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{{Col}}
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==Long War 2 Notes==
== v1.5 ==
+
[[User:Hobbes/Sandbox_page/Long War 2 Notes]]
<table style="padding-left:20px;">
+
==Map Modding 101==
<tr style="vertical-align: top;">
+
[[User:Hobbes/Sandbox_page/Map Modding 101]]
<td colspan = "4">
 
{| {{stdTable}} title = "XCOM: Enemy Unknown (2012)" width = "100%"
 
|- {{stdTable Heading}}
 
| colspan = "4" style="font-color:red;"|  '''XCOM: Enemy Unknown (2012) Kokkans suggestion on how to Structure content.'''
 
|-
 
|}
 
</td>
 
</tr>
 
<tr style="vertical-align: top;">
 
<td style="width:220px; border:1px gray solid;">
 
{| {{stdTable}} width="100%" style="border:none;"
 
|- {{stdTable Sub Heading}}
 
| [[File:Vigilo_Confido_shield.png|20px]] '''XCOM'''
 
|-
 
| [[Info (EU2012)|General Information]]
 
  
[[XCOM (EU2012)|XCOM]]
+
==Alien Missions==
 +
[[User:Hobbes/Sandbox_page/Alien Missions (EU)]]
  
[[XCOM Headquarters (EU2012)|Headquarters]]
+
==Tactics==
: [[Base Facilities (EU2012)|Base Facilities]]
+
[[User:Hobbes/Sandbox_page/Tactics]]
 +
==Long War Stuff==
 +
[[User:Hobbes/Sandbox_page/XCOM: Long War]]
  
 +
[[User:Hobbes/Sandbox_page/Long War Table]]
  
[[Mission Control (EU2012)|Mission Control]]
 
: [[Air Combat (EU2012)|Air Combat]]
 
: [[Craft (EU2012)|XCOM Crafts]]
 
  
 +
==Soldier Management==
 +
* Use the first 3 missions to bring all the 12 initial soldiers and reveal their classes.
 +
* The focus is on building a poll of soldiers - it should be around 10-12 soldiers being rotated on missions, plus a number of replacements.
 +
* A basic setup is to have 2-3 officers of each class, depending on personal preferences - your favorite build(s) for that class and his/her replacement, plus an alternative build for more specialized missions.
 +
* To get the Squad Size increase, you can get later a Sergeant as a reward in an abduction mission.
 +
* Try to get as soldiers as rewards during Abduction missions (although you may lose countries) - money and resources are easy to get, high rank soldiers take a lot of time to build up. Even if you have already 2 officers from that class
 +
* Usually the distribution of classes will not be balanced. Use Abduction missions to make up with any shortfalls.
  
[[Situation Room (EU2012)|Situation Room]]
+
1) Maps
:[[Finances (EU2012)|Finances]]
+
2) Type and number of aliens.
:[[Grey Market (EU2012)| Grey Market]]
 
  
 +
The first criteria is if XCOM or the aliens are capable of killing their opponents with 1 shot. At the beginning the aliens will have the upper hand, specially in Classic/Impossible but that will keep changing back and forward as XCOM deploys new tech and the aliens bring more races. There's something of a ratio: if you're facing 3 lesser opponents or 2 similar ones or 1 superior alien you're outnumbered and your soldiers can be severely injured or killed.
  
[[Research (EU2012)|Research]]
+
With this in mind you may face three types of scenarios everytime you'll go on an Abduction/Terror/UFO missions. Council missions are predictable since you'll be facing always Sectoids or Thin Men.
  
[[Engineering (EU2012)|Engineering]]
+
===Class Builds===
  
 +
{| class="wikitable" width="100%"
 +
|+ Class Builds
 +
|-
 +
! width="10%" align="center" | Class/Type
 +
! width="10%" align="center" | Corporal
 +
! width="10%" align="center" | Sergeant
 +
! width="10%" align="center" | Lieutenant
 +
! width="10%" align="center" | Captain
 +
! width="10%" align="center" | Colonel
 +
! width="10%" align="center" | Notes
 +
|- style="vertical-align:top;"
 +
|-
 +
| align="center" | Support (Medic) || align="center" | Sprinter<br>Covering Fire || align="center" | Field Medic || align="center" | Revive || align="center" | Dense Smoke<br>Combat Drugs || align="center" | Savior ||
 +
|-
 +
| align="center" | Support (Scout) || align="center" | Sprinter || align="center" | Smoke and Mirrors || align="center" |  Rifle Suppression || align="center" | Dense Smoke || align="center" | Sentinel ||
 +
|-
 +
| align="center" | Support (Rifleman) || align="center" | Covering Fire || align="center" | Field Medic<br>Smoke and Mirrors || align="center" | Rifle Suppression || align="center" | Dense Smoke<br>Combat Drugs || align="center" | Sentinel ||
 +
|-
 +
| align="center" | Assault (Charger) || align="center" | Aggression || align="center" | Close and Personal || align="center" | Rapid Fire || align="center" | Bring 'Em On || align="center" | Killer Instinct ||
 +
|-
 +
| align="center" | Assault (Flanker) || align="center" | Tactical Sense || align="center" | Lightning Reflexes || align="center" | Rapid Fire<br>Flush || align="center" | Close Combat Specialist || align="center" | Resilience ||
 +
|-
 +
| align="center" | Assault (Rifleman) || align="center" | Tactical Sense || align="center" | Lightning Reflexes<br>Close And Personal || align="center" | Rapid Fire<br>Flush || align="center" | Bring 'Em On || align="center" | Resilience ||
 +
|-
 +
|  align="center" | Sniper || align="center" | Squad Sight || align="center" | Gunslinger<br>Damn Good Ground || align="center" | Disabling Shot || align="center" | Opportunist || align="center" | Double Tap<br>In The Zone ||
 +
|-
 +
| align="center" | Sniper (Scout) || align="center" | Snap Shot || align="center" | Gunslinger<br>Damn Good Ground || align="center" | Battle Scanner || align="center" | Executioner || align="center" | Double Tap<br>In The Zone ||
 +
|-
 +
| align="center" | Heavy (Support) || align="center" | Holo-Targeting || align="center" | Shredder Rocket || align="center" | HEAT Ammo  || align="center" | Grenadier || align="center" | Rocketeer || Demolition/Squad Support
 +
|-
 +
| align="center" | Heavy (Rifleman) || align="center" | Bullet Swarm || align="center" | Suppression || align="center" | Rapid Reaction || align="center" | Danger Zone || align="center" | Mayhem || Requires a lot of ammo.
 +
|-
 +
| align="center" | Heavy (Antiarmor) || align="center" | Bullet Swarm || align="center" | Shredder Rocket || align="center" | HEAT Ammo || align="center" | Danger Zone || align="center" | Rocketeer ||
 +
|-
 +
| align="center" | Heavy (Grenadier) || align="center" | Bullet Swarm || align="center" | Shredder Rocket || align="center" | HEAT Ammo || align="center" | Grenadier || align="center" | Mayhem ||
 +
|-
 +
| align="center" | '''''' || align="center" |
 +
|}
  
[[OTS_(EU2012)| Officer Training School]]
 
  
[[Soldiers (EU2012)|Soldiers]]
 
: [[Classes (EU2012)|Classes]]
 
: [[Abilities (EU2012)|Abilities]]
 
: [[Armour (EU2012)|Armour]]
 
: [[Weapons (EU2012)|Weapons]]
 
: [[Equipment (EU2012)#Portable Equipment|Equipment]]
 
  
:[[SHIV (EU2012)|SHIV]]
+
== Weapons Kill Tables==
 +
{| class="wikitable" width="100%"
 +
|- align="center"
 +
! width="50px" |  !! !! Sectoid (E/N/C)<br>Outsider (E/N)<br>Thin Man (E/N)<br>Floater (E)<br>Drone (E/N) !!  Sectoid (I)<br>Thin Man (C)<br>Floater (N/C)<br>Seeker (E) !! Outsider (C/I)<br>Drone (C)<br>Seeker (N/C) !! Thin Man (I)<br>Floater (I)<br>Seeker (I) !! Drone (I) !! Chryssalid<br>Muton (E/N/C)<br>Sectoid Commander (E/N) !! Zombie (E/N/C)<br>Muton (I)!!Heavy Floater (E/N)!! Zombie (I)<br>Sectoid Commander (C/I)<br>Heavy Floater (C) !! Cyberdisc (E/N)<br>Heavy Floater (I)<br>Muton Elite (E/N/C)<br>Mechtoid (E) !! Cyberdisc (C/I)<br> Berserker (E/N/C)<br>Muton Elite (I)<br>Ethereal (E/N/C)<br>Mechtoid (N) !! Berserker (I)<br>Ethereal (I)<br>Uber Ethereal (E/N/C) !! Sectopod
 +
|- align="center"
 +
! width="50px" | Weapon !! ''Base Damage''<br>Crit Damage !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 10 !! 12 !! 14 !! 16 !! 20 !! 25 !! 30
 +
|- style="vertical-align:top;"
 +
|-align="center"
 +
| [[Pistol (EU2012)|Pistol]] || ''1-2''<br> 2 or '''3''' || ''0%''<br>66% || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL ||  NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL
 +
|- align="center"
 +
| [[Laser Pistol (EU2012)|Laser Pistol]] ||  ''1-3''<br>'''3''' or 4 || ''33%''<br>100% || ''0%''<br>33%  || NO KILL || NO KILL || NO KILL || NO KILL  || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL || NO KILL
 +
|- align="center"
 +
| [[Plasma Pistol (EU2012)|Plasma Pistol]]<br>[[Assault Rifle (EU2012)|Assault Rifle]]||  ''2-4''<br>4 or '''6''' || ''66%''<br>100% || ''33%''<br>100%  || ''0%''<br>66%  || ''0%''<br>66% ||  NO KILL ||  NO KILL ||  NO KILL ||  NO KILL ||  NO KILL ||  NO KILL ||  NO KILL || NO KILL || NO KILL
 +
|- align="center"
 +
| [[LMG (EU2012)|LMG]]<br>[[Sniper Rifle (EU2012)|Sniper Rifle]]<br>[[Shotgun (EU2012)|Shotgun]]|| ''3-5''<br>'''6''' or 7 || KILL || ''66%''<br>100% || ''33%''<br>100% || ''0%''<br>100% || ''0%''<br>33% || NO KILL ||  NO KILL ||  NO KILL ||  NO KILL ||  NO KILL ||  NO KILL || NO KILL || NO KILL
 +
|- align="center"
 +
| [[Laser Rifle (EU2012)|Laser Rifle]]<br>[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]<br>[[Minigun (EU2012)|Minigun]]|| ''4-6''<br>7 or '''9''' || KILL ||  KILL || ''66%''<br>100% || ''33%''<br>100% || ''0%''<br>100% || ''0%''<br>66% ||  NO KILL ||  NO KILL ||  NO KILL ||  NO KILL ||  NO KILL || NO KILL || NO KILL
 +
|- align="center"
 +
| [[Heavy Laser (EU2012)|Heavy Laser]]<br>[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]<br>[[Laser Scatter (EU2012)|Laser Scatter]]||  ''5-7''<br>'''9''' or 10 || KILL || KILL || KILL || ''66%''<br>100% || ''33%''<br>100% || ''0%''<br>100% || ''0%''<br>33% ||  NO KILL ||  NO KILL ||  NO KILL ||  NO KILL || NO KILL  || NO KILL
 +
|- align="center"
 +
| [[Plasma Rifle (EU2012)|Plasma Rifle]]<br>[[Railgun (EU2012)|Railgun]]||  ''6-8''<br>10 or '''12''' || KILL || KILL || KILL || KILL || ''66%''<br>100% || ''33%''<br>100% || ''0%''<br>100% || ''0%''<br>66% ||  NO KILL ||  NO KILL ||  NO KILL || NO KILL || NO KILL
 +
|- align="center"
 +
| [[Heavy Plasma (EU2012)|Heavy Plasma]]<br>[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]<br>[[Alloy Cannon (EU2012)|Alloy Cannon]]|| ''8-10''<br>13 or '''15''' || KILL || KILL || KILL || KILL || KILL || KILL || ''33%''<br>100% || ''0%''<br>100% || ''0%''<br>66% || NO KILL || NO KILL || NO KILL || NO KILL
 +
|- align="center"
 +
| [[Particle Cannon (EU2012)|Particle Cannon]]|| ''9-11''<br>'''15''' or 17|| KILL || KILL || KILL || KILL || KILL || KILL || ''66%''<br>100% || ''0%''<br>100% || ''0%''<br>100% || ''0%''<br>33% || NO KILL || NO KILL || NO KILL
 
|-
 
|-
 
|}
 
|}
</td>
 
<td style="width: 220px; border:1px gray solid;">
 
{| {{stdTable}} width="100%" style="border:none;"
 
|- {{stdTable Sub Heading}}
 
| [[File:Head red.png|20px]] '''Aliens'''
 
|-
 
| [[Alien Life Forms (EU2012)|Alien Life Forms]]
 
  
[[Alien Missions (EU2012)|Alien Missions]]
+
{| class="wikitable" width="100%"
 
+
| align="center" style="background:#f0f0f0;"|'''Health'''
[[UFOs (EU2012)|UFOs]]
+
| align="center" style="background:#f0f0f0;"|'''Unit'''
: [[UFO Components (EU2012)|UFO Components]]
+
| align="center" style="background:#f0f0f0;"|'''Pistol'''
: [[Alien Artefacts (EU2012)|Alien Artefacts]]
+
| align="center" style="background:#f0f0f0;"|'''Laser Pistol'''
 
+
| align="center" style="background:#f0f0f0;"|'''Plasma Pistol<br>Assault Rifle'''
|- {{stdTable Sub Heading}}
+
| align="center" style="background:#f0f0f0;"|'''LMG<br>Sniper Rifle<br>Shotgun'''
| [[File:Xcom_eu_logo.jpg|30px]] '''Missions'''
+
| align="center" style="background:#f0f0f0;"|'''Laser Rifle<br>Plasma Light Rifle<br>Minigun'''
 +
| align="center" style="background:#f0f0f0;"|'''Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter'''
 +
| align="center" style="background:#f0f0f0;"|'''Plasma Rifle<br>Railgun'''
 +
| align="center" style="background:#f0f0f0;"|'''Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon'''
 +
| align="center" style="background:#f0f0f0;"|'''Particle Cannon'''
 +
|- align="center"
 +
| 3||Sectoid (E/N/C)<br>Outsider (E/N)<br>Thin Man (E/N)<br>Floater (E)<br>Drone (E/N)||''0%''<br>66%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 4||Sectoid (I)<br>Thin Man (C)<br>Floater (N/C)<br>Seeker (E)||NO KILL||''0%''<br>33%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 5||Outsider (C/I)<br>Drone (C)<br>Seeker (N/C)<br>EXALT Sniper (E)||NO KILL||NO KILL||''0%''<br>66%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 6||Thin Man (I)<br>Floater (I)<br>Seeker (I)<br>EXALT Sniper (N/C)<br>EXALT Operative (E)<br>EXALT Medic (E)||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL
 +
|- align="center"
 +
| 7||Drone (I)<br>EXALT Sniper (I)<br>EXALT Operative (N)<br>EXALT Medic (N/C)<br>EXALT Heavy (E)<br>EXALT Elite Sniper (E)||NO KILL||NO KILL||NO KILL||''0%''<br>33%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%||KILL||KILL
 +
|- align="center"
 +
| 8||Chryssalid<br>Muton (E/N/C)<br>Sectoid Commander (E/N)<br>EXALT Operative (C)<br>EXALT Medic (I)<br>EXALT Heavy (N)<br>EXALT Elite Sniper (N/C)<br>EXALT Elite Operative (E)<br>EXALT Elite Medic (E)||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%||KILL||KILL
 +
|- align="center"
 +
| 9||EXALT Operative (I)<br>EXALT Heavy (C)<br>EXALT Elite Sniper (I)<br>EXALT Elite Operative (N)<br>EXALT Elite Medic (N)<br>EXALT Elite Heavy (E)||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>66%||''0%''<br>100%||''66%''<br>100%||KILL
 +
|- align="center"
 +
| 10||Zombie (E/N/C)<br>Muton (I)<br>EXALT Heavy (I)<br>EXALT Elite Operative (C)<br>EXALT Elite Medic (C/I)<br>EXALT Elite Heavy (N)||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>33%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%
 +
|- align="center"
 +
| 11||EXALT Elite Operative (I)<br>EXALT Elite Heavy (C)||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%
 +
|- align="center"
 +
| 12||Heavy Floater (E/N)<br>EXALT Elite Heavy (I)||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''0%''<br>100%
 +
|- align="center"
 +
| 14||Zombie (I)<br>Sectoid Commander (C/I)<br>Heavy Floater (C)||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%
 +
|- align="center"
 +
| 16||Cyberdisc (E/N)<br>Heavy Floater (I)<br>Muton Elite (E/N/C)<br>Mechtoid (E)||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>33%
 +
|- align="center"
 +
| 20||Cyberdisc (C/I)<br> Berserker (E/N/C)<br>Muton Elite (I)<br>Ethereal (E/N/C)<br>Mechtoid (N)||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 22||Mechtoid (C)||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 24||Mechtoid (I)||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 25||Berserker (I)<br>Ethereal (I)<br>Uber Ethereal (E/N/C)||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 30||Sectopod<br>Uber Ethereal (I)||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 
|-
 
|-
| [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]
+
|}
: [[Scouting (EU2012)|Scouting]]
+
==Description==
: [[Flanking (EU2012)|Flanking]]
+
The following tables list the effect of single shots from all XCOM firearms upon hitting enemies, both alien and EXALT, detailing if they will achieve full kills or not, or the odds of achieving a kill, if the damage variation of the weapons can allow for either KILL/NO KILL results.
: [[Cover (EU2012)|Cover]]
 
: [[Overwatch (EU2012)|Overwatch]]
 
: [[Suppression (EU2012)|Suppression]]
 
  
 +
The damage output from the weapons considers both the Base and Critical damage range values. Unlike the Base Damage range, where there are 3 possible results, all with a 33% chance, the Critical Damage range is composed of only 2 possible values, with a 66%/33% distribution, due to a game bug. This bug doesn't not occur with the Headshot Sniper ability (and possibly with others), but the damage values below don't take that range into account.
  
[[Tactics (EU2012)|Combat Tactics]]
+
There are also other ability that will either increased the damage output (Killer Instinct, Bring 'Em On, Shredder Rocket, etc.) while others will reduce it (Iron Skin Gene Mod). Those are also not considered on the tables below.
  
  
[[Missions (EU2012)|Mission Types]]
+
===Easy===
 
+
{| class="wikitable" width="100%"
 
+
| align="center" style="background:#f0f0f0;"|'''Health'''
[[Maps (EU2012)|Maps]]
+
| align="center" style="background:#f0f0f0;"|'''Unit'''
 +
| align="center" style="background:#f0f0f0;"|'''Pistol'''
 +
| align="center" style="background:#f0f0f0;"|'''Laser Pistol'''
 +
| align="center" style="background:#f0f0f0;"|'''Plasma Pistol<br>Assault Rifle'''
 +
| align="center" style="background:#f0f0f0;"|'''LMG<br>Sniper Rifle<br>Shotgun'''
 +
| align="center" style="background:#f0f0f0;"|'''Laser Rifle<br>Plasma Light Rifle<br>Minigun'''
 +
| align="center" style="background:#f0f0f0;"|'''Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter'''
 +
| align="center" style="background:#f0f0f0;"|'''Plasma Rifle<br>Railgun'''
 +
| align="center" style="background:#f0f0f0;"|'''Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon'''
 +
| align="center" style="background:#f0f0f0;"|'''Particle Cannon'''
 +
|- align="center"
 +
| ||''Base Damage''<br>Critical Damage||1-2<br>2 or '''3'''||1-3<br>'''3''' or 4||2-4<br>4 or '''6'''||3-5<br>'''6''' or 7||4-6<br>7 or '''9'''||5-7<br>'''9''' or 10||6-8<br>10 or '''12'''||8-10<br>13 or '''15'''|| 9-11<br>'''15''' or 16
 +
|- align="center"
 +
| 3||Sectoid<br>Outsider<br>Thin Man<br>Floater<br>Drone||''0%''<br>66%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 4||Seeker||NO KILL||''0%''<br>33%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 5||EXALT Sniper||NO KILL||NO KILL||''0%''<br>66%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 6||EXALT Operative<br>EXALT Medic||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL
 +
|- align="center"
 +
| 7||EXALT Heavy<br>EXALT Elite Sniper||NO KILL||NO KILL||NO KILL||''0%''<br>33%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%||KILL||KILL
 +
|- align="center"
 +
| 8||Chryssalid<br>Muton<br>Sectoid Commander<br>EXALT Elite Operative<br>EXALT Elite Medic||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%||KILL||KILL
 +
|- align="center"
 +
| 9||EXALT Elite Heavy||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>66%||''0%''<br>100%||''66%''<br>100%||KILL
 +
|- align="center"
 +
| 10||Zombie||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>33%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%
 +
|- align="center"
 +
| 12||Heavy Floater||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''0%''<br>100%
 +
|- align="center"
 +
| 16||Cyberdisc<br>Muton Elite<br>Mechtoid||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>33%
 +
|- align="center"
 +
| 20||Berserker<br>Ethereal||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 25||Uber Ethereal||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 30||Sectopod||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|-
 
|}
 
|}
</td>
+
===Normal===
 
+
{| class="wikitable" width="100%"
<td style="width:220px; border:1px gray solid;">
+
| align="center" style="background:#f0f0f0;"|'''Health'''
{| {{stdTable}} width="100%" style="border:none;"
+
| align="center" style="background:#f0f0f0;"|'''Unit'''
|- {{stdTable Sub Heading}}
+
| align="center" style="background:#f0f0f0;"|'''Pistol'''
| '''Game Strategies'''
+
| align="center" style="background:#f0f0f0;"|'''Laser Pistol'''
 +
| align="center" style="background:#f0f0f0;"|'''Plasma Pistol<br>Assault Rifle'''
 +
| align="center" style="background:#f0f0f0;"|'''LMG<br>Sniper Rifle<br>Shotgun'''
 +
| align="center" style="background:#f0f0f0;"|'''Laser Rifle<br>Plasma Light Rifle<br>Minigun'''
 +
| align="center" style="background:#f0f0f0;"|'''Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter'''
 +
| align="center" style="background:#f0f0f0;"|'''Plasma Rifle<br>Railgun'''
 +
| align="center" style="background:#f0f0f0;"|'''Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon'''
 +
| align="center" style="background:#f0f0f0;"|'''Particle Cannon'''
 +
|- align="center"
 +
| ||''Base Damage''<br>Critical Damage||1-2<br>2 or '''3'''||1-3<br>'''3''' or 4||2-4<br>4 or '''6'''||3-5<br>'''6''' or 7||4-6<br>7 or '''9'''||5-7<br>'''9''' or 10||6-8<br>10 or '''12'''||8-10<br>13 or '''15'''|| 9-11<br>'''15''' or 16
 +
|- align="center"
 +
| 3||Sectoid<br>Outsider<br>Thin Man<br>Drone||''0%''<br>66%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 4||Floater||NO KILL||''0%''<br>33%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 5||Seeker||NO KILL||NO KILL||''0%''<br>66%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 6||EXALT Sniper||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL
 +
|- align="center"
 +
| 7||EXALT Operative<br>EXALT Medic||NO KILL||NO KILL||NO KILL||''0%''<br>33%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%||KILL||KILL
 +
|- align="center"
 +
| 8||Chryssalid<br>Muton<br>Sectoid Commander<br>EXALT Heavy<br>EXALT Elite Sniper||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%||KILL||KILL
 +
|- align="center"
 +
| 9||EXALT Elite Operative<br>EXALT Elite Medic||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>66%||''0%''<br>100%||''66%''<br>100%||KILL
 +
|- align="center"
 +
| 10||Zombie<br>EXALT Elite Heavy||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>33%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%
 +
|- align="center"
 +
| 12||Heavy Floater||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''0%''<br>100%
 +
|- align="center"
 +
| 16||Cyberdisc<br>Muton Elite||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>33%
 +
|- align="center"
 +
| 20||Berserker<br>Ethereal<br>Mechtoid||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 25||Uber Ethereal||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 30||Sectopod||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 
|-
 
|-
| [[Survival Guide (EU2012)|Guides & Tips]]
 
: [[Beginner Guide]]
 
: [[Economy]]
 
: [[Managing Panic]]
 
: [[Building Optimization]]
 
 
 
|- {{stdTable Sub Heading}}
 
|  '''Multiplayer'''
 
|-
 
|
 
[[Maps (Multiplayer) (EU2012)|Maps]]<br/>
 
 
[[Multiplayer Builds (EU2012)|Squad Builds]] <br/>
 
 
[[Multiplayer Tactics (EU2012)|Multiplayer Tactics]] <br/>
 
 
 
|- {{stdTable Sub Heading}}
 
|  '''Miscellaneous'''
 
|-
 
|
 
[[Glossary|Glossary of Terms]]<br/>
 
 
[[Patches (EU2012)| Patches]]<br/>
 
 
[[Game Editors (EU2012)|Game Editors]]<br/>
 
 
 
|}
 
|}
</td>
+
===Classic===
</tr>
+
{| class="wikitable" width="100%"
</table>
+
| align="center" style="background:#f0f0f0;"|'''Health'''
 
+
| align="center" style="background:#f0f0f0;"|'''Unit'''
{{ColBreak}}
+
| align="center" style="background:#f0f0f0;"|'''Pistol'''
== v2.0 ==
+
| align="center" style="background:#f0f0f0;"|'''Laser Pistol'''
<!----- KOKKANS SUGGESTION V2.0 ----->
+
| align="center" style="background:#f0f0f0;"|'''Plasma Pistol<br>Assault Rifle'''
<table style="padding-left:20px;">
+
| align="center" style="background:#f0f0f0;"|'''LMG<br>Sniper Rifle<br>Shotgun'''
<tr style="vertical-align: top;">
+
| align="center" style="background:#f0f0f0;"|'''Laser Rifle<br>Plasma Light Rifle<br>Minigun'''
<td colspan = "4">
+
| align="center" style="background:#f0f0f0;"|'''Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter'''
{| {{stdTable}} title = "XCOM: Enemy Unknown (2012)" width = "100%"  
+
| align="center" style="background:#f0f0f0;"|'''Plasma Rifle<br>Railgun'''
|- {{stdTable Heading}}
+
| align="center" style="background:#f0f0f0;"|'''Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon'''
| colspan = "4" | '''XCOM: Enemy Unknown (2012)'''
+
| align="center" style="background:#f0f0f0;"|'''Particle Cannon'''
 +
|- align="center"
 +
| ||''Base Damage''<br>Critical Damage||1-2<br>2 or '''3'''||1-3<br>'''3''' or 4||2-4<br>4 or '''6'''||3-5<br>'''6''' or 7||4-6<br>7 or '''9'''||5-7<br>'''9''' or 10||6-8<br>10 or '''12'''||8-10<br>13 or '''15'''|| 9-11<br>'''15''' or 16
 +
|- align="center"
 +
| 3||Sectoid||''0%''<br>66%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 4||Thin Man<br>Floater||NO KILL||''0%''<br>33%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 5||Outsider<br>Drone<br>Seeker||NO KILL||NO KILL||''0%''<br>66%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 6||EXALT Sniper||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL
 +
|- align="center"
 +
| 7||EXALT Medic||NO KILL||NO KILL||NO KILL||''0%''<br>33%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%||KILL||KILL
 +
|- align="center"
 +
| 8||Chryssalid<br>Muton<br>EXALT Operative<br>EXALT Elite Sniper||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%||KILL||KILL
 +
|- align="center"
 +
| 9||EXALT Heavy||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>66%||''0%''<br>100%||''66%''<br>100%||KILL
 +
|- align="center"
 +
| 10||Zombie<br>EXALT Elite Operative<br>EXALT Elite Medic||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>33%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%
 +
|- align="center"
 +
| 11||EXALT Elite Heavy||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%
 +
|- align="center"
 +
| 14||Sectoid Commander<br>Heavy Floater||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%
 +
|- align="center"
 +
| 16||Muton Elite||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>33%
 +
|- align="center"
 +
| 20||Cyberdisc<br> Berserker<br>Ethereal||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 22||Mechtoid||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 25||Uber Ethereal||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 30||Sectopod||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 
|-
 
|-
 
|}
 
|}
</td>
+
===Impossible===
</tr>
+
{| class="wikitable" width="100%"
<tr style="vertical-align: top;">
+
| align="center" style="background:#f0f0f0;"|'''Health'''
<td style="width:220px; border:1px gray solid;">
+
| align="center" style="background:#f0f0f0;"|'''Unit'''
{| {{stdTable}} width="100%" style="border:none;"
+
| align="center" style="background:#f0f0f0;"|'''Pistol'''
|- {{stdTable Sub Heading}}
+
| align="center" style="background:#f0f0f0;"|'''Laser Pistol'''
| [[File:Vigilo_Confido_shield.png|20px]] '''XCOM'''
+
| align="center" style="background:#f0f0f0;"|'''Plasma Pistol<br>Assault Rifle'''
|-  
+
| align="center" style="background:#f0f0f0;"|'''LMG<br>Sniper Rifle<br>Shotgun'''
| [[Info (EU2012)|Game Information]]
+
| align="center" style="background:#f0f0f0;"|'''Laser Rifle<br>Plasma Light Rifle<br>Minigun'''
 +
| align="center" style="background:#f0f0f0;"|'''Heavy Laser<br>Laser Sniper Rifle<br>Laser Scatter'''
 +
| align="center" style="background:#f0f0f0;"|'''Plasma Rifle<br>Railgun'''
 +
| align="center" style="background:#f0f0f0;"|'''Heavy Plasma<br>Plasma Sniper Rifle<br>Alloy Cannon'''
 +
| align="center" style="background:#f0f0f0;"|'''Particle Cannon'''
 +
|- align="center"
 +
| ||''Base Damage''<br>Critical Damage||1-2<br>2 or '''3'''||1-3<br>'''3''' or 4||2-4<br>4 or '''6'''||3-5<br>'''6''' or 7||4-6<br>7 or '''9'''||5-7<br>'''9''' or 10||6-8<br>10 or '''12'''||8-10<br>13 or '''15'''|| 9-11<br>'''15''' or 16
 +
|- align="center"
 +
| 4||Sectoid||NO KILL||''0%''<br>33%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 5||Outsider||NO KILL||NO KILL||''0%''<br>66%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL||KILL
 +
|- align="center"
 +
| 6||Thin Man<br>Floater<br>Seeker||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%||KILL||KILL||KILL
 +
|- align="center"
 +
| 7||Drone<br>EXALT Sniper||NO KILL||NO KILL||NO KILL||''0%''<br>33%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%||KILL||KILL
 +
|- align="center"
 +
| 8||Chryssalid<br>EXALT Medic||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%||KILL||KILL
 +
|- align="center"
 +
| 9||EXALT Operative<br>EXALT Elite Sniper||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>66%||''0%''<br>100%||''66%''<br>100%||KILL
 +
|- align="center"
 +
| 10||Muton<br>EXALT Heavy<br>EXALT Elite Medic||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>33%||''0%''<br>100%||''33%''<br>100%||''66%''<br>100%
 +
|- align="center"
 +
| 11||EXALT Elite Operative||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''33%''<br>100%
 +
|- align="center"
 +
| 12||EXALT Elite Heavy||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%||''0%''<br>100%
 +
|- align="center"
 +
| 14||Zombie<br>Sectoid Commander||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>66%||''0%''<br>100%
 +
|- align="center"
 +
| 16||Heavy Floater||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||''0%''<br>33%
 +
|- align="center"
 +
| 20||Cyberdisc<br>Muton Elite||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 24||Mechtoid||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 25||Berserker<br>Ethereal||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|- align="center"
 +
| 30||Sectopod<br>Uber Ethereal||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL||NO KILL
 +
|}
  
 +
==Game Files Info==
 +
*  [[XCOMGAME.UPK (EU2012)|XCOMGAME.UPK]]
  
[[XCOM (EU2012)|XCOM Information]]
+
==AI Behaviour==
 +
===Moving vs static packs===
 +
* Moving packs will roam the battlefield until spotting XCOM or civilian units.
 +
* Static packs will be hunkered down and waiting for enemy units to be seen.
 +
* Ambush packs are aliens that will appear active but on Overwatch.
 +
* The AI will 'teleport' either type of packs from one map location to the other, if they are still 'unactivated' (haven't seen XCOM units)
  
 +
===Active vs passive aliens===
 +
* Active aliens are alerted to XCOM's presence and will take action immediately upon sight.
 +
* Aliens can be activated in 3 ways:
 +
** By spotting XCOM units - the run for cover animation will be played - this requires for the XCOM unit to move into a visible square. However due to Line of Sight mechanics it is possible to spot a group of passive aliens while moving diagonally without activating them.
 +
** By being activated by other already active aliens - the individual alien seems to emit a specific sound that can activate passive packs without the 'run for cover' animation.
 +
** By firing and hitting any of the aliens with indirect fire by using Rocket Launchers, Squad Sight snipers, etc.
  
[[XCOM Headquarters (EU2012)|Headquarters]]
+
===Swarming===
 +
* The AI seems to respond to scouts by pulling back some units to 'alert' other alien packs and/or 'teleporting' aliens closer to the position of last seen XCOM units. If those aliens are already activated this will result in very nasty surprises for XCOM.
 +
* This can be visible on the amount of packs that are teleported and activated in terror/abduction missions in the first turns.
  
: [[Mission Control (EU2012)|Mission Control]]
+
===Tutorial/Council/Temple Ship Missions===
 +
* All packs are static or ambush
 +
* Active aliens will not activate passive packs
 +
* No teleporting
  
: [[Research (EU2012)|Research]]
+
===Abduction/UFOs/Alien Base Missions===
 +
* Moving/Static packs
 +
* Active aliens will not activate passive packs
 +
* Teleporting
  
: [[Engineering (EU2012)|Engineering]]
+
===Terror Missions===
 +
* Moving/Static packs
 +
* Active aliens can activate passive packs
 +
* Teleporting
  
: [[Hangar (EU2012)|Hangar]]
 
  
: [[Situation Room (EU2012)|Situation Room]]
+
==Classes Tables==
 
+
{| class="wikitable" width="90%"
: [[OTS_(EU2012)| Officer Training School]]
+
|+ KEYCHART
 
+
|-
 
+
! width="10%" align="center" | [[File:RANK COLONEL1.png|32px]]
 
+
! width="10%" align="center" | [[File:RANK COLONEL2.png|32px]]
[[Soldiers (EU2012)|Soldiers]]
+
! width="10%" align="center" | [[File:ABILITY UNKNOWN20.png|32px]]
: [[Abilities (EU2012)|Abilities]]
+
! width="10%" align="center" | [[File:ABILITY OVERWATCH.png|32px]]
: [[Armour (EU2012)|Armour]]
+
! width="10%" align="center" | [[File:ABILITY MOVE.png|32px]]
: [[Classes (EU2012)|Classes]]
+
! width="10%" align="center" | [[File:ABILITY GRENADE.png|32px]]
: [[Equipment (EU2012)#Portable Equipment|Equipment]]
+
! width="10%" align="center" | [[File:ABILITY AIM.png|32px]]
: [[Weapons (EU2012)|Weapons]]
+
! width="10%" align="center" | [[File:ABILITY HUNKERDOWN.png|32px]]
 
+
! width="10%" align="center" | [[File:ALIEN CLUSTERBOMB.png|32px]]
 
+
! width="10%" align="center" | [[File:ABILITY HARDENED.png|32px]]
 
+
|-
:[[SHIV (EU2012)|SHIV]]
+
|- style="vertical-align:top;"
 +
|-
 +
| align="center" | Left Side Abilities || align="center" | Right Side Abilities || align="center" | Additional Shot || align="center" | Improves Reaction || align="center" | Extra Movement || align="center" | Additional Equipment || align="center" | Change Unit Aim || align="center" | Decrease Enemy Aim || align="center" | Increase Damage Given || align="center" | Decrease Damage Taken
 
|-
 
|-
 
|}
 
|}
</td>
 
  
<td style="width: 220px; border:1px gray solid;">
+
===Assault===
{| {{stdTable}} width="100%" style="border:none;"
+
{| class="wikitable" width="90%"  
|- {{stdTable Sub Heading}}
+
|+ Assault Ability/Rank Tree
| [[File:Head red.png|20px]] '''Aliens'''
 
 
|-  
 
|-  
| [[Alien Life Forms (EU2012)|Alien Life Forms]]
+
! width="10%" align="center" | [[File: CLASS ASSAULT.png|32px|Assault]]
 
+
! width="5%" align="center" | Action
[[Alien Missions (EU2012)|Alien Missions]]
+
! width="5%" align="center" | Aim
 
+
! width="5%" align="center" | Damage
[[UFOs (EU2012)|UFOs]]
+
! width="5%" align="center" | [[File: CLASS ASSAULT1.png|32px|Alpha Build]]
: [[Alien Artefacts (EU2012)|Alien Artefacts]]
+
! width="5%" align="center" | [[File: CLASS ASSAULT2.png|32px|Beta Build]]
: [[UFO Components (EU2012)|UFO Components]]
+
! width="20%" align="center" | Notes
 
+
|-
 
+
|- style="vertical-align:top;"
|- {{stdTable Sub Heading}}
+
|-
| [[File:Xcom_eu_logo.jpg|30px]] '''Missions'''
+
| align="center" | [[File:RANK SQUADDIE.png|32px|Squaddie]][[File:ASSAULT RUNGUN.png|32px|Run & Gun]] || align="center" | [[File: ABILITY_UNKNOWN201.png|32px|SL]][[File:ABILITY_UNKNOWN202.png|32px|SL]]  || align="center" | || align="center" | || align="center" | [[File: ABILITY_UNKNOWN201.png|32px|SL]] || align="center" | [[File:ABILITY_UNKNOWN202.png|32px|SL]]|| align="left" |
 +
* Allows firing after the 2nd action
 +
* 2 turn cooldown
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK CORPORAL1.png|32px|Corporal]][[File:ASSAULT TACTICALSENSE1.png|32px|Tactical Sense]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY_HUNKERDOWN1.png|32px|A5~20]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" |  [[File:ABILITY_HUNKERDOWN1.png|32px|A5~20]] || align="center" style="background: #F2F2F2" |  || align="left" style="background: #F2F2F2" |
 +
* +5 Defense for every enemy in sight (max +20)  
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK CORPORAL2.png|32px|Corporal]][[File:ASSAULT AGGRESSION1.png|32px|Aggression]] || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" | [[File:ABILITY_AIM2.png|32px|+10~30CA]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" | [[File:ABILITY_AIM2.png|32px|+10~30CA]] || align="left" style="background: #F2F2F2" |
 +
* +10% Critical chance per enemy on sight (max 30%)
 +
|-
 +
| align="center" | [[File:RANK SERGEANT1.png|32px|Sergeant]][[File:ASSAULT LIGHTNINGREFLEXES1.png|32px|Lightning Reflexes]] || align="center" |  || align="center" | [[File:ABILITY_HUNKERDOWN1.png|32px|-A100L]] || align="center" | || align="center" | [[File:ABILITY_HUNKERDOWN1.png|32px|-A100L]] || align="center" |  || align="left" |
 +
* First reaction shot fired at this unit always misses
 +
|-
 +
| align="center" | [[File:RANK SERGEANT2.png|32px|Sergeant]][[File:ASSAULT CLOSEPERSONAL1.png|32px|Close & Personal]] || align="center" |  || align="center" | [[File:ABILITY_AIM2.png|32px|+30CAL]] || align="center" | || align="center" | || align="left" | [[File:ABILITY_AIM2.png|32px|+30CAL]] || align="left" |
 +
* Bonus declines with distance from the target
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK LIEUTENANT1.png|32px|Lieutenant]][[File:ASSAULT FLUSH1.png|32px|Flush]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY_AIM1.png|32px|+30A]] || align="center" style="background: #F2F2F2" | [[File:ALIEN CLUSTERBOMB1.png|32px|+=4D]] || align="center" style="background: #F2F2F2" | [[File:ABILITY_AIM1.png|32px|+30A]][[File:ALIEN CLUSTERBOMB1.png|32px|+=4D]]|| align="center" style="background: #F2F2F2" |  || align="left" style="background: #F2F2F2" |
 +
* Allows a shot that forces target to leave cover
 +
* Shot has +30 Aim and deals fixed 4 points damage
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK LIEUTENANT2.png|32px|Lieutenant]][[File:ASSAULT RAPIDFIRE1.png|32px|Rapid Fire]] || align="center" style="background: #F2F2F2" | [[File:ABILITY_UNKNOWN202.png|32px|S]]  || align="center" style="background: #F2F2F2" | [[File:ABILITY_AIM2.png|32px|-15A]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY_UNKNOWN202.png|32px|S]][[File:ABILITY_AIM2.png|32px|-15A]] || align="left" style="background: #F2F2F2" |
 +
* Allows to fire 2 shots with 1 Action
 +
* Reduced accuracy (-15 Aim)
 +
|-
 +
| align="center" | [[File:RANK CAPTAIN1.png|32px|Captain]][[File:ASSAULT CLOSECOMBAT1.png|32px|Close Combat Specialist]] || align="center" | [[File:ABILITY_OVERWATCH1.png|32px|RL]] || align="center" | || align="center" | || align="center" | [[File:ABILITY_OVERWATCH1.png|32px|RL]] || align="center" |  || align="left" |
 +
* Gives a single shot enemy that approaches within 4 tiles
 +
* Applies to both the player and the enemy's turn
 +
|-
 +
| align="center" | [[File:RANK CAPTAIN2.png|32px|Captain]][[File:ASSAULT BRINGTHEMON1.png|32px|Bring 'Em On]] || align="center" |  || align="center" | || align="center" | [[File:ALIEN CLUSTERBOMB2.png|32px|+1~5DC]] || align="center" | || align="center" | [[File:ALIEN CLUSTERBOMB2.png|32px|+1~5DC]] || align="left" |
 +
* +1 Damage for each enemy within the squad's vision (max 5)
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK MAJOR.png|32px|Major]][[File:ASSAULT EXTRACONDITIONING.png|32px|Extra Conditioning]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY HARDENED1.png|32px|-TDL]][[File:ABILITY HARDENED2.png|32px|-TDL]] || align="center" style="background: #F2F2F2" | [[File:ABILITY HARDENED1.png|32px|-TDL]] || align="center" style="background: #F2F2F2" | [[File:ABILITY HARDENED2.png|32px|-TDL]] || align="left" style="background: #F2F2F2" |
 +
* Heavier armor increases the bonus
 +
|-
 +
| align="center" | [[File:RANK COLONEL1.png|32px|Colonel]][[File:ASSAULT RESILLIENCE1.png|32px|Resillience]] || align="center" | || align="center" | || align="center" | [[File:ABILITY HARDENED1.png|32px|-D100%C]] || align="center" | [[File:ABILITY HARDENED1.png|32px|-D100%C]]|| align="center" |  || align="left" |
 +
* Immunity to Critical Hits
 +
|-
 +
| align="center" | [[File:RANK COLONEL2.png|32px|Colonel]][[File:ASSAULT KILLERINSTINCT1.png|32px|Killer Instinct]] || align="center" | || align="center" | || align="center" | [[File:ALIEN CLUSTERBOMB2.png|32px|+50%CDL]] || align="center" | || align="center" | [[File:ALIEN CLUSTERBOMB2.png|32px|+50%CDL]] || align="left" |
 +
* Activating '''Run & Gun''' will give the unit +50% in Critical Damage
 
|-
 
|-
| [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]
 
: [[Cover (EU2012)|Cover]]
 
: [[Flanking (EU2012)|Flanking]]
 
: [[Overwatch (EU2012)|Overwatch]]
 
: [[Scouting (EU2012)|Scouting]]
 
: [[Suppression (EU2012)|Suppression]]
 
 
 
[[Tactics (EU2012)|Combat Tactics]]
 
 
 
[[Missions (EU2012)|Mission Types]]
 
 
 
[[Maps (EU2012)|Maps]]
 
 
|}
 
|}
</td>
 
  
<td style="width:220px; border:1px gray solid;">
+
===Heavy===
{| {{stdTable}} width="100%" style="border:none;"
+
{| class="wikitable" width="90%"
|- {{stdTable Sub Heading}}
+
|+ Heavy Ability/Rank Tree
| '''Game Strategies'''
+
|-
 +
! width="10%" align="center" | [[File: CLASS HEAVY.png|32px|Heavy]]
 +
! width="5%" align="center" | Action
 +
! width="5%" align="center" | Aim
 +
! width="5%" align="center" | Damage
 +
! width="5%" align="center" | [[File: CLASS HEAVY1.png|32px|Alpha Build]]
 +
! width="5%" align="center" | [[File: CLASS HEAVY2.png|32px|Beta Build]]
 +
! width="20%" align="center" | Notes
 +
|-
 +
|- style="vertical-align:top;"
 +
|-
 +
| align="center" | [[File:RANK SQUADDIE.png|32px|Squaddie]][[File:HEAVY FIREROCKET.png|32px|Fire Rocket]] || align="center" | [[File:ABILITY GRENADE1.png|32px|I]][[File:ABILITY GRENADE2.png|32px|I]]|| align="center" |  || align="center" | [[File:ALIEN CLUSTERBOMB1.png|32px|+TDL]][[File:ALIEN CLUSTERBOMB2.png|32px|+TDL]]|| align="center" | [[File:ABILITY GRENADE1.png|32px|I]][[File:ALIEN CLUSTERBOMB1.png|32px|+TDL]] || align="center" | [[File:ABILITY GRENADE2.png|32px|I]][[File:ALIEN CLUSTERBOMB2.png|32px|+TDL]] || align="left" |
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK CORPORAL1.png|32px|Corporal]][[File:HEAVY BULLETSWARM1.png|32px|Bullet Swarm]] || align="center" style="background: #F2F2F2" | [[File:ABILITY_UNKNOWN201.png|32px|S]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY_UNKNOWN201.png|32px|S]] || align="center" style="background: #F2F2F2" |  || align="left" style="background: #F2F2F2" |
 +
* Allows for two shots, or to move after firing
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK CORPORAL2.png|32px|Corporal]][[File:HEAVY HOLO1.png|32px|Holo-Targeting]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY_AIM2.png|32px|+10AL]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY_AIM2.png|32px|+10AL]] || align="left" style="background: #F2F2F2" |
 +
* Gives +10 Aim to any squad members firing at the same enemy
 +
|-
 +
| align="center" | [[File:RANK SERGEANT1.png|32px|Sergeant]][[File:HEAVY SHREDDER1.png|32px|Shredder Rocket]] || align="center" |  || align="center" |  || align="center" | [[File:ALIEN CLUSTERBOMB1.png|32px|+D33%L]] || align="center" | [[File:ALIEN CLUSTERBOMB1.png|32px|+D33%L]] || align="center" |  || align="left" |
 +
* Shredder Rocket deals 4 points damage (6 Blaster Launcher)
 +
|-
 +
| align="center" | [[File:RANK SERGEANT2.png|32px|Sergeant]][[File:HEAVY SUPPRESSION1.png|32px|Suppression]] || align="center" | [[File:ABILITY OVERWATCH2.png|32px|R]] || align="center" | [[File:ABILITY HUNKERDOWN2.png|32px|-A30]] || align="center" |  || align="center" |  || align="center" | [[File:ABILITY OVERWATCH2.png|32px|R]][[File:ABILITY HUNKERDOWN2.png|32px|-A30]] || align="left" |
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK LIEUTENANT1.png|32px|Lieutenant]][[File:HEAVY HEAT AMMO1.png|32px|HEAT Ammo]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ALIEN CLUSTERBOMB1.png|32px|+D100%L]]  || align="center" style="background: #F2F2F2" | [[File:ALIEN CLUSTERBOMB1.png|32px|+D100%L]] || align="center" style="background: #F2F2F2" |  || align="left" style="background: #F2F2F2" |
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK LIEUTENANT2.png|32px|Lieutenant]][[File:HEAVY RAPIDREACTION1.png|32px|Rapid Reaction]] || align="center" style="background: #F2F2F2" | [[File:ABILITY OVERWATCH2.png|32px|RL]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" | [[File:ABILITY OVERWATCH2.png|32px|RL]] || align="left" style="background: #F2F2F2" |
 
|-
 
|-
| [[Survival Guide (EU2012)|Guides & Tips]]
+
| align="center" | [[File:RANK CAPTAIN1.png|32px|Captain]][[File:HEAVY GRENADIER1.png|32px|Grenadier]] || align="center" | [[File:ABILITY GRENADE1.png|32px|I]] || align="center" |  || align="center" | || align="center" | [[File:ABILITY GRENADE1.png|32px|I]] || align="center" |  || align="left" |
: [[Beginner Guide]]
+
|-
: [[Building Optimization]]
+
| align="center" | [[File:RANK CAPTAIN2.png|32px|Captain]][[File:HEAVY DANGERZONE1.png|32px|Danger Zone]] || align="center" |  || align="center" |  || align="center" | [[File:ALIEN CLUSTERBOMB2.png|32px|D]] || align="center" |  || align="center" | [[File:ALIEN CLUSTERBOMB2.png|32px|D]] || align="left" |
: [[Economy]]
+
|-
: [[Managing Panic]]
+
| align="center" style="background: #F2F2F2" | [[File:RANK MAJOR.png|32px|Major]][[File:HEAVY WILLTOSURVIVE.png|32px|Will To Survive]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY HARDENED1.png|32px|-2DL]][[File:ABILITY HARDENED2.png|32px|-2DL]] || align="center" style="background: #F2F2F2" | [[File:ABILITY HARDENED1.png|32px|-2DL]] || align="center" style="background: #F2F2F2" | [[File:ABILITY HARDENED2.png|32px|-2DL]] || align="left" style="background: #F2F2F2" |
 
+
|-
 
+
| align="center" | [[File:RANK COLONEL1.png|32px|Colonel]][[File:HEAVY ROCKETEER1.png|32px|Rocketeer]] || align="center" | [[File:ABILITY GRENADE1.png|32px|I]] || align="center" |  || align="center" | || align="center" | [[File:ABILITY GRENADE1.png|32px|I]] || align="center" |  || align="left" |
 +
|-
 +
| align="center" | [[File:RANK COLONEL2.png|32px|Colonel]][[File:HEAVY MAYHEM1.png|32px|Mayhem]] || align="center" |  || align="center" |  || align="center" | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] || align="center" |  || align="center" | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] || align="left" |
 +
|-
 +
|}
  
|- {{stdTable Sub Heading}}
+
===Sniper===
| '''Multiplayer'''
+
{| class="wikitable" width="90%"
 +
|+ Sniper Ability/Rank Tree
 
|-  
 
|-  
|
+
! width="10%" align="center" | [[File: CLASS SNIPER.png|32px|Sniper]]
[[Maps (Multiplayer) (EU2012)|Maps]]<br/>
+
! width="5%" align="center" | Action
 
+
! width="5%" align="center" | Aim
[[Multiplayer Tactics (EU2012)|Multiplayer Tactics]] <br/>
+
! width="5%" align="center" | Damage
 
+
! width="5%" align="center" | [[File: CLASS SNIPER1.png|32px|Alpha Build]]
[[Multiplayer Builds (EU2012)|Squad Builds]] <br/>
+
! width="5%" align="center" | [[File: CLASS SNIPER2.png|32px|Beta Build]]
 
+
! width="20%" align="center" | Notes
 
+
|-
 
+
|- style="vertical-align:top;"
|- {{stdTable Sub Heading}}
+
|-
|  '''Miscellaneous'''
+
| align="center" | [[File:RANK SQUADDIE.png|32px|Squaddie]][[File:SNIPER HEADSHOT.png|32px|Headshot]] || align="center" |  || align="center" | [[File:ABILITY_AIM1.png|32px|+30CA]][[File:ABILITY_AIM2.png|32px|+30CA]]|| align="center" | [[File:ALIEN CLUSTERBOMB1.png|32px|+TCDL]][[File: ALIEN CLUSTERBOMB2.png|32px|+TCDL]]|| align="center" | [[File:ABILITY_AIM1.png|32px|+30CA]][[File:ALIEN CLUSTERBOMB1.png|32px|+TCDL]] || align="center" | [[File:ABILITY_AIM2.png|32px|+30CAL]][[File: ALIEN CLUSTERBOMB2.png|32px|+TCDL]] || align="left" |
|-  
+
* 3 turn cooldown
|
+
|-
 
+
| align="center" style="background: #F2F2F2" | [[File:RANK CORPORAL1.png|32px|Corporal]][[File:SNIPER SNAPSHOT1.png|32px|Snap Shot]] || align="center" style="background: #F2F2F2" | [[File:ABILITY_UNKNOWN201.png|32px|S]] || align="center" style="background: #F2F2F2" | [[File:ABILITY AIM1.png|32px|-20A]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY_UNKNOWN201.png|32px|S]][[File:ABILITY AIM1.png|32px|-20A]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" |
[[Game Editors (EU2012)|Game Editors]]<br/>
+
|-
 
+
| align="center" style="background: #F2F2F2" | [[File:RANK CORPORAL2.png|32px|Corporal]][[File:SNIPER SQUADSIGHT1.png|32px|Squad Sight]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY AIM2.png|32px|AL]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY AIM2.png|32px|AL]] || align="center" style="background: #F2F2F2" |
[[Glossary|Glossary of Terms]]<br/>
+
|-
 
+
| align="center" | [[File:RANK SERGEANT1.png|32px|Sergeant]][[File:SNIPER GUNSLINGER1.png|32px|Gunslinger]] || align="center" |  || align="center" | || align="center" | [[File:ALIEN CLUSTERBOMB1.png|32px|+2DL]]  || align="center" | [[File:ALIEN CLUSTERBOMB1.png|32px|+2DL]] || align="center" | || align="left" |
[[Patches (EU2012)| Patches]]<br/>
+
* Only applies to pistols
 
+
|-
 
+
| align="center" | [[File:RANK SERGEANT2.png|32px|Sergeant]][[File:SNIPER DGG1.png|32px|Damn Good Ground]] || align="center" | || align="center" | [[File:ABILITY AIM2.png|32px|+10AL]][[File:ABILITY HUNKERDOWN2.png|32px|A-10L]] || align="center" |  || align="center" |  || align="center" | [[File:ABILITY AIM2.png|32px|+10AL]][[File:ABILITY HUNKERDOWN2.png|32px|A-10L]] || align="left" |
 
+
* Adds upon other aiming bonuses, including flying with Archangel armor 
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK LIEUTENANT1.png|32px|Lieutenant]][[File:SNIPER DISABLINGSHOT1.png|32px|Disabling Shot]] || align="center" style="background: #F2F2F2" || align="center" style="background: #F2F2F2" | [[File:ABILITY AIM1.png|32px|-10A]] || align="center" style="background: #F2F2F2" | [[File:ALIEN CLUSTERBOMB1.png|32px|-100CDL]] || align="center" style="background: #F2F2F2" | [[File:ABILITY AIM1.png|32px|-10A]][[File:ALIEN CLUSTERBOMB1.png|32px|-100CDL]]|| align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" |
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK LIEUTENANT2.png|32px|Lieutenant]][[File:SNIPER BATTLESCANNER1.png|32px|Battle Scanner]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY AIM2.png|32px|AL]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY AIM2.png|32px|AL]] || align="left" style="background: #F2F2F2" |
 +
* Can be used combined with ''Squad Sight''
 +
|-
 +
| align="center" | [[File:RANK CAPTAIN1.png|32px|Captain]][[File:SNIPER EXECUTIONER1.png|32px|Executioner]] || align="center" |  || align="center" | [[File:ABILITY AIM1.png|32px|+10AL]] || align="center" | || align="center" | [[File:ABILITY AIM1.png|32px|+10AL]] || align="center" | || align="center" |  
 +
|-
 +
| align="center" | [[File:RANK CAPTAIN2.png|32px|Captain]][[File:SNIPER OPPORTUNIST1.png|32px|Opportunist]] || align="center" |[[File:ABILITY_OVERWATCH2.png|32px|RC]] || align="center" |[[File:ABILITY AIM2.png|32px|+20A]] || align="center" | || align="center" |  || align="center" | [[File:ABILITY_OVERWATCH2.png|32px|RC]][[File:ABILITY AIM2.png|32px|+20A]] || align="left" |
 +
* The normal Overwatch aim penalty is -30
 +
|-
 +
| align="center" style="background: #F2F2F2" | [[File:RANK MAJOR.png|32px|Major]][[File:SNIPER LOWPROFILE.png|32px|Low Profile]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY HUNKERDOWN1.png|32px|-A20]][[File:ABILITY HUNKERDOWN2.png|32px|-A20]] || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" | [[File:ABILITY HUNKERDOWN1.png|32px|-A20]] || align="center" style="background: #F2F2F2" | [[File:ABILITY HUNKERDOWN2.png|32px|-A20]] || align="center" style="background: #F2F2F2" |
 +
|-
 +
| align="center" | [[File:RANK COLONEL1.png|32px|Colonel]][[File:SNIPER ITZ1.png|32px|In The Zone]] || align="center" | [[File:ABILITY_UNKNOWN201.png|32px|SL]] || align="center" | || align="center" |  || align="center" | [[File:ABILITY_UNKNOWN201.png|32px|SL]] || align="center" | || align="left" |
 +
* Can only be used once with pistols<br>
 +
* Can be combined with ''Snap Shot''
 +
* 2 turn cooldown
 +
|-
 +
| align="center" | [[File:RANK COLONEL2.png|32px|Colonel]][[File:SNIPER DOUBLETAP1.png|32px|Double Tap]] || align="center" | [[File:ABILITY_UNKNOWN202.png|32px|S]] || align="center" | || align="center" |  || align="center" |  || align="center" | [[File:ABILITY_UNKNOWN202.png|32px|SL]] || align="left" |
 +
* Can be used with pistols<br>
 +
* Cannot be combined with ''Snap Shot''
 +
|-
 
|}
 
|}
</td>
 
</tr>
 
</table>
 
 
Changelog:
 
* [[Base Facilities]] page merged with Headquaters, since they both have the same info.
 
* [[XCOM Craft]] changed to [[Hangar]] consistent with the game names.
 
* [[Air Combat]] becomes part of the [[Mission Control_(EU2012)]] page.
 
* [[Attributes_(EU2012)]] merges with [[Soldiers_(EU2012)]] page.
 
* [[Gray Market_(EU2012)]] sub section of Situation Room.
 
* Alphabetically sorted in sub-sections.
 
 
I am trying to keep the layout consistent with the in-game structure as much as possible.
 
  
<!----- END KOKKANS VERSION 2.0 ---->
+
===Support===
 
+
{| class="wikitable" width="90%"  
{{EndCol}}
+
|+ Support Ability/Rank Tree
 
 
 
 
 
 
 
 
 
 
 
 
Personally, this kind of structure makes sense to me.  Though I'm not 100% on Air Combat.  Probably under Mission Control with a link inside Aircraft pointing to it.  In mine, Aircraft would include a subsection on weapons but not a separate page.  I'd still provide a link to it in the front for people's awareness.  Same for soldiers, all those things would be subsections of the same page.  Similarly, armor and squad weapons would be subsections of the same "Equipment" page.  I don't know enough about SHIVs yet to think if they'd have their own page or not.  I wouldn't list out all the individual alien life forms and I can't think of any subsections I would specifically link on the main page under any of the Alien stuff really...  As topics under Base Mgmt and Sit Mgmt grow, I would link the ones that I think people want to get to now (in 1 click).  Same for all the stuff under Combat.  So overall, everything that's indented is likely a subsection of a page rather than it's own page.  The exceptions are the Situation Room and Mission Control because so much is going on in those two rooms where all the other aspects of the game are being coordinated.  Ultiamtely, Gray Market would just be a paragraph or two about it, but all the prices would be listed right next to the item along with all the other info.
 
 
 
The hardest thing for me right now to sort in my mind is Single vs. Multi.  For Tactics, I would probably put them in dedicated subsections of the same page.  Have a general tactics that applies to both aspects of the game, and then a subsection for single and multi (total 3 sections) for anything that only applies to those.  For squads and soldier builds, I would ask people to just identify whether the squad/soldier build is for single, multi, or both and explain the pros and cons of why.  But it bugs me that would be structured different than the tactics...  I feel like I need to play the game some before I figure out how the combat is structured.  Oh, and I'd use the in-game neon-blue icon for XCOM and the red alien head for Aliens, then put the "vigilo confido" shield the "blue-glow faceless-squad" main XCOM image in thumbs off to the right. [[User:Robbx213|Robbx213]] 13:29, 5 October 2012 (EDT)
 
 
 
<table style="width: 100%;>
 
<tr style="vertical-align: top;">
 
<td colspan = "4">
 
{| {{stdTable}} title = "XCOM Enemy Unknown (2012)" width = "100%"
 
|- {{stdTable Heading}}
 
|}
 
</td>
 
</tr>
 
<tr style="vertical-align: top;">
 
<td style="width: 20%; border:1px gray solid;">
 
{| {{stdTable}} width="100%" style="border:none;"
 
|- {{stdTable Sub Heading}}
 
| [[File:Vigilo_Confido_shield.png|25px]] '''XCOM'''
 
|-
 
| "''Ant Farm''"
 
: Situation Room
 
: Mission Control
 
:: Air Combat
 
 
|-  
 
|-  
| Research
+
! width="10%" align="center" | [[File: CLASS SUPPORT.png|32px|Support]]
 +
! width="5%" align="center" | Action
 +
! width="5%" align="center" | Aim
 +
! width="5%" align="center" | Damage
 +
! width="5%" align="center" | [[File: CLASS SUPPORT1.png|32px|Alpha Build]]
 +
! width="5%" align="center" | [[File: CLASS SUPPORT2.png|32px|Beta Build]]
 +
! width="20%" align="center" | Notes
 
|-
 
|-
| Production
+
|- style="vertical-align:top;"
: Equipment
 
:: Weapons
 
:: Armor
 
:: SHIV
 
: Gray Market
 
 
|-
 
|-
| Soldiers
+
| align="center" | [[File:RANK SQUADDIE.png|32px|Squaddie]][[File:SUPPORT SMOKEGRENADE.png|32px|Smoke Grenade]] || align="center" |  [[File:ABILITY_GRENADE1.png|32px|I]][[File:ABILITY_GRENADE2.png|32px|I]] || align="center" | [[File:ABILITY HUNKERDOWN1.png|32px|-A20]][[File:ABILITY HUNKERDOWN2.png|32px|-A20]]|| align="center" |  || align="center" | [[File:ABILITY_GRENADE1.png|32px|I]][[File:ABILITY HUNKERDOWN1.png|32px|-A20]] || align="center" | [[File:ABILITY_GRENADE2.png|32px|I]][[File:ABILITY HUNKERDOWN2.png|32px|-A20]] || align="center" |
: Classes
 
: Abilities & 'Perks'
 
 
|-
 
|-
| Aircraft
+
| align="center" style="background: #F2F2F2" | [[File:RANK CORPORAL1.png|32px|Corporal]][[File:SUPPORT SPRINTER1.png|32px|Sprinter]] || align="center" style="background: #F2F2F2" | [[File:ABILITY MOVE1.png|32px|M]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY MOVE1.png|32px|M]] || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" |
: Craft Armament
 
|}
 
</td>
 
 
 
<td style="width: 20%; border:1px gray solid;">
 
{| {{stdTable}} width="100%" style="border:none;"
 
|- {{stdTable Sub Heading}}
 
| [[File:Sectoid icon.jpg|35px]] '''Aliens'''
 
 
|-
 
|-
| Alien Life Forms
+
| align="center" style="background: #F2F2F2" | [[File:RANK CORPORAL2.png|32px|Corporal]][[File:SUPPORT COVERINGFIRE1.png|32px|Covering Fire]] || align="center" style="background: #F2F2F2" | [[File:ABILITY OVERWATCH2.png|32px|R]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2"| || align="center" style="background: #F2F2F2" | [[File:ABILITY OVERWATCH2.png|32px|R]] || align="center" style="background: #F2F2F2" |
 
|-
 
|-
| UFOs
+
| align="center" | [[File:RANK SERGEANT1.png|32px|Sergeant]][[File:SUPPORT FIELDMEDIC1.png|32px|Field Medic]] || align="center" | [[File:ABILITY_GRENADE1.png|32px|I]] || align="center" | || align="center" |  [[File:ABILITY HARDENED1.png|32px|-4D]]  || align="center" | [[File:ABILITY HARDENED1.png|32px|-4D]][[File:ABILITY_GRENADE1.png|32px|I]] || align="center" | || align="center" |
 
|-
 
|-
| Artefacts
+
| align="center" | [[File:RANK SERGEANT2.png|32px|Sergeant]][[File:SUPPORT SMOKEANDMIRRORS1.png|32px|Smoke & Mirrors]] || align="center" |  [[File:ABILITY_GRENADE2.png|32px|I]] || align="center" | [[File:ABILITY HUNKERDOWN2.png|32px|-A20]] || align="center" | || align="center" | || align="center" | [[File:ABILITY HUNKERDOWN2.png|32px|-A20]][[File:ABILITY_GRENADE2.png|32px|I]] || align="center" |  
|}
 
</td>
 
 
 
<td style="width: 20%; border:1px gray solid;">
 
{| {{stdTable}} width="100%" style="border:none;"
 
|- {{stdTable Sub Heading}}
 
| '''Strategy'''
 
 
|-
 
|-
| Base Management
+
| align="center" style="background: #F2F2F2" | [[File:RANK LIEUTENANT1.png|32px|Lieutenant]][[File:SUPPORT REVIVE1.png|32px|Revive]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY HARDENED1.png|32px|=33%D]]  || align="center" style="background: #F2F2F2"| [[File:ABILITY HARDENED1.png|32px|=33%D]] || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" |
 
|-
 
|-
| Situation Management
+
| align="center" style="background: #F2F2F2" | [[File:RANK LIEUTENANT2.png|32px|Lieutenant]][[File:SUPPORT RIFLESUPPRESSION1.png|32px|Rifle Suppression]] || align="center" style="background: #F2F2F2" | [[File:ABILITY OVERWATCH2.png|32px|R]] || align="center" style="background: #F2F2F2" | [[File:ABILITY HUNKERDOWN2.png|32px|-A30]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" | [[File:ABILITY OVERWATCH2.png|32px|R]][[File:ABILITY HUNKERDOWN2.png|32px|-A30]] || align="center" style="background: #F2F2F2" |  
|}
 
</td>
 
 
 
 
 
<td style="width: 20%; border:1px gray solid;">
 
{| {{stdTable}} width="100%" style="border:none;"
 
|- {{stdTable Sub Heading}}
 
| '''Combat'''
 
 
|-
 
|-
| Gameplay Mechanics
+
| align="center" | [[File:RANK CAPTAIN1.png|32px|Captain]][[File:SUPPORT DENSESMOKE1.png|32px|Dense Smoke]] || align="center" |  || align="center" | [[File:ABILITY HUNKERDOWN1.png|32px|-A40]]|| align="center" |  || align="center" | [[File:ABILITY HUNKERDOWN1.png|32px|-A40]] || align="center" | || align="center" |
: Tactics
 
:: Singleplayer
 
:: Multiplayer
 
 
|-
 
|-
| Squads
+
| align="center" | [[File:RANK CAPTAIN2.png|32px|Captain]][[File:SUPPORT COMBATDRUGS1.png|32px|Combat Drugs]] || align="center" |  || align="center" | [[File:ABILITY AIM2.png|32px|+10CA]] || align="center" | [[File:ABILITY HARDENED2.png|32px|-DP20]]  || align="center" | || align="center" | [[File:ABILITY AIM2.png|32px|+10CA]][[File:ABILITY HARDENED2.png|32px|-DP20]] || align="center" |
: Soldier Builds
 
 
|-
 
|-
| Maps
+
| align="center" style="background: #F2F2F2" | [[File:RANK MAJOR.png|32px|Major]][[File:SUPPORT DEEPPOCKETS.png|32px|Deep Pockets]] || align="center" style="background: #F2F2F2" | [[File:ABILITY_GRENADE1.png|32px|I]][[File:ABILITY_GRENADE2.png|32px|I]] || align="center" style="background: #F2F2F2" | || align="center" style="background: #F2F2F2" |  || align="center" style="background: #F2F2F2" | [[File:ABILITY_GRENADE1.png|32px|I]] || align="center" style="background: #F2F2F2" | [[File:ABILITY_GRENADE2.png|32px|I]] || align="center" style="background: #F2F2F2" |
 
|-
 
|-
| Missions
+
| align="center" | [[File:RANK COLONEL1.png|32px|Colonel]][[File:SUPPORT SAVIOR1.png|32px|Savior]] || align="center" | || align="center" | || align="center" | [[File:ABILITY HARDENED1.png|32px|-4D]] || align="center" | [[File:ABILITY HARDENED1.png|32px|-4D]] || align="center" | || align="center" |  
|}
 
</td>
 
 
 
 
 
<td style="width: 20%; border:1px gray solid;">
 
{| {{stdTable}} width="100%" style="border:none;"
 
|- {{stdTable Sub Heading}}
 
| '''Miscellaneous'''
 
 
|-
 
|-
| Sources
+
| align="center" | [[File:RANK COLONEL2.png|32px|Colonel]][[File:SUPPORT SENTINEL1.png|32px|Sentinel]] || align="center" | [[File:ABILITY OVERWATCH2.png|32px|R]] || align="center" | || align="center" | || align="center" | || align="center" | [[File:ABILITY OVERWATCH2.png|32px|R]] || align="center" |
 
|-
 
|-
 
|}
 
|}
</td>
+
==Squad Roles==
 
+
There are 3 squad roles that each soldier can assume during a fight to achieve its tactical objectives, regardless of their class and/or abilities. They are:
 
+
*'''Maneuver''' - the capacity for the squad to move and reach favorable positions during your turn;
 
+
** ''Move/Dash'' - usual game actions;
</tr>
+
** This role involves detecting the enemy (scouting), retreating and/or outflanking it;
</table>
+
** It also involves dislodging enemies from their own positions during your turn.  
 
+
*'''Fire''' - to weaken and/or eliminate enemy targets during your turn;
Just changed it based on your ideas. About Single/Multi, the idea I got from the demo is that the human classes are predefined and some perks may be absent from Multiplayer. From my previous experience with the multiplayer version of the original game, the tactics between an AI and a human opponent are very different. But it will depend on how it works out.  
+
*''Fire/Throw'' - usual game actions.
My main concern about the columns is to have room to expand in the future on an organized manner, if this game's page gets as popular as the original one and then you need to have sections explaining the technical parts, for modders to use, plus all other sorts of miscellaneous pages like the original game has. [[User:Hobbes|Hobbes]] 14:44, 5 October 2012 (EDT)
+
**This role also involves removing enemy cover or boosting up a soldier's Aim/Critical Chance stats.
 +
*'''Security''' - to prevent enemy actions during your and their turns.
 +
** ''Cover/Overwatch/Suppress/Hunker Down'' - usual game actions;
 +
** Security also involves healing wounds since they prevent KIAs.  
  
:# Whatever you do, keep multiplayer separated from the singleplayer section. These will be completely different.
+
The 3 roles are tightly interlinked together. A soldier moving to outflank an alien will increase squad security since it may force it to withdrawal from its position.  
:# Regarding Sources, I strongly disagree to make them a separate page. Valid sources should be listed under a References section on the relative page as per wiki standard (http://en.wikipedia.org/wiki/Wikipedia:Citing_sources)
 
:# Flanking, Cover, Overwatch & Supression are not actually tactics but game mechanics. How you combine and use these, that is tactics.
 
:# What the heck is "Situation Management"? That is a way to general topic or description to mean anything.
 
::--[[User:Kokkan|Kokkan]] 16:06, 5 October 2012 (EDT)
 
  
:: Yeah, I haven't seen a lot of MP squad building, so I don't know how many perks you get to choose. I assume that you can choose as many perks as you want, but each one costs points, so my guess is in MP you'll only really be able to pick 1 or 2 per soldier.  As for expanding in the future you make a good point.  I only looked at what was in EU (2012) so far and condensed from there; I didn't go back to (1994)... You know, maybe it would be better to list more specific sub-sections in the table so that people can get to them quicker without having to guess where it's been put, especially if it's a topic they think can fit elsewhere than it was put.  Then it would be on us to populate links all over the place and that could unmanageable.
+
===General vs Specialized Soldiers===
 +
Some soldiers are more inclined for specific squad roles than others due to their stats, class/abilities and equipment carried. The trade-off when selecting a soldier is between generality (for instance, a Rookie) and specialization (i.e. a Colonel). The more specialization, the better a soldier will be able to perform that specific role but if it is absent due to injury or incapacitated/killed, then your game play may be affected. In contrast, a more generic soldier will not be as effective in a specific role but it can more easily be replaced.  
  
:: I don't know how different MP will be from SP at this point. There will definitely need to be some dedicated space to MP squad building and MP tactics; I was just wondering aloud if it should be a whole separate page, or if SP and MP should be subsections under a "tactics" page and a "squad building" page.  I think the one that makes sense will require some game time to determine. You're right about references; but, really once the game is out the game itself is basically going to be the main reference; are we supposed to put that at the bottom of each page or will we only put references in special occassions when it comes from somehwere else?  I guess "sources" is less accurate, I was really think "see also" or maybe just a place to put links to articles, videos, forums, and other stuff people might want to stumble upon.  I agree about mechanics vs. tactics.  That's why I'd suggest having a "mechanics" page that gives the facts and a separate tactics area; I guess a separate tactics page would be better since mechanics is actually pretty extensive and especially if one puts SP tactics near MP tactics as subsections to the same page.
+
The choice between both types of soldier also reflects itself on the choice of class abilities at each rank. Each class is designed to favor 1 or more roles and the individual abilities reflect that design. Some abilities may also apply to two roles.  
  
:: Ah, "situation management".  That was my attempt at a bookmark in my head for somehow capturing the idea of how you manage panic, funding, satellite coverage, aircraft...  basically not base stuff (adjacencies, Uplink vs. Nexus debates, different base builds depending on play strategy for example some people might want a lot of satellites while others might try to focus on having just enough to survive the game and use the base space for labs and workshops).  I would expect a lot of sub-links under base and situation management, and I wouldn't call it situation management as soon as I find a better name. [[User:Robbx213|Robbx213]] 23:34, 5 October 2012 (EDT)
+
===Assault===
 +
*Maneuver (Run & Gun, Lightning Reflexes, Flush)
 +
*Security (Tactical Sense, Close Combat Specialist, Extra Conditioning, Resilience)
 +
*Fire (Aggression, Close And Personal, Rapid Fire, Bring 'Em On, Killer Instinct)
 +
===Heavy===
 +
*Maneuver/Fire (Bullet Swarm)
 +
*Security (Suppression, Rapid Reaction, Will To Survive)
 +
*Security/Fire (Danger Zone, Mayhem)
 +
*Fire (Fire Rocket, Holo-Targeting, Shredder Rocket, HEAT Ammo, Grenadier, Rocketeer)
 +
===Sniper===
 +
*Maneuver (Snap Shot, Battle Scanner)
 +
*Maneuver/Fire (In The Zone)
 +
*Security (Disabling Shot, Opportunist, Low Profile)
 +
*Security/Fire (Damn Good Ground)
 +
*Fire (Headshot, Squad Sight, Gunslinger, Executioner, Double Tap)
 +
===Support===
 +
*Maneuver (Sprinter)
 +
*Security (Covering Fire, Field Medic, Revive, Rifle Suppression, Dense Smoke, Sentinel, Savior)
 +
*Security/Fire (Smoke Grenade, Smoke & Mirrors)
 +
*Fire (Combat Drugs)
 +
*All (Deep Pockets)
  
::: I made and example of the grouping of content I find most logical. I also don't think we should list all the possible mission types in the table, by the same reason you don't list all the aliens, weapons or abilites. It could feel like spoilers for some people. --[[User:Kokkan|Kokkan]] 12:16, 6 October 2012 (EDT)
+
===Items===
:::: Better. The only thing missing to me is to have a subcolumn for Miscellaneous because there's a few XCOM wiki pages that are cross series, such as [[Making the Game Harder]] (one of the most viewed wiki pages), [[Murphy's Laws (X-COM)|Murphy's Laws of X-COM]], [[Known Bugs]], [[Game Editors]], [[Realistic Equivalents]] and [[Glossary|Glossary of Terms]]. Probably not all of those for now but a few could be already added, like the glossary. [[User:Hobbes|Hobbes]] 12:30, 6 October 2012 (EDT)
+
* Fire/Security (S.C.O.P.E, Mind Shield, Arc Thrower)
:::: Replaced my table with Kokkan's proposal and made a few changes. Meanwhile I had another idea for the visual aspect for the pages on the XCOM and Aliens sections. I've been making a few charts for the XCOM, HQ and Base Facilities pages like this one: (no spoilers, only confirmed game information):
+
* Fire (Frag Grenade, Alien Grenade)
[[File:XCOM_Organization_(EU2012).png|400px|right]]
+
* Maneuver/Security (Combat Stims)
What I thought would be to have, e.g. on the top of the page 'Research' the corresponding colored icon, and for all pages of that category the same, (green for Research pages, red for Alien pages, Gray for Engineering pages, etc.). Or at least on the top pages (that contain all the links) for all the topics on the first column. What do you guys think? [[User:Hobbes|Hobbes]] 15:47, 6 October 2012 (EDT)
+
* Security (Nano-Fiber Vest, Chitin Plating, Mind Shield)
:: Soldiers have to have the red colour, to match their shirts. =D It's a bit Star Trek to me, and since we don't have a theme/template for all the pages it could be a bit heavy on the upkeep for editors and mods. A wiki should look like a wiki and only change layout/style when the data requires it (yeah, call me boring). I rather say keep the focus on the content and structure of that content (or keep it to html&css colours to keep it low upkeep and simple).  --[[User:Kokkan|Kokkan]] 16:14, 6 October 2012 (EDT)
 
::The insignias remember me more of S.H.I.E.L.D actually... XCOM has the Ant Farm, they have the Flying Carrier... oh well, it's just a very military thing to have all organized into sections and each with its own insignia, but I'll just keep it to the charts. [[User:Hobbes|Hobbes]] 17:33, 6 October 2012 (EDT)
 
----
 
I made some further tweaking of the table, tell me what you think.
 
Was thinking of sub-dividing [[Combat Tactics]], but until we get the game we really don't have a clue on how to build a section like that (same goes for [[Multiplayer Tactics]]). --[[User:Kokkan|Kokkan]] 16:41, 6 October 2012 (EDT)
 
:Yup, probably it's better to wait to see what comes up, all of our proposals are merely guesses. I'd remove the Grey Market and The Foundry since both are a part of Situation Room and Engineering. The more I think about it SHIV should go under Soldiers. And I don't like the term Economy very much but I can't think of a better one now. [[User:Hobbes|Hobbes]] 17:33, 6 October 2012 (EDT)
 
:: Yes, the Grey Market is a part of the Situation Room, just like Finances.
 
:: The Foundry is actually an stand-alone facility, we can only speculate on how dependant it is on Engineering. It seem to feature both improvements and unlocks (SHIV, Crafts).
 
:: The SHIV is tricky, since it is both a manufactured thing; and a type of soldier. But since its purpose is combat. I would group it with soldiers, or as an own section.
 
:: Some more minor tweaks on the table. --[[User:Kokkan|Kokkan]] 18:24, 6 October 2012 (EDT)
 
::: All of the items/craft produced on the Foundry can be already accessed from their respective categories and the Foundry is about manufacturing which is covered by the Engineering topic. If we include the Foundry then we should also include the OTS since it provides with additional capabilities for Soldiers the same way the Foundry does for engineering. But I think it's redundant, both facilities can be easily accessed through the Soldiers/Engineering pages and on Soldiers page there's already a description of the OTS and its effects. [[User:Hobbes|Hobbes]] 11:22, 7 October 2012 (EDT)
 
:::: Yes, you are right. The Foundry can easily and logically be found under [[Engineering_(2012)]]. I had not thought about the OTS, and now that I try it; I can't easily find in from any of the pages. Perhaps skip the Foundry and add the OTS to the list? --[[User:Kokkan|Kokkan]] 11:47, 7 October 2012 (EDT)
 
::::: The OTS info in on the Abilities page - maybe that's not too clear? [[User:Hobbes|Hobbes]] 13:47, 7 October 2012 (EDT)
 
:::::: If I were to look for a Base Facility that gives global upgrades, it would not be obvious to me to look under Soldier -> Abilities (and an in-line link also). Since they are not the same facility and not really directly related to Soldiers (like the Squad Size or New Guy). With the current structure I also think we should differentiate between Soldier, Alien, Equipment and "Other" abilities.  --[[User:Kokkan|Kokkan]] 14:26, 7 October 2012 (EDT)
 

Latest revision as of 12:39, 3 February 2017

Long War 2 Notes

User:Hobbes/Sandbox_page/Long War 2 Notes

Map Modding 101

User:Hobbes/Sandbox_page/Map Modding 101

Alien Missions

User:Hobbes/Sandbox_page/Alien Missions (EU)

Tactics

User:Hobbes/Sandbox_page/Tactics

Long War Stuff

User:Hobbes/Sandbox_page/XCOM: Long War

User:Hobbes/Sandbox_page/Long War Table


Soldier Management

  • Use the first 3 missions to bring all the 12 initial soldiers and reveal their classes.
  • The focus is on building a poll of soldiers - it should be around 10-12 soldiers being rotated on missions, plus a number of replacements.
  • A basic setup is to have 2-3 officers of each class, depending on personal preferences - your favorite build(s) for that class and his/her replacement, plus an alternative build for more specialized missions.
  • To get the Squad Size increase, you can get later a Sergeant as a reward in an abduction mission.
  • Try to get as soldiers as rewards during Abduction missions (although you may lose countries) - money and resources are easy to get, high rank soldiers take a lot of time to build up. Even if you have already 2 officers from that class
  • Usually the distribution of classes will not be balanced. Use Abduction missions to make up with any shortfalls.

1) Maps 2) Type and number of aliens.

The first criteria is if XCOM or the aliens are capable of killing their opponents with 1 shot. At the beginning the aliens will have the upper hand, specially in Classic/Impossible but that will keep changing back and forward as XCOM deploys new tech and the aliens bring more races. There's something of a ratio: if you're facing 3 lesser opponents or 2 similar ones or 1 superior alien you're outnumbered and your soldiers can be severely injured or killed.

With this in mind you may face three types of scenarios everytime you'll go on an Abduction/Terror/UFO missions. Council missions are predictable since you'll be facing always Sectoids or Thin Men.

Class Builds

Class Builds
Class/Type Corporal Sergeant Lieutenant Captain Colonel Notes
Support (Medic) Sprinter
Covering Fire
Field Medic Revive Dense Smoke
Combat Drugs
Savior
Support (Scout) Sprinter Smoke and Mirrors Rifle Suppression Dense Smoke Sentinel
Support (Rifleman) Covering Fire Field Medic
Smoke and Mirrors
Rifle Suppression Dense Smoke
Combat Drugs
Sentinel
Assault (Charger) Aggression Close and Personal Rapid Fire Bring 'Em On Killer Instinct
Assault (Flanker) Tactical Sense Lightning Reflexes Rapid Fire
Flush
Close Combat Specialist Resilience
Assault (Rifleman) Tactical Sense Lightning Reflexes
Close And Personal
Rapid Fire
Flush
Bring 'Em On Resilience
Sniper Squad Sight Gunslinger
Damn Good Ground
Disabling Shot Opportunist Double Tap
In The Zone
Sniper (Scout) Snap Shot Gunslinger
Damn Good Ground
Battle Scanner Executioner Double Tap
In The Zone
Heavy (Support) Holo-Targeting Shredder Rocket HEAT Ammo Grenadier Rocketeer Demolition/Squad Support
Heavy (Rifleman) Bullet Swarm Suppression Rapid Reaction Danger Zone Mayhem Requires a lot of ammo.
Heavy (Antiarmor) Bullet Swarm Shredder Rocket HEAT Ammo Danger Zone Rocketeer
Heavy (Grenadier) Bullet Swarm Shredder Rocket HEAT Ammo Grenadier Mayhem
'


Weapons Kill Tables

Sectoid (E/N/C)
Outsider (E/N)
Thin Man (E/N)
Floater (E)
Drone (E/N)
Sectoid (I)
Thin Man (C)
Floater (N/C)
Seeker (E)
Outsider (C/I)
Drone (C)
Seeker (N/C)
Thin Man (I)
Floater (I)
Seeker (I)
Drone (I) Chryssalid
Muton (E/N/C)
Sectoid Commander (E/N)
Zombie (E/N/C)
Muton (I)
Heavy Floater (E/N) Zombie (I)
Sectoid Commander (C/I)
Heavy Floater (C)
Cyberdisc (E/N)
Heavy Floater (I)
Muton Elite (E/N/C)
Mechtoid (E)
Cyberdisc (C/I)
Berserker (E/N/C)
Muton Elite (I)
Ethereal (E/N/C)
Mechtoid (N)
Berserker (I)
Ethereal (I)
Uber Ethereal (E/N/C)
Sectopod
Weapon Base Damage
Crit Damage
3 4 5 6 7 8 10 12 14 16 20 25 30
Pistol 1-2
2 or 3
0%
66%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
Laser Pistol 1-3
3 or 4
33%
100%
0%
33%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
Plasma Pistol
Assault Rifle
2-4
4 or 6
66%
100%
33%
100%
0%
66%
0%
66%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
LMG
Sniper Rifle
Shotgun
3-5
6 or 7
KILL 66%
100%
33%
100%
0%
100%
0%
33%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
Laser Rifle
Plasma Light Rifle
Minigun
4-6
7 or 9
KILL KILL 66%
100%
33%
100%
0%
100%
0%
66%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
Heavy Laser
Laser Sniper Rifle
Laser Scatter
5-7
9 or 10
KILL KILL KILL 66%
100%
33%
100%
0%
100%
0%
33%
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
Plasma Rifle
Railgun
6-8
10 or 12
KILL KILL KILL KILL 66%
100%
33%
100%
0%
100%
0%
66%
NO KILL NO KILL NO KILL NO KILL NO KILL
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
8-10
13 or 15
KILL KILL KILL KILL KILL KILL 33%
100%
0%
100%
0%
66%
NO KILL NO KILL NO KILL NO KILL
Particle Cannon 9-11
15 or 17
KILL KILL KILL KILL KILL KILL 66%
100%
0%
100%
0%
100%
0%
33%
NO KILL NO KILL NO KILL
Health Unit Pistol Laser Pistol Plasma Pistol
Assault Rifle
LMG
Sniper Rifle
Shotgun
Laser Rifle
Plasma Light Rifle
Minigun
Heavy Laser
Laser Sniper Rifle
Laser Scatter
Plasma Rifle
Railgun
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
Particle Cannon
3 Sectoid (E/N/C)
Outsider (E/N)
Thin Man (E/N)
Floater (E)
Drone (E/N)
0%
66%
33%
100%
66%
100%
KILL KILL KILL KILL KILL KILL
4 Sectoid (I)
Thin Man (C)
Floater (N/C)
Seeker (E)
NO KILL 0%
33%
33%
100%
66%
100%
KILL KILL KILL KILL KILL
5 Outsider (C/I)
Drone (C)
Seeker (N/C)
EXALT Sniper (E)
NO KILL NO KILL 0%
66%
33%
100%
66%
100%
KILL KILL KILL KILL
6 Thin Man (I)
Floater (I)
Seeker (I)
EXALT Sniper (N/C)
EXALT Operative (E)
EXALT Medic (E)
NO KILL NO KILL 0%
66%
0%
100%
33%
100%
66%
100%
KILL KILL KILL
7 Drone (I)
EXALT Sniper (I)
EXALT Operative (N)
EXALT Medic (N/C)
EXALT Heavy (E)
EXALT Elite Sniper (E)
NO KILL NO KILL NO KILL 0%
33%
0%
100%
33%
100%
66%
100%
KILL KILL
8 Chryssalid
Muton (E/N/C)
Sectoid Commander (E/N)
EXALT Operative (C)
EXALT Medic (I)
EXALT Heavy (N)
EXALT Elite Sniper (N/C)
EXALT Elite Operative (E)
EXALT Elite Medic (E)
NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
33%
100%
KILL KILL
9 EXALT Operative (I)
EXALT Heavy (C)
EXALT Elite Sniper (I)
EXALT Elite Operative (N)
EXALT Elite Medic (N)
EXALT Elite Heavy (E)
NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
66%
0%
100%
66%
100%
KILL
10 Zombie (E/N/C)
Muton (I)
EXALT Heavy (I)
EXALT Elite Operative (C)
EXALT Elite Medic (C/I)
EXALT Elite Heavy (N)
NO KILL NO KILL NO KILL NO KILL NO KILL 0%
33%
0%
100%
33%
100%
66%
100%
11 EXALT Elite Operative (I)
EXALT Elite Heavy (C)
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
33%
100%
12 Heavy Floater (E/N)
EXALT Elite Heavy (I)
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
0%
100%
14 Zombie (I)
Sectoid Commander (C/I)
Heavy Floater (C)
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
16 Cyberdisc (E/N)
Heavy Floater (I)
Muton Elite (E/N/C)
Mechtoid (E)
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
33%
20 Cyberdisc (C/I)
Berserker (E/N/C)
Muton Elite (I)
Ethereal (E/N/C)
Mechtoid (N)
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
22 Mechtoid (C) NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
24 Mechtoid (I) NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
25 Berserker (I)
Ethereal (I)
Uber Ethereal (E/N/C)
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
30 Sectopod
Uber Ethereal (I)
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL

Description

The following tables list the effect of single shots from all XCOM firearms upon hitting enemies, both alien and EXALT, detailing if they will achieve full kills or not, or the odds of achieving a kill, if the damage variation of the weapons can allow for either KILL/NO KILL results.

The damage output from the weapons considers both the Base and Critical damage range values. Unlike the Base Damage range, where there are 3 possible results, all with a 33% chance, the Critical Damage range is composed of only 2 possible values, with a 66%/33% distribution, due to a game bug. This bug doesn't not occur with the Headshot Sniper ability (and possibly with others), but the damage values below don't take that range into account.

There are also other ability that will either increased the damage output (Killer Instinct, Bring 'Em On, Shredder Rocket, etc.) while others will reduce it (Iron Skin Gene Mod). Those are also not considered on the tables below.


Easy

Health Unit Pistol Laser Pistol Plasma Pistol
Assault Rifle
LMG
Sniper Rifle
Shotgun
Laser Rifle
Plasma Light Rifle
Minigun
Heavy Laser
Laser Sniper Rifle
Laser Scatter
Plasma Rifle
Railgun
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
Particle Cannon
Base Damage
Critical Damage
1-2
2 or 3
1-3
3 or 4
2-4
4 or 6
3-5
6 or 7
4-6
7 or 9
5-7
9 or 10
6-8
10 or 12
8-10
13 or 15
9-11
15 or 16
3 Sectoid
Outsider
Thin Man
Floater
Drone
0%
66%
33%
100%
66%
100%
KILL KILL KILL KILL KILL KILL
4 Seeker NO KILL 0%
33%
33%
100%
66%
100%
KILL KILL KILL KILL KILL
5 EXALT Sniper NO KILL NO KILL 0%
66%
33%
100%
66%
100%
KILL KILL KILL KILL
6 EXALT Operative
EXALT Medic
NO KILL NO KILL 0%
66%
0%
100%
33%
100%
66%
100%
KILL KILL KILL
7 EXALT Heavy
EXALT Elite Sniper
NO KILL NO KILL NO KILL 0%
33%
0%
100%
33%
100%
66%
100%
KILL KILL
8 Chryssalid
Muton
Sectoid Commander
EXALT Elite Operative
EXALT Elite Medic
NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
33%
100%
KILL KILL
9 EXALT Elite Heavy NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
66%
0%
100%
66%
100%
KILL
10 Zombie NO KILL NO KILL NO KILL NO KILL NO KILL 0%
33%
0%
100%
33%
100%
66%
100%
12 Heavy Floater NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
0%
100%
16 Cyberdisc
Muton Elite
Mechtoid
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
33%
20 Berserker
Ethereal
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
25 Uber Ethereal NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
30 Sectopod NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL

Normal

Health Unit Pistol Laser Pistol Plasma Pistol
Assault Rifle
LMG
Sniper Rifle
Shotgun
Laser Rifle
Plasma Light Rifle
Minigun
Heavy Laser
Laser Sniper Rifle
Laser Scatter
Plasma Rifle
Railgun
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
Particle Cannon
Base Damage
Critical Damage
1-2
2 or 3
1-3
3 or 4
2-4
4 or 6
3-5
6 or 7
4-6
7 or 9
5-7
9 or 10
6-8
10 or 12
8-10
13 or 15
9-11
15 or 16
3 Sectoid
Outsider
Thin Man
Drone
0%
66%
33%
100%
66%
100%
KILL KILL KILL KILL KILL KILL
4 Floater NO KILL 0%
33%
33%
100%
66%
100%
KILL KILL KILL KILL KILL
5 Seeker NO KILL NO KILL 0%
66%
33%
100%
66%
100%
KILL KILL KILL KILL
6 EXALT Sniper NO KILL NO KILL 0%
66%
0%
100%
33%
100%
66%
100%
KILL KILL KILL
7 EXALT Operative
EXALT Medic
NO KILL NO KILL NO KILL 0%
33%
0%
100%
33%
100%
66%
100%
KILL KILL
8 Chryssalid
Muton
Sectoid Commander
EXALT Heavy
EXALT Elite Sniper
NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
33%
100%
KILL KILL
9 EXALT Elite Operative
EXALT Elite Medic
NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
66%
0%
100%
66%
100%
KILL
10 Zombie
EXALT Elite Heavy
NO KILL NO KILL NO KILL NO KILL NO KILL 0%
33%
0%
100%
33%
100%
66%
100%
12 Heavy Floater NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
0%
100%
16 Cyberdisc
Muton Elite
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
33%
20 Berserker
Ethereal
Mechtoid
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
25 Uber Ethereal NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
30 Sectopod NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL

Classic

Health Unit Pistol Laser Pistol Plasma Pistol
Assault Rifle
LMG
Sniper Rifle
Shotgun
Laser Rifle
Plasma Light Rifle
Minigun
Heavy Laser
Laser Sniper Rifle
Laser Scatter
Plasma Rifle
Railgun
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
Particle Cannon
Base Damage
Critical Damage
1-2
2 or 3
1-3
3 or 4
2-4
4 or 6
3-5
6 or 7
4-6
7 or 9
5-7
9 or 10
6-8
10 or 12
8-10
13 or 15
9-11
15 or 16
3 Sectoid 0%
66%
33%
100%
66%
100%
KILL KILL KILL KILL KILL KILL
4 Thin Man
Floater
NO KILL 0%
33%
33%
100%
66%
100%
KILL KILL KILL KILL KILL
5 Outsider
Drone
Seeker
NO KILL NO KILL 0%
66%
33%
100%
66%
100%
KILL KILL KILL KILL
6 EXALT Sniper NO KILL NO KILL 0%
66%
0%
100%
33%
100%
66%
100%
KILL KILL KILL
7 EXALT Medic NO KILL NO KILL NO KILL 0%
33%
0%
100%
33%
100%
66%
100%
KILL KILL
8 Chryssalid
Muton
EXALT Operative
EXALT Elite Sniper
NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
33%
100%
KILL KILL
9 EXALT Heavy NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
66%
0%
100%
66%
100%
KILL
10 Zombie
EXALT Elite Operative
EXALT Elite Medic
NO KILL NO KILL NO KILL NO KILL NO KILL 0%
33%
0%
100%
33%
100%
66%
100%
11 EXALT Elite Heavy NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
33%
100%
14 Sectoid Commander
Heavy Floater
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
16 Muton Elite NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
33%
20 Cyberdisc
Berserker
Ethereal
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
22 Mechtoid NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
25 Uber Ethereal NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
30 Sectopod NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL

Impossible

Health Unit Pistol Laser Pistol Plasma Pistol
Assault Rifle
LMG
Sniper Rifle
Shotgun
Laser Rifle
Plasma Light Rifle
Minigun
Heavy Laser
Laser Sniper Rifle
Laser Scatter
Plasma Rifle
Railgun
Heavy Plasma
Plasma Sniper Rifle
Alloy Cannon
Particle Cannon
Base Damage
Critical Damage
1-2
2 or 3
1-3
3 or 4
2-4
4 or 6
3-5
6 or 7
4-6
7 or 9
5-7
9 or 10
6-8
10 or 12
8-10
13 or 15
9-11
15 or 16
4 Sectoid NO KILL 0%
33%
33%
100%
66%
100%
KILL KILL KILL KILL KILL
5 Outsider NO KILL NO KILL 0%
66%
33%
100%
66%
100%
KILL KILL KILL KILL
6 Thin Man
Floater
Seeker
NO KILL NO KILL 0%
66%
0%
100%
33%
100%
66%
100%
KILL KILL KILL
7 Drone
EXALT Sniper
NO KILL NO KILL NO KILL 0%
33%
0%
100%
33%
100%
66%
100%
KILL KILL
8 Chryssalid
EXALT Medic
NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
33%
100%
KILL KILL
9 EXALT Operative
EXALT Elite Sniper
NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
66%
0%
100%
66%
100%
KILL
10 Muton
EXALT Heavy
EXALT Elite Medic
NO KILL NO KILL NO KILL NO KILL NO KILL 0%
33%
0%
100%
33%
100%
66%
100%
11 EXALT Elite Operative NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
33%
100%
12 EXALT Elite Heavy NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
0%
100%
14 Zombie
Sectoid Commander
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
66%
0%
100%
16 Heavy Floater NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL 0%
33%
20 Cyberdisc
Muton Elite
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
24 Mechtoid NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
25 Berserker
Ethereal
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL
30 Sectopod
Uber Ethereal
NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL NO KILL

Game Files Info

AI Behaviour

Moving vs static packs

  • Moving packs will roam the battlefield until spotting XCOM or civilian units.
  • Static packs will be hunkered down and waiting for enemy units to be seen.
  • Ambush packs are aliens that will appear active but on Overwatch.
  • The AI will 'teleport' either type of packs from one map location to the other, if they are still 'unactivated' (haven't seen XCOM units)

Active vs passive aliens

  • Active aliens are alerted to XCOM's presence and will take action immediately upon sight.
  • Aliens can be activated in 3 ways:
    • By spotting XCOM units - the run for cover animation will be played - this requires for the XCOM unit to move into a visible square. However due to Line of Sight mechanics it is possible to spot a group of passive aliens while moving diagonally without activating them.
    • By being activated by other already active aliens - the individual alien seems to emit a specific sound that can activate passive packs without the 'run for cover' animation.
    • By firing and hitting any of the aliens with indirect fire by using Rocket Launchers, Squad Sight snipers, etc.

Swarming

  • The AI seems to respond to scouts by pulling back some units to 'alert' other alien packs and/or 'teleporting' aliens closer to the position of last seen XCOM units. If those aliens are already activated this will result in very nasty surprises for XCOM.
  • This can be visible on the amount of packs that are teleported and activated in terror/abduction missions in the first turns.

Tutorial/Council/Temple Ship Missions

  • All packs are static or ambush
  • Active aliens will not activate passive packs
  • No teleporting

Abduction/UFOs/Alien Base Missions

  • Moving/Static packs
  • Active aliens will not activate passive packs
  • Teleporting

Terror Missions

  • Moving/Static packs
  • Active aliens can activate passive packs
  • Teleporting


Classes Tables

KEYCHART
RANK COLONEL1.png RANK COLONEL2.png ABILITY UNKNOWN20.png ABILITY OVERWATCH.png ABILITY MOVE.png ABILITY GRENADE.png ABILITY AIM.png ABILITY HUNKERDOWN.png ALIEN CLUSTERBOMB.png ABILITY HARDENED.png
Left Side Abilities Right Side Abilities Additional Shot Improves Reaction Extra Movement Additional Equipment Change Unit Aim Decrease Enemy Aim Increase Damage Given Decrease Damage Taken

Assault

Assault Ability/Rank Tree
Assault Action Aim Damage Alpha Build Beta Build Notes
SquaddieRun & Gun SLSL SL SL
  • Allows firing after the 2nd action
  • 2 turn cooldown
CorporalTactical Sense A5~20 A5~20
  • +5 Defense for every enemy in sight (max +20)
CorporalAggression +10~30CA +10~30CA
  • +10% Critical chance per enemy on sight (max 30%)
SergeantLightning Reflexes -A100L -A100L
  • First reaction shot fired at this unit always misses
SergeantClose & Personal +30CAL +30CAL
  • Bonus declines with distance from the target
LieutenantFlush +30A +=4D +30A+=4D
  • Allows a shot that forces target to leave cover
  • Shot has +30 Aim and deals fixed 4 points damage
LieutenantRapid Fire S -15A S-15A
  • Allows to fire 2 shots with 1 Action
  • Reduced accuracy (-15 Aim)
CaptainClose Combat Specialist RL RL
  • Gives a single shot enemy that approaches within 4 tiles
  • Applies to both the player and the enemy's turn
CaptainBring 'Em On +1~5DC +1~5DC
  • +1 Damage for each enemy within the squad's vision (max 5)
MajorExtra Conditioning -TDL-TDL -TDL -TDL
  • Heavier armor increases the bonus
ColonelResillience -D100%C -D100%C
  • Immunity to Critical Hits
ColonelKiller Instinct +50%CDL +50%CDL
  • Activating Run & Gun will give the unit +50% in Critical Damage

Heavy

Heavy Ability/Rank Tree
Heavy Action Aim Damage Alpha Build Beta Build Notes
SquaddieFire Rocket II +TDL+TDL I+TDL I+TDL
CorporalBullet Swarm S S
  • Allows for two shots, or to move after firing
CorporalHolo-Targeting +10AL +10AL
  • Gives +10 Aim to any squad members firing at the same enemy
SergeantShredder Rocket +D33%L +D33%L
  • Shredder Rocket deals 4 points damage (6 Blaster Launcher)
SergeantSuppression R -A30 R-A30
LieutenantHEAT Ammo +D100%L +D100%L
LieutenantRapid Reaction RL RL
CaptainGrenadier I I
CaptainDanger Zone D D
MajorWill To Survive -2DL-2DL -2DL -2DL
ColonelRocketeer I I
ColonelMayhem +1TD +1TD

Sniper

Sniper Ability/Rank Tree
Sniper Action Aim Damage Alpha Build Beta Build Notes
SquaddieHeadshot +30CA+30CA +TCDL+TCDL +30CA+TCDL +30CAL+TCDL
  • 3 turn cooldown
CorporalSnap Shot S -20A S-20A
CorporalSquad Sight AL AL
SergeantGunslinger +2DL +2DL
  • Only applies to pistols
SergeantDamn Good Ground +10ALA-10L +10ALA-10L
  • Adds upon other aiming bonuses, including flying with Archangel armor
LieutenantDisabling Shot -10A -100CDL -10A-100CDL
LieutenantBattle Scanner AL AL
  • Can be used combined with Squad Sight
CaptainExecutioner +10AL +10AL
CaptainOpportunist RC +20A RC+20A
  • The normal Overwatch aim penalty is -30
MajorLow Profile -A20-A20 -A20 -A20
ColonelIn The Zone SL SL
  • Can only be used once with pistols
  • Can be combined with Snap Shot
  • 2 turn cooldown
ColonelDouble Tap S SL
  • Can be used with pistols
  • Cannot be combined with Snap Shot

Support

Support Ability/Rank Tree
Support Action Aim Damage Alpha Build Beta Build Notes
SquaddieSmoke Grenade II -A20-A20 I-A20 I-A20
CorporalSprinter M M
CorporalCovering Fire R R
SergeantField Medic I -4D -4DI
SergeantSmoke & Mirrors I -A20 -A20I
LieutenantRevive =33%D =33%D
LieutenantRifle Suppression R -A30 R-A30
CaptainDense Smoke -A40 -A40
CaptainCombat Drugs +10CA -DP20 +10CA-DP20
MajorDeep Pockets II I I
ColonelSavior -4D -4D
ColonelSentinel R R

Squad Roles

There are 3 squad roles that each soldier can assume during a fight to achieve its tactical objectives, regardless of their class and/or abilities. They are:

  • Maneuver - the capacity for the squad to move and reach favorable positions during your turn;
    • Move/Dash - usual game actions;
    • This role involves detecting the enemy (scouting), retreating and/or outflanking it;
    • It also involves dislodging enemies from their own positions during your turn.
  • Fire - to weaken and/or eliminate enemy targets during your turn;
  • Fire/Throw - usual game actions.
    • This role also involves removing enemy cover or boosting up a soldier's Aim/Critical Chance stats.
  • Security - to prevent enemy actions during your and their turns.
    • Cover/Overwatch/Suppress/Hunker Down - usual game actions;
    • Security also involves healing wounds since they prevent KIAs.

The 3 roles are tightly interlinked together. A soldier moving to outflank an alien will increase squad security since it may force it to withdrawal from its position.

General vs Specialized Soldiers

Some soldiers are more inclined for specific squad roles than others due to their stats, class/abilities and equipment carried. The trade-off when selecting a soldier is between generality (for instance, a Rookie) and specialization (i.e. a Colonel). The more specialization, the better a soldier will be able to perform that specific role but if it is absent due to injury or incapacitated/killed, then your game play may be affected. In contrast, a more generic soldier will not be as effective in a specific role but it can more easily be replaced.

The choice between both types of soldier also reflects itself on the choice of class abilities at each rank. Each class is designed to favor 1 or more roles and the individual abilities reflect that design. Some abilities may also apply to two roles.

Assault

  • Maneuver (Run & Gun, Lightning Reflexes, Flush)
  • Security (Tactical Sense, Close Combat Specialist, Extra Conditioning, Resilience)
  • Fire (Aggression, Close And Personal, Rapid Fire, Bring 'Em On, Killer Instinct)

Heavy

  • Maneuver/Fire (Bullet Swarm)
  • Security (Suppression, Rapid Reaction, Will To Survive)
  • Security/Fire (Danger Zone, Mayhem)
  • Fire (Fire Rocket, Holo-Targeting, Shredder Rocket, HEAT Ammo, Grenadier, Rocketeer)

Sniper

  • Maneuver (Snap Shot, Battle Scanner)
  • Maneuver/Fire (In The Zone)
  • Security (Disabling Shot, Opportunist, Low Profile)
  • Security/Fire (Damn Good Ground)
  • Fire (Headshot, Squad Sight, Gunslinger, Executioner, Double Tap)

Support

  • Maneuver (Sprinter)
  • Security (Covering Fire, Field Medic, Revive, Rifle Suppression, Dense Smoke, Sentinel, Savior)
  • Security/Fire (Smoke Grenade, Smoke & Mirrors)
  • Fire (Combat Drugs)
  • All (Deep Pockets)

Items

  • Fire/Security (S.C.O.P.E, Mind Shield, Arc Thrower)
  • Fire (Frag Grenade, Alien Grenade)
  • Maneuver/Security (Combat Stims)
  • Security (Nano-Fiber Vest, Chitin Plating, Mind Shield)