XCOM: Enemy Unknown
FAQ by Edalborez
Version 1.04, Last Updated 2012-11-04
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Abilities (Continued)
Sniper
Snipers are best suited to keeping their distance, since they can't move and use their rifles in the same turn. That said, Snipers boast tremendous damage, high accuracy, and great critical hit capability.
Growths:
| Rank | HP | Aim |
|---|---|---|
| Squaddie | 0 | 10 |
| Corporal | 1 | 3 |
| Sergeant | 0 | 3 |
| Lieutenant | 1 | 3 |
| Captain | 0 | 4 |
| Major | 1 | 7 |
| Colonel | 0 | 10 |
Abilities:
| Rank | Skill 1 | Skill 2 |
|---|---|---|
| Squaddie | Headshot | |
| Corporal | Snap Shot | Squadsight |
| Sergeant | Gunslinger | Damn Good Ground |
| Lieutenant | Disabling Shot | Battle Scanner |
| Captain | Executioner | Opportunitist |
| Major | Low Profile | |
| Colonel | In The Zone | Double Tap |
Headshot: Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.
- +2 critical damage from Sniper Rifle, +3 from Laser, +4 from Plasma
A solid offensive option against enemies who won't go down from a regular hit.
Snap Shot: Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
- Aim penalty does not apply if Sniper shoots before moving.
Squadsight: Allows firing at targets in any ally's sight radius.
- Must have an unobstructed line of sight to targets.
- Maximum attack range 100 tiles (roughly 4x as much as regular sight range).
- Targets who can only be seen by Squadsight will be identified by a yellow crosshair icon over the red enemy icon.
- Squadsight does not normally apply to Pistols.
- Squadsight's extra range does apply during Overwatch, and even applies the effect to Pistols.
Squadsight is unquestionably one of the influential abilities in the game. This sets Snipers clearly apart from other classes as a reliable, high damage, high crit rate operative while being well out of harm's way. Snap Shot allows a Sniper to be more capable on the run, but Gunslinger can make up for this weakness while keeping Squadsight. In addition, this usually makes Snipers an inferior imitation of every other class. Snap Shot's aim penalty will eventually not be as severe at higher ranks, if you opt to use it.
Gunslinger: Confers 2 bonus damage with pistols.
Damn Good Ground: +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
Gunslinger allows most pistols to deal damage comparable to assault rifles, which helps if Snipers are required to move and shoot without Snap Shot. Damn Good Ground is a good choice for perching Snipers on rooftops or using Archangel armor.
Disabling Shot: Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty.
- Abilities, psi abilities, and items like Grenades can be used while disabled.
- Some enemies (Sectopods, melee enemies) are not affected by Disabling Shot. The effect occurs but no actions are locked.
Battle Scanner: Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
- Enemies revealed by Battle Scanner do not react as if spotted.
- (Confirm) Throwing distance seems twice as far as a regular Frag Grenade throw, reveals ~4 tile radius.
Battle Scanner can be thrown a fairly far distance while Disabling Shot is good for softening targets for capture or pacifying a gun-toting enemy.
Executioner: +10 Aim against targets with less than 50% health.
Opportunist: Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Neither option here is particularly groundbreaking. Opportunist allows Snipers to keep the full extent of their Aim on overwatch, which can be helpful for the first "expecting" turn against an enemy squad. 50% health can be a large amount for late enemies like Sectopods, and it's nice to have that extra chance to finish enemies off.
Low Profile: Makes partial cover count as full.
Full cover can be scarce; being able to use full cover bonuses from any cover is a significant boon to survivability.
In The Zone: Killing a flanked or uncovered target with the sniper rifle does not cost an action.
Double Tap: Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown.
- Triggers automatically on turns where the conditions are fulfilled. If the second shot is not used, Double Tap can be triggered the following turn.
In The Zone, if supported by allies with Grenades, Rockets, or Flush, can be very effective at mowing down whole groups of enemies. Double Tap is a more reliably triggered alternative and allows for 2 very damaging shots on a single enemy if you desire.
Most Sniper abilities focus on covering for a weakness or enhancing a strength. Due to this, almost any ability can be taken and you'll still have a perfectly serviceable Sniper.
| Versatility | Superiority |
|---|---|
| Headshot | |
| Squadsight | Squadsight |
| Gunslinger | Damn Good Ground |
| Disabling Shot or Battle Scanner | |
| Executioner or Opportunist | |
| Low Profile | |
| In The Zone or Double Tap | |
Support
Support soldiers do as their name suggests. They don't particular excel in offense but boast a wide variety of squad support skills.
Growths:
| Rank | HP | Aim |
|---|---|---|
| Squaddie | 1 | 5 |
| Corporal | 0 | 3 |
| Sergeant | 1 | 3 |
| Lieutenant | 0 | 3 |
| Captain | 1 | 3 |
| Major | 0 | 3 |
| Colonel | 1 | 5 |
Abilities:
| Rank | Skill 1 | Skill 2 |
|---|---|---|
| Squaddie | Smoke Grenade | |
| Corporal | Sprinter | Covering Fire |
| Sergeant | Field Medic | Smoke and Mirrors |
| Lieutenant | Revive | Rifle Supression |
| Captain | Dense Smoke | Combat Drugs |
| Major | Deep Pockets | |
| Colonel | Savior | Sentinel |
Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
- Multiple Smoke Grenades don't stack, but a unit can have Smoke, Dense Smoke, and Combat Drugs active at the same time.
Useful for an emergency defense boost. Essentially gives half-cover even to exposed troops.
Sprinter: Allows the support to move 3 additional tiles.
Covering Fire: Allows reaction shot to trigger on enemy attacks, not just movement.
A Sprinter Support makes a good candidate for using the Arc Thrower, as well as allowing the Support to be more flexible in regards to positioning.. Since Covering Fire only triggers after an attack, the target enemy will likely be in cover and accuracy will be reduced as a result.
Field Medic: Allows medikits to be used 3 times per battle instead of once.
Smoke and Mirrors: Allows 1 additional use of Smoke Grenade each mission.
If you don't plan on using medikits, you'll obviously get more mileage out of Smoke and Mirrors. Even if you don't plan on taking other medikit-enhancing abilities, 3 uses is also 3 potential stabilizations and/or poison cures.
Revive: Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
- Revived soldiers can take no actions on the turn in which they are revived.
Rifle Suppression: Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
Revive is better for a medic-focused Support, Suppression for other items. Suppression discourages many enemies from moving, which can allow for easier flanks by other squadmates.
Dense Smoke: Smoke Grenades have increased area of effect and further increase units' Defense by 20.
- Stacks with Combat Drugs' effects, but not from another Combat Drugs effect or the base +20 smoke defense.
Combat Drugs: Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% critical chance for all units in the cloud.
- Stacks with Dense Smoke's +20 defense, but not from another Combat Drugs effect or the base +20 smoke defense.
Combat Drugs allow for offensive applications with Smoke, but you will likely be using this ability for defense more than offense so Dense Smoke is advised. Having two Supports, one with each ability, is also an option.
Deep Pockets: Confers an additional item slot in inventory.
- Cannot equip 2 of the same item among: Chitin Plating, Medikit, Nano-fiber Vest, S.C.O.P.E.
The benefits of an extra item slot speak for themselves. Take an offensive item to go with a Medikit/Arc Thrower, bulk up with both health-boosting items, or use any number of item combinations.
Savior: Medikits restore 4 more health per use.
Sentinel: Allows two reaction shots during Overwatch, instead of only one.
Savior for a Medikit-focused Support, Sentinel otherwise. If you tend to only carry Medikits for stabilizing purposes, you will probably get more mileage out of Sentinel.
The main point of divergence for Supports is the increased capability of being a Medic and how far down that path you plan on going. At a certain point, it's encouraged to go moderately offensive even on a medic build.
| Medic | Offensive |
|---|---|
| Smoke Grenade | |
| Sprinter | Sprinter |
| Field Medic | Field Medic or Smoke and Mirrors |
| Revive or Rifle Suppression | Rifle Suppression |
| Dense Smoke | Dense Smoke |
| Deep Pockets | |
| Savior or Sentinel | Sentinel |
Psi Powers
A character who has developed "the gift" can use Psi Powers in addition to the abilities of their class. Psi Ability ranks are gained separately from regular class abilities; using Psi powers successfully earns progress towards the next rank. There are 3 levels of Psi Abilities, but a 4th level will be available under a special circumstance. See the spoiler section below for more on that ability.
Psi powers do not take aim and defense into account. Success rate is determined by the user's Will vs the defender's Will.
| Psi Rank | Skill 1 | Skill 2 |
|---|---|---|
| Psionic | Mindfray | |
| Psi Specialist | Psi Inspiration | Psi Panic |
| Psi Operative | Telekinetic Field | Mind Control |
Mindfray: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.
Virtually guaranteed 5 damage to enemies with low Will. Can be an effective alternative to a potentially low accuracy shot at enemies behind cover.
Psi Inspiration: Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown.
Psi Panic: Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
Panic is unreliable; it can be a mild inconvenience to an enemy or can backfire and act like a wasted turn on the part of the user. Psi Inspiration isn't significantly better. Consider using Panic for psionics with high Will, Inspiration for those with low Will.
Telekinetic Field: Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.
Mind Control: Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.
- After successful control of an enemy, cannot use their turn until the following player turn.
- Mind Control odds calculated with a -30 Will penalty on the user.
- On the 4th enemy turn after a successful Mind Control, enemy regains full control over target.
- Mind controlled "allies" can't be directly attacked, but must be killed to end a mission.
TK Field essentially grants full cover to everyone in a very large radius, while Mind Control can potentially award you with a decent decoy. As with Inspiration vs Panic, take Mind Control with high Will psionics, TK Field for those with lower Will or if you simply prefer it.
SPOILER! Highlight to View
Before the final mission, you must choose one soldier to wear a Psi Suit and use the Gollop Chamber. This soldier will instantly be promoted to a Psi Operative if they weren't already. This soldier will also gain access to a special fourth Psi skill:
Rift: Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown.
Rift, unlike other offensive Psi powers, can be used against robots. This does heavy damage as they have 0 Will. Rift is aimed freely like a rocket or grenade and requires line of sight to place. Rift leaves behind a field where it hits; targets inside the field at the beginning of the next turn will take even more damage.
Miscellaneous Powers
These are granted from other sources, such as Armor.
Grapple: Using a grappling hook, permits rapid elevation change and access to tactically advantageous positions.
- Counts as one move.
- Generally needs to latch on to high places or obstacles, such as fallen tree trunks, guardrails, rooftops, etc.
Toggle Flight: Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
- Requires Archangel Armor to use.
- Has 6 units of fuel initially, a Foundry upgrade can increase this to 12.
- Cannot dash while flying; moving a dash-equivalent distance will consume 2 fuel.
- Staying in flight while not moving does not consume additional fuel.
- If a soldier runs out of fuel over unmaneuverable terrain, they will be stuck for the remainder of the mission.
Stealth: The Ghost Armor's stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer's turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large conus to critical hit chance.
- Enemies cannot directly target a soldier under the effects of Stealth.
- Offensive actions disable stealth early. Using Overwatch does not disable stealth unless a reaction shot is fired.
- Critical chance +100% while under the effects of Stealth.
- Following actions do not immediately break Stealth: Suppression, Overwatch, Hunker Down, moving (including Grapple), Psi Inspiration, Psi Panic, Telekinetic Field, Mind Control, Smoke Grenade, Battle Scanner, Combat Stims, and all uses of Medikit
- In short: any action that does not directly inflict damage
- Suppression and Overwatch will reveal a unit if they take a reaction shot.
S.H.I.V.s
S.H.I.V. units are mechanical soldiers. They don't earn promotions but can be effective replacements for Rookies and high ranking soldiers alike. Like soldiers, S.H.I.V. units who are damaged in battle need to be sent in for repairs afterwards and are unusable for a few days. Destroyed units are "killed" like any soldier.
| Type | Unit Name | HP | Will | Defense | Aim | Other |
|---|---|---|---|---|---|---|
| S.H.I.V. | THUNDER | 10 | 0 | 20 | 70 | |
| Alloy S.H.I.V. | GOLIATH | 18 | 0 | 20+10 | 70 | Can be used as half cover |
| Hover S.H.I.V. | LIGHTNING | 18 | 0 | 20+20 | 70 | Flight mode, 12 fuel |
S.H.I.V. units:
- Do not receive defensive bonuses from being in cover.
- Cannot be healed by Medikits
- Are immune to Poison
- Have the Hardened ability, reducing the chance they will be critically hit.
- Must use ramps or other natural inclines to go up/down elevation.
With Foundry projects, S.H.I.V. units can be upgraded:
- Weaponry can be upgraded to Laser or Plasma, improving damage and Aim. Laser: +15 Aim. Plasma: +25 Aim.
- Arc Thrower can heal S.H.I.V units.
- S.H.I.V. units can use Suppression.
At the time of writing, S.H.I.V. units are somewhat buggy. If a S.H.I.V. appears to be invisible on the loadout screen (and in the case of Allow/Hover/weapon upgrades, does not reflect the proper bonuses to stats, don't bother using it and just dismantle it immediately as it wil not function properly in battle. Sometimes a S.H.I.V. will still appear but have a lower-tech mounted gun than it should have. These still function properly in all other respects.
Research Archives
Entries listed in the order they appear in the Archives.
Days to complete will vary with research credits and number of Laboratories/Scientists. Unless otherwise stated, all Prerequisites are other Research projects.
| Research | Prerequisite | Cost | Reward |
|---|---|---|---|
| Xeno-Biology | 4 Sectoid Corpses | Facility: Alien Containment | |
| Arc Thrower | Xeno-Biology | 10 Weapon Fragments | Engineering: Arc Thrower |
| Outsider Shard | Capture: Outsider | Engineering: Skeleton Key | |
| New Fighter Craft | Alien Nav Computer + UFO Power Source | 75 Weapon Fragments, 10 Alloy, 10 Elerium | Engineering: Firestorm + Hover S.H.I.V. |
| Hyperwave Communication | Priority: Alien Base | 30 Alloy, 30 Elerium | Facility: Hyperwave Relay |
| Ethereal Device | Priority: Overseer UFO | Facility: Gollop Chamber | |
| Weapon Fragments | Obtain: Weapon Fragments | 5 Weapon Fragments | Engineering: S.C.O.P.E., Foundry: S.C.O.P.E. Upgrade |
| Alien Materials | Obtain: Weapon Fragments | 5 Weapon Fragments | Engineering: Nano-fiber Vest |
| Experimental Warfare | Weapon Fragments or Alien Materials | Engineering: Phoenix Cannon, Facility: Foundry | |
| Elerium | UFO Power Source | 10 Elerium | Foundry: Improved Arc Thrower |
| Psi Armor | Ethereal Device | 10 Alloy, 10 Elerium | Engineering: Psi Armor |
| Carapace Armor | Alien Materials | 10 Alloy | Engineering: Carapace Armor and Alloy S.H.I.V. |
| Skeleton Suit | Carapace Armor | 15 Alloy | Engineering: Skeleton Suit |
| Titan Armor | Carapace Armor + Elerium | 15 Alloy, 5 Elerium | Engineering: Titan Armor |
| Ghost Armor | Titan Armor + Hyperwave Communication | 15 Alloy, 15 Elerium | Engineering: Ghost Armor |
| Archangel Armor | Titan Armor + New Fighter Craft | 15 Alloy, 15 Elerium | Engineering: Archangel Armor, Foundry: Advanced Flight |
| Beam Weapons | Weapon Fragments | 10 Weapon Fragments, 5 Alloy | Engineering: Laser Pistol + Laser Rifle, Foundry: Improved Pistol II |
| Precision Lasers | Beam Weapons | 5 Weapon Fragments, 5 Alloy | Engineering: Scatter Laser + Laser Sniper Rifle |
| Heavy Lasers | Beam Weapons | 5 Weapon Fragments, 5 Alloy | Engineering: Heavy Laser + Laser Cannon, Foundry: S.H.I.V Laser |
| Plasma Pistol | Obtain: Plasma Pistol | 40 Weapon Fragments, 5 Elerium | Engineering: Plasma Pistol, Foundry: Improved Pistol III, can use recovered Plasma Pistols |
| Light Plasma Rifle | Obtain: Light Plasma Rifle | 40 Weapon Fragments, 10 Alloy, 5 Elerium | Engineering: Light Plasma Rifle, can use recovered Light Plasma Rifles |
| Plasma Rifle | Light Plasma Rifle or Obtain: Plasma Rifle | 40 Weapon Fragments, 10 Alloy, 10 Elerium | Engineering: Plasma Rifle, can use recovered Plasma Rifles |
| Heavy Plasma | Plasma Rifle or Obtain: Heavy Plasma | 40 Weapon Fragments, 10 Alloy, 10 Elerium | Engineering: Heavy Plasma, Foundry: S.H.I.V. Plasma, can use recovered Heavy Plasmas |
| Plasma Sniper | Plasma Rifle or Heavy Plasma | 50 Weapon Fragments, 10 Alloy, 10 Elerium | Engineering: Plasma Sniper Rifle |
| Alloy Cannon | Plasma Rifle or Heavy Plasma | 40 Weapon Fragments, 25 Alloy, 5 Elerium | Engineering: Alloy Cannon |
| Plasma Cannon | (Light) Plasma Rifle or Heavy Plasma | 30 Weapon Fragments, 10 Elerium | Engineering: Plasma Cannon |
| Fusion Lance | Obtain: Fusion Core (Battleship UFO) | 50 Weapon Fragments, 10 Alloy, 20 Elerium | Engineering: Fusion Lance |
| Guided Fusion Launcher | Obtain: Fusion Core (Battleship UFO) | 75 Weapon Fragments, 20 Alloy, 10 Elerium | Engineering: Blaster Launcher |
| Alien Nav Computer | Obtain: UFO Flight Computer | 2 UFO Flight Computers | Facility: Satellite Nexus, Foundry: Stealth Satellites |
| UFO Power Source | Obtain: UFO Power Source | 1 UFO Power Source | Facility: Elerium Generator |
| EMP Cannon | Elerium + New Fighter Craft + Plasma Cannon | 20 Elerium | Engineering: EMP Cannon |
All Interrogations require one live captive, while all autopsies require one corpse. Interrogations also produce one corpse when finished. Must research Xeno-biology to perform Autopsies. Must have an Alien Containment facility to perform Interrogations
| Research | Reward |
|---|---|
| Interrogate Sectoid | Credit: Beam Weapons |
| Interrogate Floater | Credit: Basic Armor Technology |
| Interrogate Muton | Credit: Plasma Weaponry |
| Interrogate Sectoid Commander | Credit: Psionics, Facility: Psionic Labs |
| Interrogate Berserker | Credit: Armor Technology |
| Interrogate Thin Man | Credit: UFO Technology |
| Interrogate Heavy Floater | Credit: Flight |
| Interrogate Muton Elite | Credit: Weapons Technology |
| Interrogate Ethereal | Credit: All Technology |
| Sectoid Autopsy | Engineering: Uplink Targeting (Aim) |
| Sectoid Commander Autopsy | Facility: Psionic Labs |
| Floater Autopsy | Engineering: Defense Matrix (Dodge) |
| Thin Man Autopsy | Foundry: Improved Medikit |
| Muton Autopsy | Foundry: Ammo Conservation |
| Chryssalid Autopsy | Engineering: Chitin Plating |
| Cyberdisc Autopsy | Engineering: UFO Tracking (Boost) |
| Berserker Autopsy | Engineering: Combat Stims |
| Heavy Floater Autopsy | Foundry: Advanced Repair |
| Muton Elite Autopsy | Credit: Plasma Weaponry |
| Drone Autopsy | Foundry: Drone Capture |
| Sectopod Autopsy | Foundry: Advanced Construction |
| Ethereal Autopsy | Engineering: Mind Shield |
Buy/Build Items
Entries listed in the order they appear on the purchase list. Costs are base values. Costs (in money, Elerium, and Alloy) can be reduced by having more Engineers
Items and Armor are built instantly
| Name | Prerequisite | Engineers | Cost | Elerium | Alloy | Items Required |
|---|---|---|---|---|---|---|
| Nano-Fiber Vest | Research: Alien Materials | 5 | $20 | |||
| S.C.O.P.E. | Research: Weapon Fragments | 5 | $20 | |||
| Arc Thrower | Research: Arc Thrower | 5 | $35 | |||
| Chitin Plating | Autopsy: Chryssalid | 15 | $105 | 10 | 4x Chryssalid Corpse | |
| Mind Shield | Autopsy: Ethereal | 35 | $215 | 45 | 15 | 1x Ethereal Corpse |
| Combat Stims | Autopsy: Muton Berserker | 15 | $60 | 5 | 1x Berserker Corpse | |
| Medikit | 5 | $25 | ||||
| Skeleton Key | Research: Outsider Shard | 15 | $30 | 15 | 15 | 1x Outsider Shard |
| Blaster Launcher | Research: Guided Fusion Launcher | 35 | $360 | 85 | 65 | 1x Fusion Core, 2x UFO Flight Computer |
| Plasma Sniper Rifle | Research: Plasma Sniper | 25 | $340 | 35 | 40 | |
| Heavy Plasma | Research: Heavy Plasma | 25 | $340 | 40 | 40 | |
| Alloy Cannon | Research: Alloy Cannon | 25 | $275 | 25 | 70 | |
| Plasma Rifle | Research: Plasma Rifle | 20 | $265 | 25 | 40 | |
| Light Plasma Rifle | Research: Light Plasma Rifle | 20 | $125 | 10 | 20 | |
| Plasma Pistol | Research: Plasma Pistol | 20 | $120 | 15 | 25 | |
| Laser Sniper Rifle | Research: Precision Lasers | 12 | $35 | 25 | ||
| Heavy Laser | Research: Heavy Lasers | 12 | $30 | 25 | ||
| Scatter Laser | Research: Precision Lasers | 12 | $30 | 25 | ||
| Laser Rifle | Research: Beam Weapons | 12 | $25 | 15 | ||
| Laser Pistol | Research: Beam Weapons | 10 | $10 | 10 | ||
| Psi Armor | Research: Psi Armor | 30 | $540 | 55 | 30 | |
| Ghost Armor | Research: Ghost Armor | 40 | $410 | 80 | 65 | |
| Archangel Armor | Research: Archangel Armor | 35 | $310 | 50 | 75 | |
| Titan Armor | Research: Titan Armor | 25 | $200 | 15 | 50 | |
| Skeleton Suit | Research: Skeleton Suit | 15 | $35 | 10 | ||
| Carapace Armor | Research: Carapace Armor | 10 | $30 | 15 |
SHIVs, Satellites, and Firestorms take time to build. Ship weapons and items are built instantly.
| Name | Prerequisite | Engineers | Cost | Elerium | Alloy | Items Required | Days |
|---|---|---|---|---|---|---|---|
| Firestorm | Research: New Fighter Craft | 20 | $125 | 40 | 60 | UFO Power Source, 2x UFO Flight Computer | 14 |
| Satellite | 5 | $100 | 20 | ||||
| Hover S.H.I.V. | Research: Heavy Weapons Platform + New Fighter Craft | 20 | $125 | 30 | 30 | 1 Barracks Capacity | 7 |
| Alloy S.H.I.V. | Research: Heavy Weapons Platform + Carapace Armor | 10 | $80 | 20 | 1 Barracks Capacity | 7 | |
| S.H.I.V. | Research: Heavy Weapons Platform | 5 | $50 | 1 Barracks Capacity | 7 | ||
| Fusion Lance | Research: Fusion Lance | 35 | $100 | 15 | 25 | ||
| EMP Cannon | Research: EMP Cannon | 30 | $150 | 15 | 25 | ||
| Plasma Cannon | Research: Plasma Cannon | 20 | $135 | 25 | 25 | ||
| Laser Cannon | Research: Heavy Lasers | 10 | $40 | 25 | |||
| Phoenix Cannon | Research: Experimental Warfare | 5 | $35 | ||||
| Defense Matrix (Dodge) | Autopsy: Floater | 10 | $50 | 3x Floater Corpse | |||
| UFO Tracking (Boost) | Autopsy: Cyberdisc | 10 | $20 | 2x Cyberdisc Wreck | |||
| Uplink Targeting (Aim) | Autopsy: Sectoid | 5 | $10 | 3x Sectoid Corpse |
Foundry
Entries listed in the order they appear on the purchase list. Some Foundry projects benefit from research credits, reducing development time.
- Days incomplete
| Name | Prerequisite | Engineers | Cost | Weapon Frags | Elerium | Alloy | Items Required | Days | Reward |
|---|---|---|---|---|---|---|---|---|---|
| Heavy Weapons Platform | 5 | $70 | 7 | Enables S.H.I.V. manufacturing | |||||
| Alien Grenades | Obtain: Alien Grenade | 20 | $75 | 20 | 10 | 25 | 1x Alien Grenade | 7 | Unlimited spare Alien Grenades |
| Improved Medikit | Autopsy: Thin Man | 15 | $125 | 20 | 4x Thin Man Corpse | 14 | Medikit healing +2 HP | ||
| Improved Arc Thrower | Research: Elerium | 10 | $100 | 20 | 20 | 20 | 4x Drone Wreck | 14 | Arc Thrower high success at 6 HP, from 3 HP |
| Advanced Repair | Autopsy: Heavy Floater | 20 | $175 | 10 | 30 | 4x Heavy Floater Corpse | S.H.I.V. and aircraft repair time reduced | ||
| S.H.I.V. Laser | Research: Heavy Plasma | 10 | $100 | 15 | 30 | S.H.I.V. weapon upgrade | |||
| S.H.I.V. Plasma | Research: Heavy Lasers | 20 | $200 | 30 | 30 | 45 | S.H.I.V. weapon upgrade | ||
| S.H.I.V. Repair | 10 | $70 | 15 | 15 | Arc Thrower can heal S.H.I.V. units | ||||
| Drone Capture | Autopsy: Drone | 10 | $175 | 20 | 4x Drone Wreck | Arc Thrower can "mind control" Drones | |||
| Ammo Conservation | Autopsy: Muton | 15 | $150 | 20 | 90 | 6x Muton Corpses | Doubles primary weapon ammo count before reloading | ||
| Advanced Flight | Research: Archangel Armor | 25 | $325 | 50 | 50 | 2x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc Wreck | Hover S.H.I.V. + Archangel armor fuel doubled | ||
| Advanced Construction | Autopsy: Sectopod | 30 | $375 | 20 | 30 | 50 | 2x Sectopod Wreck | Build or manufacture at 2x speed for 2x funds and resources | |
| Improved Pistol I | 5 | $75 | 5 | Pistol Critical Chance +10 | |||||
| Improved Pistol II | Research: Beam Weapons | 10 | $150 | 25 | 20 | Pistol Aim +10 | |||
| Improved Pistol III | Research: Plasma Pistol | 20 | $250 | 50 | 10 | 10 | Pistol Damage +1 | ||
| S.H.I.V. Suppression | 15 | $40 | 7 | S.H.I.V. units can use Suppression | |||||
| Stealth Satellites | Research: Alien Nav Computer | 20 | $150 | 20 | 20 | 3x UFO Flight Computer | Satellites harder for aliens to shoot down | ||
| S.C.O.P.E. Upgrade | Research: Weapon Fragments | 10 | $75 | 15 | S.C.O.P.E. also increases critical chance by +10 |
Build Facilities
Power, Thermo, and Elerium Generators confer adjacency bonuses with each other.
Satellite Uplinks and Nexuses confer confer adjacency bonuses with each other.
Laboratories require 6 Scientists for the first, 15 for the second, and 10 more for each additional Laboratory.
Workshops require 6 Engineers for the first, 15 for the second, and 10 more for each additional Workshop.
Satellite Uplink/Nexus Engineer requirement: Total = [(Number of Uplinks built x 10) + (Number of Nexuses built +15) + (5, Nexus only)]
| Facility | Function | Adjacency | Power | Resources | Cost | Monthly | Days to build | Prerequisite |
|---|---|---|---|---|---|---|---|---|
| Access Lift | Reach lower levels | 2 | $50 | $10 | 5 | |||
| Laboratory | Research speed +20% | Research speed +10% | 3 | $125 | $24 | 10 | 6 Scientists | |
| Workshop | +5 Engineers | +7% Engineering refunds | 3 | $130 | $26 | 10 | 6 Engineers | |
| Power Generator | +6 power | +2 power | $60 | $11 | 5 | |||
| Thermo Generator | +20 power | +2 power | $200 | $23 | 8 | Only Steam Vents | ||
| Elerium Generator | +30 power | +2 power | Alloy x40, Elerium x30, UFO Power Source x2 | $275 | $29 | 14 | Research: UFO Power Source | |
| Satellite Uplink | +2 satellite capacity | +1 satellite capacity | 5 | $150 | $15 | 14 | ||
| Satellite Nexus | +4 satellite capacity | +1 satellite capacity | 8 | Alloy x25, UFO Flight Computer x2 | $300 | $26 | 21 | Research: Alien Nav Computer |
| Officer Training School | Officer Training School access | 3 | $125 | $25 | 8 | Sergeant rank soldier | ||
| Alien Containment | Enables alien capture | 5 | $85 | $18 | 7 | Research: Xeno-biology | ||
| Foundry | Foundry access | 3 | $75 | $20 | 10 | Research: Experimental Warfare | ||
| Psionic Labs | Psi lab access | 3 | Alloy x20, Elerium x20 | $200 | $30 | 14 | Autopsy or Interrogation: Sectoid Commander | |
| Hyperwave Relay | See number/type of enemies in UFO crash/landing | 10 | Alloy x10 | $250 | $50 | 21 | Research: Hyperwave Communication | |
| Gollop Chamber | Temple Ship access | 3 | $400 | $100 | 14 | Research: Ethereal Device |
Hangar Items
Changing equipped weapon takes 1 day.
Long range weapons can be shot from the starting position in UFO combat. Short range requires ~2 seconds to get into close range.
| Name | Hit Chance | Range | Fire Rate | Damage | Armor Penetration | Other |
|---|---|---|---|---|---|---|
| Fusion Lance | 90% | Long | Slow | High | High | Firestorm only |
| EMP Cannon | 100% | Short | Medium | High | High | UFO crash site has more valuables |
| Plasma Cannon | 85% | Long | Medium | Medium | High | |
| Laser Cannon | 85% | Short | Rapid | Low | Medium | |
| Phoenix Cannon | 95% | Short | Rapid | Low | Low | |
| Avalanche Missiles | 70% | Long | Slow | Low | Low |
The following provide temporary bonuses in UFO combat. Each is consumed after use. Note that Boost is called Track on the UFO combat interface.
| Name | Effect |
|---|---|
| Defense Matrix (Dodge) | Next 2 enemy attacks miss |
| UFO Tracking (Boost) | Halts enemy escape for 5 seconds, reduces approach time for short range weapons |
| Uplink Targeting (Aim) | Next 2 attacks hit |
Gray Market
Corpses and alien materials can be sold for extra funding on the Gray Market. A few items exist whose sole purpose is to be sold, while others have potential research or manufacturing benefits.
Items whose only purpose is to be sold will have their entry preceded by an asterisk. All other entries can be assumed to have a corresponding research option with the exception of UFO Fusion Core which is only used for manufacturing. Note that sometimes council requests will call for these items, so it can be worthwhile to keep some spares on hand if you're not desperate for funding.
| Item | Price | Foundry | Manufacturing |
|---|---|---|---|
| Sectoid Corpse | $5 | Uplink Targeting (Aim) (x3) | |
| Sectoid Commander Corpse | $10 | ||
| Floater Corpse | $5 | Defense Matrix (Dodge) (x3) | |
| Heavy Floater Corpse | $6 | Advanced Repair (x4), Advanced Flight (x2) | |
| Thin Man Corpse | $5 | Improved Medikit (x4) | |
| Muton Corpse | $5 | Ammo Conservation (x6) | |
| Muton Elite Corpse | $8 | ||
| Berserker Corpse | $5 | Combat Stims (x1) | |
| Cyberdisc Wreck | $7 | Advanced Flight (x2) | UFO Tracking (Boost) (x2) |
| Ethereal Corpse | $15 | Mind Shield (x1) | |
| Chrysallid Corpse | $5 | Chitin Plating (x4) | |
| Sectopod Wreck | $10 | Advanced Construction (x2) | |
| Drone Wreck | $2 | Improved Arc Thrower (x4), Drone Capture (x4), Advanced Flight (x2) | |
| Elerium | $3 | Various | Various |
| Alien Alloys | $2 | Various | Various |
| Weapon Fragments | $1 | Various | |
| UFO Flight Computer | $40 | Stealth Satellites (x3) | Blaster Launcher (x2), Firestorm (x2), Facility: Satellite Nexus (x2) |
| UFO Power Source | $75 | Firestorm (x1), Facility: Elerium Generator (x2) | |
| UFO Fusion Core | Blaster Launcher (x1) | ||
| *UFO Flight Computer (Damaged) | $20 | ||
| *UFO Power Source (Damaged) | $30 | ||
| *Alien Surgery | $25 | ||
| *Alien Surgery (Damaged) | |||
| *Alien Stasis Tank | $10 | ||
| *Alien Entertainment | $17 | ||
| *Alien Food | $10 | ||
| *Alien Food (Damaged) | $5 |
Enemies
Enemies generally travel in groups of 2 or 3. Enemy formations will be noted in each individual enemy's entry. Some very early missions have fewer Sectoids or Thin Men than formations show, but these hold true for the remainder of the game. Enemies listed in alphabetical order.
Enemies do not actively seek out players until alerted, though they will attack civillians during Terror Attacks.
Base damage and Base crit damage are the middle point in damage ranges; minimum is -1, maximum is +1. Melee damage values for Chyrssalid and Muton Berserker may have a wider damage range, currently unconfirmed.
Any held weapon breaks into 2 weapon fragments if killed by methods other than explosives. Stunning an enemy with the Arc Thrower will award its weapons intact. Enemies with Alien Grenades must be killed before they use the Grenade for it to explode into fragments or be retained intact.
Abilities account for both singleplayer and listed multiplayer commands. Some abilities are available in one mode but not the other.
Enemies tend to use Overwatch or Suppression when their odds to hit are below a certain threshold.
Chryssalid
Formations:
- 3x Chryssalid
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 8 | 120 | N/A | 10 | 6 | 10 | 20 | +2 Damage, +10 Crit Chance | +2 Damage, +10 Crit Chance |
Uses melee attacks. High mobility.
Leap: Can jump up any vertical distance while moving.
Poisonous Claws: Melee attacks inflict poison. Poison causes 1 damage a turn for 3 turns and reduces Aim by 20.
Implant: Humans killed by melee are implanted with Chryssalid egg. Corpse rises as a Zombie next enemy turn. Zombies spawn Hatchlings in 3 turns. Hatchlings eventually mature into regular Chryssalids.
Hardened: -60% chance to be critically hit.
Cyberdisc
Formations:
- 1x Cyberdisc + 2x Drone
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 16 | 0 | 70 | 10 | 8 | 13 | 10 | +4 HP, +10 Aim, +10 Crit Chance | +4 HP, +10 Aim, +10 Crit Chance |
Weapon: Cyberdisc Cannon, Alien Grenade
Open/Close: Cyberdiscs receive bonuses to defense (+20) and chance to avoid crits (-60% from Hardened) in closed position, and can only attack in open position. Switching to open position is a free action. Switching to closed position costs 1 action, and Cyberdiscs automatically close when damaged.
Death Blossom: Deals 4-6 damage to all nearby targets. Closed position only.
Bombard: Can toss grenades twice as far
Hardened: -60% chance to be critically hit. Closed position only (?).
Explodes on death, dealing damage to surrounding units (friend or foe).
Cannot be flanked. Immune to Mindfray, Psi Panic, and Mind Control.
Drone
Formations:
- 1x Cyberdisc + 2x Drone
- 1x Sectopod + 2x Drone
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 3 | 0 | 60 | 10 | 2 | 4 | 0 | +2 HP, +10 Aim, +10 Crit Chance | +4 HP, +10 Aim, +10 Crit Chance |
Weapon: Drone Beam
Overload: Self-destruct, dealing 5 damage in surrounding area. Cannot move and use Overload in the same turn.
Repair: Heals a robotic unit for 3 HP.
Hardened: -60% chance to be critically hit.
Cannot be flanked. Immune to Mindfray, Psi Panic, and Mind Control.
Ethereal
- 1x Ethereal + 1x Muton Elite
- Ethereals lead UFO parties after completing the Overseer UFO
| Health | Will | Aim | Defense | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|
| 20 | 120 | N/A | 40 | +25 Will | +5 HP, +35 Will |
Uses psionic attacks.
Psi Lance: Will-based. Fires a psi blast at an enemy. Can affect robotic enemies. Targets with less Will take more damage.
Rift: Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown.
Psi Drain: Drain health from a non-robotic ally.
Mindfray: Will-based. 5 damage to non-robotic targets, penalizes Aim, Will and mobility for 2 turns. 1 turn cooldown.
Psi Panic: Will-based. Causes panic on non-robotic targets. 2 turn cooldown.
Mind Control: Will-based. -30 will during success calculation. Grants control of a non-robotic enemy for 3 turns. 5 turn cooldown.
Hardened: -60% chance to be critically hit.
A percentage of shots fired at Ethereals will also deal damage to the attacker. Possibly only applies to missed attacks, needs confirmation.
Floater
Formations:
- 2x Floater
- 3x Floater
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 4 | 10 | 50 | 0 | 5 | 9 | 10 | +10 Aim, +10 Crit Chance | +2 HP, +10 Aim, +10 Crit Chance |
Weapon: Light Plasma Rifle
Can use Overwatch and Suppression.
Evasion: +20 defense while flying; cannot be flanked while flying
Launch: Move to any location on the map. Cannot take any actions after using Launch. Cannot be used indoors. Triggers reaction fire from their starting position but not the landing position.
Heavy Floater
Formations:
- 2x Heavy Floater
- 3x Heavy Floater
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 12 | 25 | 70 | 10 | 7 | 12 | 10 | +2 HP, +10 Aim, +10 Crit Chance | +4 HP, +10 Aim, +10 Crit Chance |
Weapon: Plasma Rifle, Alien Grenade
Can use Overwatch and Suppression.
Evasion: +20 defense while flying; cannot be flanked while flying
Launch: Move to any location on the map. Cannot take any actions after using Launch. Cannot be used indoors. Triggers reaction fire from their starting position but not the landing position.
Bombard: Can toss grenades twice as far
Muton
Formations:
- 3x Muton
- 2x Muton + 1x Muton Berserker
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 8 | 10 | 70 | 10 | 7 | 12 | 10 | +2 HP, +10 Aim, +10 Crit Chance | +2 HP, +10 Aim, +10 Crit Chance |
Weapon: Plasma Rifle, Alien Grenade
Can use Overwatch and Suppression.
Suppression: Grants reaction fire to a target and reduces target's aim by 30.
Blood Call: Muton species within 15 tiles (?) have +20 Will, +20 Aim, and +2 mobility for 2 turns. 4 turn cooldown.
Intimidate: When wounded for the first time in a turn, attempts to panic the attacker.
Muton Berserker
Formations:
- 1x Muton + 1x Muton Berserker
- 2x Muton + 1x Muton Berserker
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 20 | 80 | N/A | 20 | 8 | 13 | 33 | +1 Damage, +10 Crit Chance | +5 HP, +3 Damage, +10 Crit Chance |
Uses melee attacks.
Bull Rush: Charges into a piece of cover, attacking any nearby units.
Bloodlust: When damaged, advances 4 tiles towards attacker and has a chance to panic them.
Hardened: -60% chance to be critically hit.
Muton Elite
Formations:
- 2x Muton Elite
- 3x Muton Elite
- 1x Muton Elite + 1x Ethereal
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 14 | 20 | 80 | 20 | 9 | 15 | 10 | +10 Aim, +10 Defense, +10 Crit Chance | +4 HP, +20 Aim, +10 Defense, +10 Crit Chance |
Weapon: Heavy Plasma, Alien Grenade
Can use Overwatch and Suppression.
Bombard: Can toss grenades twice as far
Outsider
Formations:
- 1x Outsider
- 2x Outsider
- Outsiders lead UFO parties until completing the Alien Base, disappears from the game afterwards
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 3 | 20 | 70 | 0 | 5 | 9 | 10 | +2 HP, +10 Aim, +10 Defense | +2 HP, +20 Aim, +10 Defense, +10 Crit Chance |
Weapon: Light Plasma Rifle
Can use Overwatch and Suppression.
Sectoid
Formations:
- 2x Sectoid
- 3x Sectoid
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 3 | 10 | 65 | 0 | 3 | 6 | 10 | +10 Crit Chance | +1 HP, +10 Aim, +10 Crit Chance |
Weapon: Plasma Pistol
Can use Overwatch and Suppression.
Mind Merge: Merge minds with the target, granting +25% critical chance and +1 health. Lasts until the next enemy turn. +1 HP adds to current health; remains healed when Mind Merge fades. Killing a Sectoid who is currently using Mind Merge will also kill their target.
Sectoid Commander
Formations:
- 2x Sectoid Commander
- Sectoid Commanders lead UFO parties after completing the Alien Base but before completing the Overseer UFO
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 10 | 90 | 85 | 20 | 3 | 6 | 10 | +4 HP, +10 Aim, +10 Crit Chance | +4 HP, +35 Will, +10 Aim, +10 Crit Chance |
Weapon: Plasma Pistol
Can use Overwatch and Suppression.
Mindfray: Will-based. 5 damage to non-robotic targets, penalizes Aim, Will and mobility for 2 turns. 1 turn cooldown.
Psi Panic: Will-based. Causes panic on non-robotic targets. 2 turn cooldown.
Mind Control: Will-based. -30 will during success calculation. Grants control of a non-robotic enemy for 3 turns. 5 turn cooldown.
Greater Mind Merge: Grant Mind Merge effect to all regular Sectoids nearby. +25% crit chance, +1 HP.
Sectopod
Formations:
- 1x Sectopod + 2x Drone
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 30 | 0 | 80 | 30 | 12 | 19 | 25 | +10 Aim, +10 Crit Chance | +10 Aim, +10 Crit Chance |
Weapon: Sectopod Chest Cannon
Special Overwatch: After being alerted to your prescence, every turn thereafter grants Sectopods one automatic Overwatch shot even if 2 actions were already taken.
Cannon Fire: Attacks with a beam cannon, attack has a small area of effect radius. If the Sectopod does not move, can be used twice (against different targets). Can't critical on Normal or Easy.
Cluster Bomb: Marks an area one turn, then bombards it with explosives the next turn.
Hardened: -60% chance to be critically hit.
Explodes on death, dealing damage to surrounding units (friend or foe).
Immune to Mindfray, Psi Panic, and Mind Control.
Thin Man
Formations:
- 2x Thin Man
- 3x Thin Man
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 3 | 15 | 65 | 0 | 3 | 6 | 10 | +1 HP, +10 Aim, +10 Crit Chance | +3 HP, +10 Aim, +10 Crit Chance |
Weapon: Light Plasma Rifle
Can use Suppression and Overwatch.
Leap: Can jump up any vertical distance while moving.
Poison Spit: Sprays a poison cloud with 1 tile radius at distant target. Poison causes 1 damage a turn for 3 turns and reduces Aim by 20.
Emits a 1-tile radius posion cloud on death.
On Bomb Disposal and Target Escort missions, waves of Thin Men can spawn at the end of the enemy turn. These always remain stationary on Overwatch for the first turn. Their spawning will also trigger Overwatch fire from your squad.
Zombie
Humans killed by Chryssalids arise as Zombies the following turn.
| Health | Will | Aim | Defense | Base Damage | Base Crit Damage | Crit Chance | Classic Modifiers | Impossible Modifiers |
|---|---|---|---|---|---|---|---|---|
| 10 | 120 | N/A | 0 | 8 | 13 | 0 | +2 Damage, +10 Crit Chance | +4 HP, +4 Damage, +10 Crit Chance |
Uses melee attacks.
Poison: Melee attacks inflict poison. Poison causes 1 damage a turn for 3 turns and reduces Aim by 20.
Burst: Chryssalid hatchling bursts out if Zombie is not killed within 3 turns.
Immune to Mind Control.
Cheats
Specific combinations of first and last name will prompt you to summon an XCOM hero unit, each of which comes with very powerful stats and gear. Summoning a hero disables achievements for the remainder of the playthrough, so just use them for fun or if you're having trouble.
All heroes start at Colonel rank. The heroes cannot be tested for psionic potential normally. However, if the soldier you rename to that of a hero character's was a Psionic, the newly made hero will also adopt that Psi rank. You can make multiples of a specific hero as well.
Sid Meier: Support + Psi Operative
- HP: 20
- Will: 200
- Defense: 0
- Aim: 100
Abilities:
- Smoke Grenade
- Sprinter
- Smoke and Mirrors
- Revive
- Dense Smoke
- Deep Pockets
- Savior
- Mindfray
- Psi Inspiration
- Psi Panic
- Telekinetic Field
- Mind Control
- Rift
Gear:
- Psi Armor
- Plasma Rifle
- Plasma Pistol
Joe Kelly: Heavy
- HP: 20
- Will: 100
- Defense: 0
- Aim: 100
Abilities:
- Fire Rocket
- Holo-Targeting
- Suppression
- Rapid Reaction
- Danger Zone
- Will to Survive
- Rocketeer
Gear:
- Titan Armor
- Heavy Plasma
- Blaster Launcher
Ken Levine: Sniper
- HP: 20
- Will: 100
- Defense: 0
- Aim: 200
Abilities:
- Headshot
- Snap Shot
- Gunslinger
- Disabling Shot
- Opportunist
- Low Profile
- In The Zone
Gear:
- Archangel Armor
- Plasma Sniper Rifle
- Plasma Pistol
Otto Zander: Assault
- HP: 100
- Will: 100
- Defense: 0
- Aim: 100
Abilities:
- Run & Gun
- Aggression
- Lightning Reflexes
- Rapid Fire
- Bring 'Em On
- Extra Conditioning
- Resilience
Gear:
- Ghost Armor
- Alloy Cannon
- Plasma Pistol
Credits / Contact Information
Copyright 2012 Edalborez (Matthew Halverson)
This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.
Following is a list of websites currently allowed to host this guide. The latest version can always be found on GameFAQs.
- GameFAQs (www.gamefaqs.com)
- NeoSeeker (www.neoseeker.com)
Contact Information
If you wish to use this guide or an element of it as part of your own work or wish to host it on your web site, please send an email with "XCOM: Enemy Unknown" as the subject line to zeroblade@comcast.net
If you have a correction or addition to make to the guide, here are a few ways to get in contact, in order of preference:
- Send an email (listed above, please put "XCOM: Enemy Unknown" in the subject line)
- Send me a private message on GameFAQs
Credits
- Firaxis Games and 2K Games for developing/publishing this game
- My friend Stormthorn for intoducing me to this game
- Data for enemy and research/engineering/etc adapted from UFOpaedia and the Bradygames guide.
- "Stephan" for spotting an error to Thin Man Classic modifiers.
- You, the reader, for using this guide.
Feel free to contact me with suggestions or corrections and I'll do my best to make those adjustments and credit you.
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