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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) - 12:13, 4 May 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
  • ...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
  • * All [[Weapons (Long War)#Beam Lasers|beam laser-tech]] Weapons: +6 * All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6
    25 KB (3,661 words) - 17:38, 6 November 2021
  • * All laser-tech Weapons: +6 * All [[Primary Weapons (Long War)#Carbines|Carbines]]: +6
    27 KB (3,443 words) - 19:53, 29 November 2019
  • ...2 game, released through official channels and confirmed sources. '''XCOM 2 will be released on February 5, 2016'''. On September 10, 2015, the game wa ...ke Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting<sup>3</sup>.
    28 KB (4,366 words) - 00:23, 12 June 2020
  • ...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
  • :''For the [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] (2012) version, see [[Base Defense (EU2012)]]'' You can recover lots of alien weapons from a successful base defense. In at least one version of the game, there
    21 KB (3,688 words) - 12:02, 8 October 2019
  • }}Hangar6: R&D is a DLC for the [[The Bureau: XCOM Declassified]]. [http://marketplace.xbox.com/en-US/Product/Hangar-6-R-D/28d ''In the days leading up to the events of The Bureau: XCOM Declassified, Agent Nico DaSilva volunteers for a series of dangerous secre
    17 KB (2,873 words) - 08:59, 23 October 2014
  • ==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
  • ...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
    46 KB (8,004 words) - 23:52, 13 August 2023
  • The '''Engineer''' is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support clas :'''Primary Weapons''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
    24 KB (3,752 words) - 10:01, 28 September 2021
  • ...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
  • ...er be undone, even if line of sight to XCOM soldiers is completely broken. XCOM is aware of every activation, with a close-up scene playing, even if none o ...verify and correct</sup> any of its members at any point in time: sees an XCOM soldier (but the reverse visibility doesn't matter) or a mimic beackon, see
    117 KB (15,841 words) - 13:22, 4 May 2024
  • ...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
  • ...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.
    61 KB (10,516 words) - 22:14, 23 April 2024
  • ...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
    99 KB (16,327 words) - 01:29, 7 December 2023
  • | <b>009/x009</b> || THIS CONVENTIONAL LASER BEAM IS POWERED BY AN ANTI-MATTER REACTION CHAMBER. ...rry skin is highly flammable, making the creature vulnerable to incendiary weapons.
    70 KB (12,065 words) - 12:37, 23 July 2013