X-com Universe
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TempleShip
50 entries · scan depth 4 · budget 2,000 tokens · recursive scanning on
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- #1X-COM
Keys: XCOM
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The organization's predecessor, established in 1962 as the Bureau of Operations and Command, a stay-behind military and intelligence network to organize resistance in case of a communist takeover. The Bureau expanded and evolved into its current incarnation, an internationally supported organization. Its operational "areas of responsibility" has since globally expanded to include all Council Nations, and enjoyed the unequivocal support of the United Nations, with the absolute freedom to enact operations across the world, even during the height of the Cold War. Despite decades of ever-evolving enemies, tactics and technology; its broad and continuing mission directives remain unchanged: "Survive. Adapt. Win.".
The Council activated the top-secret XCOM Project contingency in 2015 in response to First Contact reports as confirmed "hostile." Previously, XCOM operated on limited materials and skeleton crew to maintain and operate all vital facilities. Comprised of some of the best military, engineering, and scientific personnel the member nations have to offer, XCOM worked to defend Earth from the extraterrestrial threat.
- #2XCOM Headquarters
Keys: XCOM Headquarters
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The base is located underground. The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. It contains: Mission Control. Situation Room. Engineering. Research Labs. Barracks. Hangar. Bradford is in charge of the base after the Commander. There are also leading personalities working here: Dr. Shen, Dr. Vahlen.
- #3Aliens
Keys: Aliens
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"Aliens" (often referred to as "X-Rays" by the soldiers) is the human term used to collectively designate the extraterrestrial enemy force that invades Earth in 2015 under the direction of the Uber Ethereal. Alien types: Sectoid, Sectoid Commander, Thin Man, Outsider, Floater, Heavy Floater, Cyberdisc, Drone, Muton, Muton Elite, Berserker, Mechtoid, Seeker, Chryssalid, Zombie, Sectopod, Ethereal, Uber Ethereal.
- #4Temple ship
Keys: Temple Ship
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The Temple Ship serves as the mothership for the alien invasion and houses the Uber Ethereal, leader of the Ethereal collective in XCOM: Enemy Unknown.
This massive ship will appears off the coast of South America immediately after XCOM successfully raids the Overseer ship and brings the Ethereal Device back to base. The Temple Ship's arrival sends seismic shock waves across the planet. Too large - 650 km (and likely well armed) for any conventional assault even by XCOM's advanced interceptors, it remains unassailable until the Volunteer activates the Gollop Chamber and makes contact with the Uber Ethereal.
- #5Alien Technologies
Keys: Alien technology
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The aliens' technology initially outstrips anything available on Earth, including XCOM's in-house development; however, the technology gap is bridged quickly as XCOM's operations yield captured artifacts of increasing sophistication.
- #6Vahlen
Keys: Dr. Vahlen
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Dr. Moira Vahlen is the Chief Scientific Officer, an astrobiologist by profession, attached to XCOM who oversees the project's research laboratories. She always keeps a tablet with information about the latest research projects. A woman of science, she will advocate for the preservation of technological samples of alien technology and the capture of aliens for interrogation and subsequent surgical autopsy of individuals. Dr. Vahlen appears to be German based on her surname and accent. During particularly tense moments, she has been known to exclaim in strongly accented German before lapsing back into English. Appearance: Height 175 cm. Blonde hair. Blue eyes. Age: 37. Sex: Female. Skin: White.
- #7Bradford
Keys: Central Officer John Bradford
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Born November 17, 1979, Manhattan, Kansas, United States. Limited service record U.S. Military Intelligence 1999. First assigned to operational directive XCOM Project February 14, 2015. Primarily serving an organizational role, providing tactical and strategic support to XCOM's commanding officer, Central Officer Bradford was chosen for his loyalty and commitment to the task at hand. He reports to the Commanding Officer and often confers with Dr. Shen and Dr. Vahlen. Bradford is frequently referred to by, and answers to, the callsign "Central". Appearance: Height 180 cm. Brown hair. Brown eye color. Sex: Male. Skin: White.
- #8Shen
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Dr. Raymond Shen is the Chief Engineering Officer attached to XCOM and oversees manufacturing, and base facilities construction. Dr. Shen appears to be of Taiwanese descent and is older than most XCOM personnel. Appearance: Balding gray hair. Green eyes. Age: 70. Sex: Male. Skin: Yellow. He wears glasses. A good-natured old man with a 10-year-old granddaughter who inherited his passion for engineering. Quite a gentle character.
- #9Plasma pistol
Keys: Plasma pistol
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By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm. Height: 1 kg.
- #10Plasma small rifle
Keys: Small plasma rifle
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This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of the weapon. These are standard Thin Men, Floaters, and Outsiders weapons. Mutons will use these weapons during the first month they are encountered, then switch to full-sized Plasma Rifles. Weight: 3 kg.
- #11Plasma rifle
Keys: Plasma rifle
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This modified assault rifle fires a jet of ionized gas through a focused magnetic field — an extremely effective plasma-based weapon. These are standard Mutons and Heavy Floaters weapons. Weight: 6 kg.
- #12Heavy plasma
Keys: Heavy plasma
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The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we've fielded previously. These are standard Elite Mutons weapons. Weight: 10 kg.
- #13Sectoid
Keys: Sectoid
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Sectoids are weak and die quickly against experienced soldiers, but are still dangerous early in the campaign. They are usually found in groups of two or three, alongside other enemies like Thin Men or Floaters. They are intelligent enough to use cover and flanking tactics, unlike some aliens. As the campaign progresses, they are largely phased out in favor of more dangerous foes.
According to autopsy reports, their unusual structure suggests that Sectoids are genetically manipulated and their identical genetic info implies that they are cloned.
They also posses the ability to Mind Merge with one another, increasing their health and combat effectiveness. However, one of the large downsides to this ability is if the Sectoid that initiates the Mind Merge dies, the other linked alien soldier dies as well.
Tactics:
- Sectoids generally behave as appropriate to their role as light infantry. They will take cover wherever possible and engage in combat tactics such as flanking, suppressing, and Overwatching.
- Sectoids will use Mind Merge where possible. It is a bread and butter tactic of theirs to Mind Merge (while the initiator stays back) and to have the buffed Sectoid advance toward the enemy. Counteract this by targeting the initiator; even if they are in cover, one can throw a simple grenade or launch a rocket to finish them without problem.
- Sectoids have infinite ammunition on account of them using a Pistol-class weapon so they don't need to reloading.
- Despite this, the Sectoid can still be affected by Disabling Shot, and will need to "reload" to bring its pistol back online.
- Sectoids are quite brave for their frail stature and weak stats; they will often storm XCOM positions if they lack eyes on a target. All pistols and the Assault Rifle are the only weapons that have a chance of not instantly killing Sectoids. Height: 140 cm. Weight: 30 kg.
- #14Sectoid Commander
Keys: Sectoid Commander
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Although they look similar to their weaker brethren, Sectoid Commanders have larger heads covered in thick veins, and glowing red eyes. Like Sectoids, they are all genetically identical clones, but have been engineered with greater endurance and incredible psionic powers. While these gifts make them far more deadly than the lower caste troops they command, they are still ultimately little more than subservient pawns of the Ethereals.
Abilities:
- Mindfray: Inflicts penalties to Aim, Will and Mobility and can possibly kill human.
- Greater Mind Merge: Mind Merge with all lesser allies of the same species nearby, granting them better aim, more will and more vitality. Multiple.
- Mind Control: Very difficult psi technique that, if successful, grants control of the target for 5 minutes.
- Psi Panic: Cause target to panic, if the target's Will is overcome.
Tactics:
- Due to their high Defense and use of cover, Sectoid Commanders can be difficult to hit. Try using Snipers or flanking tactics to compensate for this. If all else fails, explosives such as Alien Grenades and Rockets, which ignore cover and Defense (and in most cases will also destroy their cover to allow more effective follow-up fire), are extremely effective against Sectoid Commanders.
- If one wishes to capture and interrogate a Sectoid Commander, doing so during the Alien Base Assault will usually be the most convenient one, as it is alone and will not be too aggressive since it is first time encountering one.
- Sectoid Commander presence on alien ships (whether landed or shot down) is a direct replacement for their Outsider predecessors – thus on larger vessel classes (Abductors and up) they will be encountered in pairs.
- Sectoid Commanders are immune to the effects of a Flashbang Grenade. Height: 140 cm. Weight: 50 kg.
- #15Thin Man
Keys: Thin Man
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Thin Men are unnervingly human-looking aliens who apparently serve as infiltrators for the invaders. They have short black hair and wear blue suits. While they might initially pass as human, their elongated bodies and unnatural flexibility betray their true nature. Closer inspection also reveals several patches of mottled green skin around their wrists and neck, and reptilian eyes hidden behind black sunglasses. They are very agile, capable of covering great distances in a single moment. Able to flank opponents and use cover, Thin Men also have the unique ability to unhinge their jaws and spit poison; this is the same poison expelled from their bodies when fatally wounded.
Thin Men are known for their high accuracy when firing their Light Plasma Rifle.
Thin Men will usually use their Poison Spit attack against entrenched soldiers that they cannot effectively shoot at with their guns (Operatives hunkering down while in full cover, for instance), or who are bunched-up; such triggers are similar to those of Alien Grenade-equipped hostiles who show up later on. Either split up XCOM's troops so they will be less likely to spit at the soldiers or prioritize them when they show up. Height: 250 cm. Weight: 60 kg.
- #16Outsider
Keys: The Outsider
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Outsiders are a type of alien construct that take the form of a synthetic humanoid; Dr. Vahlen describes the first one discovered as a "being of almost pure energy" according to the sensor readings. Outsiders materialize out of glowing orange crystals and are only encountered inside crashed or landed alien UFOs. They are typically located in the core or the command room of the UFO and only appear when XCOM soldiers get close enough to spot their crystals. Originally believed to be dedicated guardians or pilots for the alien vessels, later research reveals that these Outsiders may also be some kind of mobile long-range interstellar communication system.
A slain Outsider will disintegrate completely, leaving no corpse and only the fragments of its Light Plasma Rifle; on the other hand, stunning it with an Arc Thrower will leave behind its crystal core as well as the weapon. Height: 190 cm. Weight: 50 kg.
- #17Floater
Keys: Floater
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Floaters are monstrous cyborgs powered by pairs of twin back-mounted jets, which give them the ability to hover (gaining a height bonus). This also grants the Floaters the Launch ability, which allows them to fly into the sky and land behind soldiers' lines.
The Floater autopsy hints that they may be the invaders' incomplete cybernetic and genetic experiments. They have received extensive mechanical implants, including ones that replace the internal organs. Due to its modifications, there is no distinguishing line between mechanical and biological to describe the Floater.
When a Muton Autopsy is complete, Dr. Vahlen noted the similarities between the genetic structure of the Muton and the Floater, lending credence of the alien's experimental speculation. According to the Uber Ethereal, the Floaters were cybernetically modified using Meld after "their organic forms failed to evolve" and the modifications reduced their intelligence, turning them into mindless killing machines. Height: 170 cm. Weight: 90 kg.
- #18Heavy Floater
Keys: Heavy Floater
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The Heavy Floater is a superior version of the Floater, boasting upgraded weapons and heavier armor. It is more accurate than the standard Floater unit, and has three times the health. The Heavy Floater loses no mobility from its extra armor and weapons, as its jump jets now glow green and seem to be more powerful. It has braces over its upper arms that seem to assist it in hefting its Plasma Rifle, particularly due to the fact that it seems to always fire said Plasma Rifle one-handed. The Heavy Floater has a net increase in accuracy however, apparently due to the night vision goggle-like helmet it wears. Height: 190 cm. Weight: 190 kg.
- #19CyberDisc
Keys: CyberDisc
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Little is known about Cyberdiscs; they may be robotic creations or living bio-mechanical organisms. They are about the size of a small car, and have been observed transitioning between two configurations in combat: a flat, saucer-like form and a spider-like assault form. It is rare to see multiple Cyberdiscs together, though they are frequently accompanied by Drones.
The appearance of a Cyberdisc can be very unsettling for the unprepared player. When a squad lacks firepower such as Beam Weapons, it can be difficult to bring a Cyberdisc down not only because of its high durability and high firepower, but also due to Drones repairing the Cyberdisc. Moreover, the Cyberdisc utilizes a very powerful beam weapon that will one-shot soldiers without decent armor. Height: 3 meters. Weight: 750 kg.
- #20Drones
Keys: Repair Alien Drone
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Drones are small floating spherical robots that are often seen escorting Cyberdiscs and Sectopods. Drones tend not to pose much of a direct threat due to their low durability and weak ranged attack; their ability to repair the robotic units they escort can prolong the threat posed by these heavier units, however. Height: 60 cm. Weight: 20 kg.
- #21Muton
Keys: Muton
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Height: 200 kg. Standing over 2 meters, this humanoid creature is physically powerful and aggressive, but mentally weak. They appear to be the least intelligent and very vulnerable to psi-attacks. However, studies showed that their memory is imprinted with high amount of knowledge in combat tactics and weaponry. Furthermore, based on autopsies, it is clearly evident that the Muton is genetically designed and modified for combat. As such, one must take great care not to underestimate the capabilities of the Mutons.
Due to these attributes, the Mutons are highly suited as the invaders' front-line combatant and can withstand high amounts of damage and have increased tolerance to pain due to their genetically enhanced physiology.
- #22Berserker
Keys: Berserker
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The Berserker appears to be a larger, more heavily armored Muton. As a melee-only attacker, the Berserker relies on its superior Health, Defense and higher movement rate in order to close the distance between itself and its enemies; the Berserker also benefits from higher Will than a basic Muton. The Berserker has the Bull Rush ability, allowing it to charge towards its targets and obliterate anything in its path.
The Berserker is often encountered alongside one or two regular Mutons. This combination allows the Mutons to provide covering or Suppressing fire and use their Blood Call ability to further boost the Berserker's movement range while it closes in on enemy squad. Height: 2.5 meters. Weight: 500 kg.
- #23Elite Muton
Keys: Elite Muton
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Muton Elites resemble standard Mutons in appearances and physiology but the similarities end there. Physically stronger, the Muton Elites are also equipped with a heavier and more regal armor and Heavy Plasma cannons; Elites also tend to show greater intelligence and coordination than their ordinary counterparts. Muton Elites are smart and capable squad fighters that are not likely to be taken down easily.
Muton Elites primarily maintain a guardian role, regularly protecting any Ethereals present among the alien forces. With such physical and mental capabilities, Muton Elites are a force to be reckoned with and extreme measures should be taken when faced with this foe. Height: 2.5 meters. Weight: 300 kg.
- #24Chryssalid
Keys: Chryssalid
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The Chryssalid is a swift, four-legged alien with terrifying melee capabilities. Usually first encountered in small swarms on Terror Site missions, Chryssalids deal heavy damage with melee and have a high chance to inflict poison.
When a Chryssalid kills a human, it will implant an embryo in them. This causes the corpse to rise up as a Zombie in the next 2 minutes, which will birth a "Chryssalid Hatchling" after 3 minutes. Hatchlings possess behavior and statistics identical to adult Chryssalids, but have a visually lighter color of chitin armor which changes to the usual purple within a couple turns. A newborn Chryssalid can move and attack the turn it emerges. Chryssalids can also use sufficiently large bioforms (like whales, bluefin tuna and sharks) as incubator hives.
According to the Ethereal hive mind, Chryssalids were uplifted by the Ethereals in an effort to search for "the Gift" and they were "little more than insects when their uplift began." Height: 2 meters. Weight: 75 kg.
- #25Zombie
Keys: Zombie
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Zombies are undead infantry, similar to their depictions in other media.
When a Chryssalid kills a human, it lays a Chryssalid egg into the chest of its victim. The embryo twines itself with the central nervous system of its host and overrides locomotive control, creating a Zombie. Two minutes after the victim has been killed, the Zombie will rise up and attempt to attack any nearby enemies.
A Zombie can only slowly shamble towards their targets but has a surprisingly powerful melee attack, between a Chryssalid's and a Berserker's. If a Zombie is still up after three minutes, it will burst apart as a new Chryssalid is born.
- #26Sectopod
Keys: Sectopod
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The Sectopod is an extremely dangerous robotic enemy. It appears around six months into the campaign and is usually accompanied by two to three Drones. It is often found aboard larger alien ships and during late game Terror Site missions. The Sectopod's primary threats come from its very high health and its Cannon Fire ability which allows multiple devastating attacks. While extremely powerful weaponry is required to reliably kill a Sectopod, these deadly machines are most definitely not invincible. Height: 4 meters. Weight: 7500 kg.
- #27Ethereal
Keys: Ethereal
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The Ethereals are the psionically gifted yet physically frail leaders of the alien invasion. Possibly due to extreme age or the energy requirements of their overdeveloped brains, their bodies have atrophied to an alarming degree. Some of their organs are underdeveloped and some sensory organs are not working at all. Despite being physically infirm, they are extremely resilient in combat and their devastating mental abilities can wipe out an entire XCOM squad in short order.
The Ethereals used a combination of mind control and forced evolution to subjugate and mold the numerous races that comprise the alien invasion. Many of the races that XCOM faces were uplifted by the Ethereals and experimented on in order to create superior beings. Ultimately, they were all deemed failures and now serve as shock troops for subsequent invasions.
Abilities: Mindfray: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and can possibly kill human. Rift: Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against target with high Will. Can easily kill human. Psi Lance: Project a bolt of pure psi force at an enemy. Can easily kill human. Mind Control: Very difficult psi technique that, if successful, grants control of the target for 10 minutes. Psi-Drain: Drain health from an ally. Height: 2.2 meters. Weight: 30 kg.
- #28Uber Ethereal
Keys: Uber Ethereal
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The Uber Ethereal is the primary antagonist and in this conflict. It is encountered on the bridge during the Temple Ship Assault. The Uber Ethereal possesses all the abilities of an Ethereal, plus improved projectile/energy deflection, immunity to mind control, and higher hit points.
The Uber Ethereal is will be discovered by XCOM when the Volunteer makes psychic contact with this being while interacting with the Ethereal Device for the first time. The Uber Ethereal possesses a stature similar to a regular Ethereal, has a more ornate helmet/headdress, and resides within the Temple Ship. The Uber Ethereal appears to be the head of the Ethereal collective; though it's unknown if it is the leader of all of the Ethereals or just the ones attacking Earth. The Uber Ethereal reveals that the Ethereal collective subjugated and uplifted the other alien species.
Abilities: Mindfray: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and can possibly kill human. Rift: Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against target with high Will. Can easily kill human. Psi Lance: Project a bolt of pure psi force at an enemy. Can easily kill human. Mind Control: Very difficult psi technique that, if successful, grants control of the target for 10 minutes. Psi-Drain: Drain health from an ally.
Height: 2.2 meters. Height: 30 kg.
- #29Mechtoid
Keys: Mechtoid
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The Mechtoid is a Sectoid in a Mech suit. It is a robotic unit armed with twin Plasma Mini-Cannons and can fire twice. Mechtoids don't utilize cover but have a solid durability. Sectoids can Mind Merge with a Mechtoid and give it a Psi Shield durability, which absorbs considerable damage against the Mechtoid as long as it is up. Sufficient damage can break the shield, but excess damage is reduced by half. Killing the Sectoid merger cancels the shield and causes slightly damage to the linked Mechtoid. Height: 3 meters. Weight: 2000 kg.
- #30Seeker
Keys: Seeker
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The Seeker is a flying squid-like robotic unit. Capable of cloaking themselves (for a limited time - about 2 minutes), the Seekers utilize a brand new AI that focuses on hit and run style attacks. Seekers will appear in pairs and when initially spotted are more likely to run and hide, only to reappear after squad has engaged other enemy units. Despite being triggered in pairs, Seekers largely act individually (i.e. can strike during different time) and have a preference for attacking isolated units (like Squadsight Snipers). Height: 2 meters. Weight: 90 kg.
- #31Small Scout
Keys: Small Scout
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Despite their small size (100 meters), these reconnaissance craft are not particularly fast, and Raven Interceptors should get a decent amount of time on target - enough to bring it down with Avalanche Missiles. Crew: 15.
Encounters: Small Scouts are encountered either in the air when detected by satellite, or on the ground after landing or being shot down by Interceptors.
In Flight: Small Scouts are the least durable and the worst armed enemy craft, so even entry-level interceptors are enough to bring one down, although they may incur significant damage in the process. Advanced interceptor armaments may even bring down a Small Scout in a single hit.
- #32Large Scout
Keys: Large Scout
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Despite their small size (160 meters), these reconnaissance craft are not particularly fast, and even Raven Interceptors should get a decent amount of time on target - enough to bring it down with Avalanche Missiles. Crew: 30.
Large Scouts are encountered either in the air when detected by satellite, or on the ground after landing or being shot down by interceptors.
In Flight: Large Scouts are not very durable nor heavily-armed craft, so even entry-level interceptors have a good chance of bringing one down, although they may incur significant damage in the process. The default armament is adequate for the task, but single-use combat enhancements that boost dodge and targeting can help.
Care should be taken when deploying Ravens with short-range weapons such as Laser Cannons, as the increased closing time allows the Scout to get in several good hits before the Raven is within firing range. EMP Cannons can bring down Scouts very quickly, although by the time they are developed, Scouts will probably be on the decline as fielded ships.
- #33Abductor
Keys: Abductor
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The Abductor is a very large ship (450 meters), and generally requires a full-size squad and good tactics to assault effectively. If encountered during a landing site mission, resistance can be fierce, with numerous aliens, typically Mutons and Floaters occurring in significant numbers. Abductor ships found in rural landing missions are often surrounded by mutilated cattle. Crew: 100.
The Abductor has a rough T-shaped pattern to its floor plan. A large entry area/cargo bay forms the primary entrance to the ship at the base of the T, and two engine nacelles form the arms of the T. All three areas are breaching points for the ship's interior, but all three are generally guarded if the ship landed rather than being shot down. A firefight in the cargo area is not particularly costly, as there are only a few alien computer consoles to take damage. However, the peripheral engine areas each house a single UFO Power Source, whose considerable value should discourage a damaging firefight if at all possible.
Both the engine areas and the cargo area lead into a double-level operations area. Flimsy but plentiful cover exists for a breaching team, while more substantial cover provided by computer consoles is available for any alien crew on the other side of the room. The lower level of the room contains Alien Stasis Tanks. All movement from one cardinal point to another is done by ramps which offer no cover, so dashing will be required. Exposure risk can be managed through the use of leapfrogging. The final area of the ship, accessible through the upper level door opposite the cargo bay side, is the apparent command deck, and typically contains the commander of the ship, generally an Outsider or equivalent.
- #34Supply Barge
Keys: Supply Barge
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Supply Barges are large (750 meters) ships ostensibly used by the invaders to land supplies and equipment. Their appearance, like the appearance of Terror Site missions indicates an escalation of the aliens' campaign tempo. Crew: 150.
Supply Barges can be encountered during an interception, or as a UFO crash or landing site mission. Capable of withstanding incredible punishment, intercepting a barge is difficult. They carry a substantial crew, so regardless of how a barge makes its appearance, assaulting one is a considerable task.
Despite the difficulties of bringing down and assaulting a barge, the opportunity should never be passed up if at all possible; as the name implies, these ships are designed to carry supplies, and so are a treasure trove of alien equipment and materials.
Barges are extremely large ships, larger even than Abductors. They are essentially divided into three sections: a forward hangar/garage area, a mid-ship cargo deck comprised of six linked compartments, and a control area situated at the rear of the craft. Between the foredeck and the cargo area is a small transverse hallway. Walkways run along the exteriors of the cargo area. Perhaps the most complicating layout factor is that the roof of the vessel is accessible, enabling Floaters and Cyberdiscs to drop in on the assault team without warning.
While a holding team is usually found in the foredeck, the bulk of the crew is typically encountered in the cargo area, coming from the after deck. This is problematic, as the cargo area offers scant cover apart from the compartment walls - a disadvantage as each wall also houses a UFO Flight Computer which can be easily damaged in a firefight.
- #35Battleship
Keys: Alien Battleship
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Attempting to bring down a Battleship with a Raven is tough, requiring both Dodge and Aim power ups as well as being armed with either a Plasma or an EMP Cannon - even then, a Raven can still fail every now and then (often by being shot down). A Firestorm armed with an EMP Cannon is an ideal choice, as it is fast enough to close the gap and durable enough to withstand counter-fire. Even on Easy, a Firestorm may take greater than 50% damage during the interception.
Battleships have a very large crew, of 300 and above, and are thus well-defended. Muton and Floater aliens of all types are commonly encountered, with the varieties scaled toward harder versions. Sectopods and their attendant Drones should be expected; even on Easy, up to two Sectopods, each with two Drones, are typically encountered.
Battleships are always encountered in the air when detected by Satellite in flight, and never on the ground, unless shot down by interceptors.
In Flight: Battleships begin to randomly turn up as UFO encounters as early as month four.
Unlike all other UFO Crash Sites, a ground force raid on a Battleship does not require searching for the wreck; the Skyranger will drop the squad on top of the ship near an entry door. This door leads to a small entry corridor which widens shortly, ending in another door. The first defenders may be encountered in this corridor, typically Mutons.
The door at the end of the corridor leads to a central room. Cover is plentiful, but resistance will be at range, at least initially. Floaters will rush the squad, so maintaining cover while responding with rifle fire is most effective. Securing this room establishes a beachhead. Smaller, ancillary areas branch off to the north and east. These areas are sparse and confined by the map edges, and may not contain any aliens. These areas should be investigated and cleared, but the squad's major axis of advance will be west, recognizable by 3 raised platforms that seem to serve as watchtowers.
The watchtowers overlook a medium sized deck to the west containing one UFO Power Source. More Mutons typically defend this deck, although the full cover afforded by hiding behind the watchtowers typically give any enemies found in this area a disadvantage. The tops of two of the watchtowers are accessible by gravlifts that can be used by the player's soldiers to gain the Elevated Ground aim bonus.
This deck funnels into a pair of west-leading corridors. The squad may be split to cover both corridors, but can also be sent into a single corridor to maximize firepower and minimize flank vulnerabilities. More enemies may be encountered here. While the roofs of these corridors can be Grappled onto to execute surprise drops onto enemies below, interface problems make such a maneuver more trouble than it is worth.
These pair of corridors each end in a door, which both lead to a single large, open deck with 2 UFO Power Sources. This is where the bulk of the defenders - and the Sectopods - are typically stationed. Each door leading to the deck is an indestructible full cover choke point, and players should position most of the team behind them, drawing out alien groups one at a time to avoid being overwhelmed. Ramps at the side of the corridors lead to elevated firing positions of the open deck, including the highest platforms, one on each side where the Fusion Cores are located. These highest platforms can be used by Squadsight Snipers as Sniper nests, and players wanting to take advantage of them should move their Snipers into position before opening the doors.
Once this mid-deck has been secured, proceeding west will take the squad to a very large door leading to an apparent control area where the last UFO power source, and Outsiders or an equivalent based on how far through the story the player has progressed are located. Be wary as there may still be more than one (one being the ship commander) group of aliens in this area.
- #36Overseer
Keys: UFO Overseer
Enabled · After character · Order 10 · 100%
Entry settings
Hidden by special cloaking technology, the Overseer only becomes detectable after building the Hyperwave Relay. Once the Hyperwave Relay is activated, the Overseer will be spotted over a randomized country with satellite coverage and XCOM will be granted the chance to intercept the UFO. Size: 200 meters. Crew: 50. A mandatory member of the Overseer is 1 Ethereal.
The Overseer is the fastest alien ship encountered in the game and more durable than the identically sized Large Scout. It is the only alien craft fitted with dual armaments. In addition to the Plasma II weapon, it also has a Plasma I. These weapons fire independently of one another.
Shooting down this vessel will require use of either a Raven equipped with advanced weaponry (Plasma Cannon or EMP Cannon) assisted by aircraft modules, or a Firestorm with at least a moderate weapon upgrade. While possible to shoot this UFO down with a Raven, a Firestorm has much better chances.
- #37Assault Class
Keys: Assault Class
Enabled · After character · Order 10 · 100%
Entry settings
The primary role of the Assault Class is aggressive reconnaissance, flanking, and drawing enemy fire.
The first ones in... and the last ones out: be extremely wary of over extending with an Assault. Assaults are the definitive reconnaissance and close-quarters combat (CQB) unit, and will most likely be "pointman" in any given situations. Often the closest unit to aliens, it will be shot at the most. Based solely on quantity of fire directed towards assaults, they can go down with frightening rapidity if advancing unsupported.
As the only soldiers able to equip shotgun-type weapons, and possessing the skills required to maneuver and employ them effectively, they are also the most dangerous close-quarters troops on XCOM's roster. While shotgun-armed Assaults will be able to inflict heavy damage with high critical rates when using their mobility to flank enemies at short range, note that the effectiveness of shotguns diminishes rapidly with increasing distance. Therefore, swapping to a pistol may be expedient for mid-range targets, particularly in situations where advancing to close range is not viable.
- #38Heavy Class
Keys: Heavy Class
Enabled · After character · Order 10 · 100%
Entry settings
The primary role of the Heavy Class is delivering large-scale damage to as many targets as possible, through the use of explosive ordinance or heavy gunfire. It is the only soldier class capable of using rocket launchers, which provide high area damage and demolish obstacles.
The Heavy Weapons specialist is responsible for deploying high explosive munitions against the enemy. Primarily relying on a shoulder mounted rocket launcher for both offensive strikes and the demolition of obstacles, these specially trained troops are crucial to the successful completion of tactical objectives.
The Heavy Class is a front line specialist that excels in winning attrition fights with sustained heavy weapon fire from cover. A Heavy has explosives to break up enemy tanks, bunkers, and positions designed to level the playing field if overwhelmed. Heavy excels at destroying enemy cover with explosives.
Heavies favor stationary positioning, as key abilities such as firing a rocket may be used only when no movement is made. Always re-position the Heavy behind the most durable cover on the front line, to minimize his need for movement.
The Heavy Class is effective at dealing with both clustered enemies and enemies in cover, either through rocket weaponry or the Suppression ability. Rockets can injure many enemies at once and destroy their cover, exposing them to gunfire from fellow troops. Suppression can be used to lock down would-be flankers and melee enemies and to provide safe passage for squad mates advancing toward enemies in strong cover.
- #39Support Class
Keys: Support Class
Enabled · After character · Order 10 · 100%
Entry settings
The primary role of the Support Class is to keep the team alive and/or provide covering fire. They can learn to use Medikits more efficiently, cover the battlefield with smoke grenades and run further than other classes. Their covering fire and suppression abilities can help control enemy movement on the battlefield.
Soldiers trained in the Support class serve as both field medics and logistical support to the squad they are attached to. Equipped with medical supplies, smoke grenades and other items, these troops ensure the safe return of all units deployed in the field.
The Support Class is a mid line specialist that excels in sustaining squad members in fighting condition with sustained fire from cover.
- #40Sniper Class
Keys: Sniper Class
Enabled · After character · Order 10 · 100%
Entry settings
The primary role of the Sniper Class is providing long range standoff, force multiplier and supporting Overwatch against enemy units. Their ability to precisely place a round where needed greatly enhances the survivability of the squad, reduces collateral damage, and increases mission success.
Specialized in dealing large amounts of damage from extreme range, the Sniper is an invaluable resource for both scouting and surgical elimination of enemy units. Please note: Snipers are not suited for close-quarters combat without supplemental training.
The primary role of the Sniper Class is to devote special attention to the military coup d'œil, to quickly kill high-valued targets, and to dispose of retreating or flanking hostile elements. Every "kill confirmed" alien directly translates into one less -dead- XCOM soldier.
- #41Psionic Class
Keys: Psionic Class
Enabled · After character · Order 10 · 100%
Entry settings
Soldiers belonging to any of the principal four classes can access the abilities of this sub-class in addition to the abilities of their base class; however these psi-abilities only unlock for soldiers who possess "The Gift" which is determined by testing in the Psionic Labs. If a soldier unlocks this sub-class, his/her class icon will gain a purple hue to indicate that they are psionic.
- Psionic MindFray: Causes the target to lose grip on reality, inflicting penalties to Aim, Will and mobility, and can kill organic creatures. Psi Specialist:
- Psi Inspiration: Removes Mindfray and panic from all allies within 30 meters, and strengthens their Will for 2 minutes. 4 minutes cooldown.
- Psi Panic: Cause target to panic, if the target's Will is overcome. 2 minutes cooldown. Psi Operative:
- Telekinetic Field: Create a stationary telekinetic field that acts on the enemy for 2 minutes. The field distorts and deflects incoming attacks, granting. 4 minutes cooldown.
- Mind Control: Very difficult psi technique that, if successful, grants control of the target for 3 minutes. 5 minutes cooldown.
Tactics:
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The primary role of the Psionic Class is mental domination of the battlefield, sapping the enemy's will to fight and ultimately even turning enemy troops against themselves and their allies.
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"Defensive" abilities allow Psionics to defend against mental attacks from Sectoid Commanders and Ethereals and provide defensive boosts against incoming enemy fire.
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Offensive abilities do neglect cover and elevation, also distance in a way that a normal rifle range is required to initiate it, but it won't suffer penalties to aim if at longer ranges. Also, targets only visible with Squadsight ability are interestingly not in Psi range.
- #42MEC Class
Keys: MEC trooper
Enabled · After character · Order 10 · 100%
Entry settings
A MEC or Mechanized Exoskeletal Cybersuit (aka MEC Suit) is a specialized combat rig utilized by a MEC Trooper. Mechanized Exoskeletal Cybersuits, or MECs, are powerful battlesuits that mount an array of useful weaponry and support equipment. Each MEC can be customized to fit specific tactical approaches.
If a MEC Trooper dies, his MEC can be recovered and repaired in the Cybernetics Lab. MEC Suits grant MEC Troopers the Hardened trait plus immunities to fire and poison, but can be damaged in battle and require repairs. MECs can't use cover and can be armed with a Minigun, Railgun or Particle Cannon.
MECs are produced and upgraded in the Cybernetics Lab. MECs are built and upgraded immediately upon purchase and can be advanced through three tiers. Each of the tiers has a different name, bonus stats and a different selection of Tactical Subsystems; Tactical Subsystems stack with those from previous tiers for a total of three available on any given MEC.
To pilot the MEC, the pliot has all four limbs amputated and replaced with prosthetics for better compatibility with the MEC Suit.
Average height for MEC suit: 3 meters. Weight: 3000 kg.
- #43Technology Levels of Weaponry
Keys: Technology Levels of Weaponry
Enabled · After character · Order 10 · 100%
Entry settings
- Level 1: Conventional weapons (excluding the Rocket Launcher);
- Level 2: Beam weapons, Railgun, and Rocket Launcher;
- Level 3: Plasma weapons, Alloy Cannon, and Particle Cannon;
- #44Technology Levels of Armour
Keys: Technology Levels of Armour
Enabled · After character · Order 10 · 100%
Entry settings
Body armor is used by soldiers to protect themselves against alien weapons and environmental hazards during combat missions. All soldiers are capable of equipping themselves with body armor, except MEC Troopers who equip MEC suits instead.
Body Armor: Light Armor. This is the default set of body armor for all XCOM troops.
[Advertisement]: Carapace Armor: Medium Armor. Adds more durability than Body Armor but doesn't have any special bonuses.
Skeleton Suit: Medium Armor. Adds medium durability, allows the wearer to use a grappling hook to get higher vantage points, and increases movement speed by 15%.
Titan Armor: Heavy Armor. Gives highest durability and immunity to fire and poison. Strangulation immunity.
Archangel Armor: Heavy Armor. Gives high durability and allows 6 total moves of flight. Can be upgraded to allow for 12 fuel per mission. Fire, poison, and strangulation immunity.
Ghost Armor: Medium Armor. Allows the wearer to become invisible four times per mission for 2 minutes once time. Also contains a grappling hook, increases movement speed by 30%, strangulation immunity.
Psi Armor: Medium Armor. Psi Armor is the last armor available and can only be equipped by soldiers who have Psi-Abilities. It increases Will. Also increasing movement speed by 20%, strangulation immunity.
- #45Raven
Keys: The Raven
Enabled · After character · Order 10 · 100%
Entry settings
The Raven is a pulse-engine fighter aircraft used as the standard Interceptor by XCOM.
- Heavily modified and augmented fast attack fighter
- Avionics, tracking and engines have all received substantial boosts
- Armor and frame durability will be a major issue when engaging any but the smallest UFOs
- However, two Ravens armed with Avalanche Missiles are capable of shooting down an Abductor, though just barely, both will sustain heavy damage.
- Despite all this, the Earth's atmosphere is the Interceptor's best defense Worst than Firestorm.
- #46Firestorm
Keys: The Firestorm
Enabled · After character · Order 10 · 100%
Entry settings
The Firestorm is an advanced type of Interceptor used by XCOM. The Firestorm is the product of the reverse-engineering of many of the aliens' UFO technologies and integrating them into a hybrid fighter craft.
The Firestorm is our highly advanced combat aircraft incorporating numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs.
Unlike Raven Interceptors which are ordered and delivered directly to any Hangar on any continent when purchased, all Firestorms are manufactured in XCOM's Engineering department in XCOM Headquarters. This means that each Firestorm produced will be located in XCOM's home continent upon completion (there must be room in the HQ's Hangars). The Firestorm can then be transferred to another continent, if needed.
- Hybrid of alien and terrestrial technologies.
- Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor.
- With upgraded armament, can engage even the most dangerous enemy craft.
- #47Terror Site
Keys: Terror Site
Enabled · After character · Order 10 · 100%
Entry settings
Terror Site is a mission type. Terror Site missions take place in densely populated urban areas. Depending on the stage of the alien invasion, this mission type can feature many alien species, including: Berserkers, Chryssalids, Cyberdiscs, Drones (as escorts), Floaters, Heavy Floaters, Mutons (as escorts), Muton Elites, and Sectopods. Due to civilian presence, these are also the only missions in which the player may encounter Zombies in abundance. A terror mission's difficulty rating is always "Very Difficult". Urban areas typically consist of tight spaces with a lot of cover and multiple obstructions. This makes them good for mobility and flanking. Some maps also have multi-level buildings. Having soldiers equipped with grappling hooks via Skeleton Suit or Ghost Armor can be very helpful. Mission Objectives for Xcom:
- Approach civilians to enable evacuation
- Minimize civilian casualties
- Neutralize all hostile targets
- #48Alien Abductions
Keys: Alien Abductions
Enabled · After character · Order 10 · 100%
Entry settings
Alien Abductions is a mission type. Depending on the stage of the alien invasion, abductions can feature almost every alien species, excluding: Chryssalids, Ethereals, Outsiders, Sectopods, and Zombies. Although normally unavailable for this mission type, Sectoid Commanders may be present exclusively when accompanying a Mechtoid. Urban areas typically consist of tight spaces with a lot of cover and multiple obstructions. This makes them good for mobility and flanking. Having soldiers equipped with grappling hooks via Skeleton Suit or Ghost Armor can be helpful. Mission Objectives for Xcom:
- Sweep the abduction site and identify threats
- Neutralize all hostile targets
- #49UFO Crash Site
Keys: UFO Crash Site
Enabled · After character · Order 10 · 100%
Entry settings
UFO Crash Site is a mission type. This mission type is nearly identical to UFO Landing Sites. Other than the method of acquisition and 18 hours added to the permissible response time, some of the alien ship's crew may not survive the crash, and equipment on board the UFO may be damaged. Mission Objectives for Xcom:
- Locate the crashed UFO
- Sweep the area for surviving crew and neutralize them
- Avoid additional damage to the craft if possible; some components may be recoverable
- #50UFO Landing Site
Keys: UFO Landing Site
Enabled · After character · Order 10 · 100%
Entry settings
UFO Landing Site is a mission type. Other than the method of acquisition and a decreased window of opportunity to respond, this mission type is nearly identical to UFO Crash Sites. All of the alien ship's crew and equipment are intact at the start of the mission. Mission Objectives for Xcom:
- Locate and neutralize all enemy forces
- Locate and gain entry to the UFO
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