • - Elerium now sells for 3 (from 2), the same as meld - Makes sense as it is more valuable and will help counc - Gollop Chamber cost in ethereal corpses reduced from 5 to 2 - Makes it feel less grindy at the end
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