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:

RankHPAim
Squaddie010
Corporal13
Sergeant03
Lieutenant13
Captain04
Major17
Colonel010

Abilities:

RankSkill 1Skill 2
SquaddieHeadshot
CorporalSnap ShotSquadsight
SergeantGunslingerDamn Good Ground
LieutenantDisabling ShotBattle Scanner
CaptainExecutionerOpportunitist
MajorLow Profile
ColonelIn The ZoneDouble 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.

VersatilitySuperiority
Headshot
SquadsightSquadsight
GunslingerDamn 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:

RankHPAim
Squaddie15
Corporal03
Sergeant13
Lieutenant03
Captain13
Major03
Colonel15

Abilities:

RankSkill 1Skill 2
SquaddieSmoke Grenade
CorporalSprinterCovering Fire
SergeantField MedicSmoke and Mirrors
LieutenantReviveRifle Supression
CaptainDense SmokeCombat Drugs
MajorDeep Pockets
ColonelSaviorSentinel

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.

MedicOffensive
Smoke Grenade
SprinterSprinter
Field MedicField Medic or Smoke and Mirrors
Revive or Rifle SuppressionRifle Suppression
Dense SmokeDense Smoke
Deep Pockets
Savior or SentinelSentinel

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 RankSkill 1Skill 2
PsionicMindfray
Psi SpecialistPsi InspirationPsi Panic
Psi OperativeTelekinetic FieldMind 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.

TypeUnit NameHPWillDefenseAimOther
S.H.I.V.THUNDER1002070
Alloy S.H.I.V.GOLIATH18020+1070Can be used as half cover
Hover S.H.I.V.LIGHTNING18020+2070Flight 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.

ResearchPrerequisiteCostReward
Xeno-Biology4 Sectoid CorpsesFacility: Alien Containment
Arc ThrowerXeno-Biology10 Weapon FragmentsEngineering: Arc Thrower
Outsider ShardCapture: OutsiderEngineering: Skeleton Key
New Fighter CraftAlien Nav Computer + UFO Power Source75 Weapon Fragments, 10 Alloy, 10 EleriumEngineering: Firestorm + Hover S.H.I.V.
Hyperwave CommunicationPriority: Alien Base30 Alloy, 30 EleriumFacility: Hyperwave Relay
Ethereal DevicePriority: Overseer UFOFacility: Gollop Chamber
Weapon FragmentsObtain: Weapon Fragments5 Weapon FragmentsEngineering: S.C.O.P.E., Foundry: S.C.O.P.E. Upgrade
Alien MaterialsObtain: Weapon Fragments5 Weapon FragmentsEngineering: Nano-fiber Vest
Experimental WarfareWeapon Fragments or Alien MaterialsEngineering: Phoenix Cannon, Facility: Foundry
EleriumUFO Power Source10 EleriumFoundry: Improved Arc Thrower
Psi ArmorEthereal Device10 Alloy, 10 EleriumEngineering: Psi Armor
Carapace ArmorAlien Materials10 AlloyEngineering: Carapace Armor and Alloy S.H.I.V.
Skeleton SuitCarapace Armor15 AlloyEngineering: Skeleton Suit
Titan ArmorCarapace Armor + Elerium15 Alloy, 5 EleriumEngineering: Titan Armor
Ghost ArmorTitan Armor + Hyperwave Communication15 Alloy, 15 EleriumEngineering: Ghost Armor
Archangel ArmorTitan Armor + New Fighter Craft15 Alloy, 15 EleriumEngineering: Archangel Armor, Foundry: Advanced Flight
Beam WeaponsWeapon Fragments10 Weapon Fragments, 5 AlloyEngineering: Laser Pistol + Laser Rifle, Foundry: Improved Pistol II
Precision LasersBeam Weapons5 Weapon Fragments, 5 AlloyEngineering: Scatter Laser + Laser Sniper Rifle
Heavy LasersBeam Weapons5 Weapon Fragments, 5 AlloyEngineering: Heavy Laser + Laser Cannon, Foundry: S.H.I.V Laser
Plasma PistolObtain: Plasma Pistol40 Weapon Fragments, 5 EleriumEngineering: Plasma Pistol, Foundry: Improved Pistol III, can use recovered Plasma Pistols
Light Plasma RifleObtain: Light Plasma Rifle40 Weapon Fragments, 10 Alloy, 5 EleriumEngineering: Light Plasma Rifle, can use recovered Light Plasma Rifles
Plasma RifleLight Plasma Rifle or Obtain: Plasma Rifle40 Weapon Fragments, 10 Alloy, 10 EleriumEngineering: Plasma Rifle, can use recovered Plasma Rifles
Heavy PlasmaPlasma Rifle or Obtain: Heavy Plasma40 Weapon Fragments, 10 Alloy, 10 EleriumEngineering: Heavy Plasma, Foundry: S.H.I.V. Plasma, can use recovered Heavy Plasmas
Plasma SniperPlasma Rifle or Heavy Plasma50 Weapon Fragments, 10 Alloy, 10 EleriumEngineering: Plasma Sniper Rifle
Alloy CannonPlasma Rifle or Heavy Plasma40 Weapon Fragments, 25 Alloy, 5 EleriumEngineering: Alloy Cannon
Plasma Cannon(Light) Plasma Rifle or Heavy Plasma30 Weapon Fragments, 10 EleriumEngineering: Plasma Cannon
Fusion LanceObtain: Fusion Core (Battleship UFO)50 Weapon Fragments, 10 Alloy, 20 EleriumEngineering: Fusion Lance
Guided Fusion LauncherObtain: Fusion Core (Battleship UFO)75 Weapon Fragments, 20 Alloy, 10 EleriumEngineering: Blaster Launcher
Alien Nav ComputerObtain: UFO Flight Computer2 UFO Flight ComputersFacility: Satellite Nexus, Foundry: Stealth Satellites
UFO Power SourceObtain: UFO Power Source1 UFO Power SourceFacility: Elerium Generator
EMP CannonElerium + New Fighter Craft + Plasma Cannon20 EleriumEngineering: 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

ResearchReward
Interrogate SectoidCredit: Beam Weapons
Interrogate FloaterCredit: Basic Armor Technology
Interrogate MutonCredit: Plasma Weaponry
Interrogate Sectoid CommanderCredit: Psionics, Facility: Psionic Labs
Interrogate BerserkerCredit: Armor Technology
Interrogate Thin ManCredit: UFO Technology
Interrogate Heavy FloaterCredit: Flight
Interrogate Muton EliteCredit: Weapons Technology
Interrogate EtherealCredit: All Technology
Sectoid AutopsyEngineering: Uplink Targeting (Aim)
Sectoid Commander AutopsyFacility: Psionic Labs
Floater AutopsyEngineering: Defense Matrix (Dodge)
Thin Man AutopsyFoundry: Improved Medikit
Muton AutopsyFoundry: Ammo Conservation
Chryssalid AutopsyEngineering: Chitin Plating
Cyberdisc AutopsyEngineering: UFO Tracking (Boost)
Berserker AutopsyEngineering: Combat Stims
Heavy Floater AutopsyFoundry: Advanced Repair
Muton Elite AutopsyCredit: Plasma Weaponry
Drone AutopsyFoundry: Drone Capture
Sectopod AutopsyFoundry: Advanced Construction
Ethereal AutopsyEngineering: 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

NamePrerequisiteEngineersCostEleriumAlloyItems Required
Nano-Fiber VestResearch: Alien Materials5$20
S.C.O.P.E.Research: Weapon Fragments5$20
Arc ThrowerResearch: Arc Thrower5$35
Chitin PlatingAutopsy: Chryssalid15$105104x Chryssalid Corpse
Mind ShieldAutopsy: Ethereal35$21545151x Ethereal Corpse
Combat StimsAutopsy: Muton Berserker15$6051x Berserker Corpse
Medikit5$25
Skeleton KeyResearch: Outsider Shard15$3015151x Outsider Shard
Blaster LauncherResearch: Guided Fusion Launcher35$36085651x Fusion Core, 2x UFO Flight Computer
Plasma Sniper RifleResearch: Plasma Sniper25$3403540
Heavy PlasmaResearch: Heavy Plasma25$3404040
Alloy CannonResearch: Alloy Cannon25$2752570
Plasma RifleResearch: Plasma Rifle20$2652540
Light Plasma RifleResearch: Light Plasma Rifle20$1251020
Plasma PistolResearch: Plasma Pistol20$1201525
Laser Sniper RifleResearch: Precision Lasers12$3525
Heavy LaserResearch: Heavy Lasers12$3025
Scatter LaserResearch: Precision Lasers12$3025
Laser RifleResearch: Beam Weapons12$2515
Laser PistolResearch: Beam Weapons10$1010
Psi ArmorResearch: Psi Armor30$5405530
Ghost ArmorResearch: Ghost Armor40$4108065
Archangel ArmorResearch: Archangel Armor35$3105075
Titan ArmorResearch: Titan Armor25$2001550
Skeleton SuitResearch: Skeleton Suit15$3510
Carapace ArmorResearch: Carapace Armor10$3015

SHIVs, Satellites, and Firestorms take time to build. Ship weapons and items are built instantly.

NamePrerequisiteEngineersCostEleriumAlloyItems RequiredDays
FirestormResearch: New Fighter Craft20$1254060UFO Power Source, 2x UFO Flight Computer14
Satellite5$10020
Hover S.H.I.V.Research: Heavy Weapons Platform + New Fighter Craft20$12530301 Barracks Capacity7
Alloy S.H.I.V.Research: Heavy Weapons Platform + Carapace Armor10$80201 Barracks Capacity7
S.H.I.V.Research: Heavy Weapons Platform5$501 Barracks Capacity7
Fusion LanceResearch: Fusion Lance35$1001525
EMP CannonResearch: EMP Cannon30$1501525
Plasma CannonResearch: Plasma Cannon20$1352525
Laser CannonResearch: Heavy Lasers10$4025
Phoenix CannonResearch: Experimental Warfare5$35
Defense Matrix (Dodge)Autopsy: Floater10$503x Floater Corpse
UFO Tracking (Boost)Autopsy: Cyberdisc10$202x Cyberdisc Wreck
Uplink Targeting (Aim)Autopsy: Sectoid5$103x 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
NamePrerequisiteEngineersCostWeapon FragsEleriumAlloyItems RequiredDaysReward
Heavy Weapons Platform5$707Enables S.H.I.V. manufacturing
Alien GrenadesObtain: Alien Grenade20$752010251x Alien Grenade7Unlimited spare Alien Grenades
Improved MedikitAutopsy: Thin Man15$125204x Thin Man Corpse14Medikit healing +2 HP
Improved Arc ThrowerResearch: Elerium10$1002020204x Drone Wreck14Arc Thrower high success at 6 HP, from 3 HP
Advanced RepairAutopsy: Heavy Floater20$17510304x Heavy Floater CorpseS.H.I.V. and aircraft repair time reduced
S.H.I.V. LaserResearch: Heavy Plasma10$1001530S.H.I.V. weapon upgrade
S.H.I.V. PlasmaResearch: Heavy Lasers20$200303045S.H.I.V. weapon upgrade
S.H.I.V. Repair10$701515Arc Thrower can heal S.H.I.V. units
Drone CaptureAutopsy: Drone10$175204x Drone WreckArc Thrower can "mind control" Drones
Ammo ConservationAutopsy: Muton15$15020906x Muton CorpsesDoubles primary weapon ammo count before reloading
Advanced FlightResearch: Archangel Armor25$32550502x Heavy Floater Corpse, 2x Drone Wreck, 2x Cyberdisc WreckHover S.H.I.V. + Archangel armor fuel doubled
Advanced ConstructionAutopsy: Sectopod30$3752030502x Sectopod WreckBuild or manufacture at 2x speed for 2x funds and resources
Improved Pistol I5$755Pistol Critical Chance +10
Improved Pistol IIResearch: Beam Weapons10$1502520Pistol Aim +10
Improved Pistol IIIResearch: Plasma Pistol20$250501010Pistol Damage +1
S.H.I.V. Suppression15$407S.H.I.V. units can use Suppression
Stealth SatellitesResearch: Alien Nav Computer20$15020203x UFO Flight ComputerSatellites harder for aliens to shoot down
S.C.O.P.E. UpgradeResearch: Weapon Fragments10$7515S.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)]

FacilityFunctionAdjacencyPowerResourcesCostMonthlyDays to buildPrerequisite
Access LiftReach lower levels2$50$105
LaboratoryResearch speed +20%Research speed +10%3$125$24106 Scientists
Workshop+5 Engineers+7% Engineering refunds3$130$26106 Engineers
Power Generator+6 power+2 power$60$115
Thermo Generator+20 power+2 power$200$238Only Steam Vents
Elerium Generator+30 power+2 powerAlloy x40, Elerium x30, UFO Power Source x2$275$2914Research: UFO Power Source
Satellite Uplink+2 satellite capacity+1 satellite capacity5$150$1514
Satellite Nexus+4 satellite capacity+1 satellite capacity8Alloy x25, UFO Flight Computer x2$300$2621Research: Alien Nav Computer
Officer Training SchoolOfficer Training School access3$125$258Sergeant rank soldier
Alien ContainmentEnables alien capture5$85$187Research: Xeno-biology
FoundryFoundry access3$75$2010Research: Experimental Warfare
Psionic LabsPsi lab access3Alloy x20, Elerium x20$200$3014Autopsy or Interrogation: Sectoid Commander
Hyperwave RelaySee number/type of enemies in UFO crash/landing10Alloy x10$250$5021Research: Hyperwave Communication
Gollop ChamberTemple Ship access3$400$10014Research: 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.

NameHit ChanceRangeFire RateDamageArmor PenetrationOther
Fusion Lance90%LongSlowHighHighFirestorm only
EMP Cannon100%ShortMediumHighHighUFO crash site has more valuables
Plasma Cannon85%LongMediumMediumHigh
Laser Cannon85%ShortRapidLowMedium
Phoenix Cannon95%ShortRapidLowLow
Avalanche Missiles70%LongSlowLowLow

The following provide temporary bonuses in UFO combat. Each is consumed after use. Note that Boost is called Track on the UFO combat interface.

NameEffect
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.

ItemPriceFoundryManufacturing
Sectoid Corpse$5Uplink Targeting (Aim) (x3)
Sectoid Commander Corpse$10
Floater Corpse$5Defense Matrix (Dodge) (x3)
Heavy Floater Corpse$6Advanced Repair (x4), Advanced Flight (x2)
Thin Man Corpse$5Improved Medikit (x4)
Muton Corpse$5Ammo Conservation (x6)
Muton Elite Corpse$8
Berserker Corpse$5Combat Stims (x1)
Cyberdisc Wreck$7Advanced Flight (x2)UFO Tracking (Boost) (x2)
Ethereal Corpse$15Mind Shield (x1)
Chrysallid Corpse$5Chitin Plating (x4)
Sectopod Wreck$10Advanced Construction (x2)
Drone Wreck$2Improved Arc Thrower (x4), Drone Capture (x4), Advanced Flight (x2)
Elerium$3VariousVarious
Alien Alloys$2VariousVarious
Weapon Fragments$1Various
UFO Flight Computer$40Stealth Satellites (x3)Blaster Launcher (x2), Firestorm (x2), Facility: Satellite Nexus (x2)
UFO Power Source$75Firestorm (x1), Facility: Elerium Generator (x2)
UFO Fusion CoreBlaster 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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
8120N/A1061020+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
160701081310+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
306010240+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
HealthWillAimDefenseClassic ModifiersImpossible Modifiers
20120N/A40+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
4105005910+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
1225701071210+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
810701071210+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
2080N/A2081333+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
1420802091510+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
3207005910+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
3106503610+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
109085203610+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
3008030121925+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
HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
3156503610+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.

HealthWillAimDefenseBase DamageBase Crit DamageCrit ChanceClassic ModifiersImpossible Modifiers
10120N/A08130+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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