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	<updated>2026-05-01T04:44:46Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Bureau:_XCOM_Declassified&amp;diff=69644</id>
		<title>The Bureau: XCOM Declassified</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Bureau:_XCOM_Declassified&amp;diff=69644"/>
		<updated>2015-12-12T14:01:14Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Bureau: XCOM Declassified is a squad-based third person shooter game developed by 2K Marin.  &lt;br /&gt;
&lt;br /&gt;
If you&#039;d like to contribute please check the [[Wiki Tips (EU2012)|Wiki Tips]] page for useful information on how to edit pages, etc. And also check the [[Talk:The_Bureau:_XCOM_Declassified_(EU2012)|Discussion]] section of this page or the [[To Do List (Bureau)|To Do]] list. &lt;br /&gt;
[[image:The Bureau.jpg|400px|right]]&lt;br /&gt;
[[image:The Bureau01.jpg|400px|right]]&lt;br /&gt;
&lt;br /&gt;
{{:The_Bureau:_XCOM_Declassified_Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Bureau (2013)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Technocrats&amp;diff=69643</id>
		<title>Technocrats</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Technocrats&amp;diff=69643"/>
		<updated>2015-12-12T13:12:07Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_technocrats_pedia.png|Technocrats UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_technocr_icon.png|left|50 px|]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;Politically the Technocrats&#039; philosophy is really no different to the [[Extropians]], except they are a little less colorful and more skeptical of technological solutions to social problems. They believe in a structured and ordered society which rigidly adheres to laws and punishes corruption. They draw most support from the smaller corporations and the populations of the mining colonies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
=== Buildings Owned ===&lt;br /&gt;
*[[Corporate HQ (Apocalypse)|Corporate HQ]]&lt;br /&gt;
&lt;br /&gt;
=== Initial Attitude ===&lt;br /&gt;
==== Unfriendly/Hostile To====&lt;br /&gt;
* [[Image:Apoc_extropians.png]] [[Extropians]]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
The Technocrats are completely useless for X-COM. They will be favored to side with whomever is against their enemies, the Extropians. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Organizations]]&lt;br /&gt;
*[[Relations (Apocalypse)|Relations]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Organizations Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Organizations]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sanctuary_Clinic&amp;diff=69642</id>
		<title>Sanctuary Clinic</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sanctuary_Clinic&amp;diff=69642"/>
		<updated>2015-12-12T13:11:35Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_sanctuary_pedia.png|Sanctuary Clinic UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_sanctuary_icon.png|left|50 px|]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;Longevity is the major obsession of medical research.  Life can be prolonged by genetically reprogramming cell death mechanisms, but disease is still a major killer. Nano technology is employed to destroy cancer cells and solve all kinds of medical problems. Operations are no longer performed by humans - artificial intelligence are employed instead. The Sanctuary Clinic controls hospitals, pharmaceutical plants and the procreation parks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
=== Buildings Owned ===&lt;br /&gt;
* [[Apartments (Apocalypse)|Apartments]]&lt;br /&gt;
* [[Luxury Apartments (Apocalypse)|Luxury Apartments]]&lt;br /&gt;
* [[Hospital (Apocalypse)|Hospital]]&lt;br /&gt;
* [[Procreation Park (Apocalypse)|Procreation Park]]&lt;br /&gt;
&lt;br /&gt;
=== Initial Relations ===&lt;br /&gt;
==== Friendly/Allied ====&lt;br /&gt;
* [[Image:Apoc_nanotech.png]] [[Nanotech]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Organizations]]&lt;br /&gt;
*[[Relations (Apocalypse)|Relations]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Organizations Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Organizations]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=69641</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=69641"/>
		<updated>2015-12-12T13:07:32Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: I&amp;#039;m on XCOM 2 information blackout right now. Can someone fill in the rest?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;. On September 10, 2015, the game was released for pre-order on steam.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Customized soldiers can be saved to a player&#039;s pool of possible soldiers, allowing them to appear in a different campaign.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a &amp;quot;Survivor of the Old War&amp;quot;.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Grenadier====&lt;br /&gt;
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;[[File:Grenadier (XCOM2).jpg|300px|right]]&lt;br /&gt;
** The two ability trees for the Grenadier are called &#039;&#039;Demo expert&#039;&#039; and &#039;&#039;Heavy Gunner&#039;&#039;.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Wield a Grenade Launcher and a Cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Salvo&#039;&#039;, allows the Grenadier to use a grenade or heavy weapon without ending his turn.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;Shredder&#039;&#039; ability, disintegrates enemy armor&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Rupture&#039;&#039;, a &amp;quot;critical damage attack&amp;quot; that ensures the affected unit takes increased damage from all future attacks.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
[[File:Xcom2 shieldbearer hero.jpg|right|300px|Advent Shieldbearer]]&lt;br /&gt;
[[File:XCOM2_stunlancer_hero.jpg|right|300px|Advent Stun Lancer]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039; - clad in red armor with cape, stronger variants of Troopers.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can AoE buff standard Troopers with &amp;quot;Command Aura&amp;quot; ability.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can summon reinforcements from Advent VTOL dropships.&lt;br /&gt;
* &#039;&#039;&#039;Shieldbearers&#039;&#039;&#039; - big, heavy troopers that can provide a Shield Bonus to other nearby enemy units on the battlefield.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;28&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Stun Lancers&#039;&#039;&#039; - aggressive soldiers who will try to get close to XCOM soldiers without regards for their own safety, can disable soldiers with a stun attack.&amp;lt;sup&amp;gt;27&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {{Verify}} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Faceless&#039;&#039;&#039; - an alien race that can mimic the forms of other people.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;[[File:Faceless (XCOM2).jpg|right|300px]]&lt;br /&gt;
** Undetectable before they transform from their civilian form.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &amp;quot;Central advises dispatching this unit from afar, Commander&amp;quot; - they presumably have a short-ranged or melee attack.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Archons&#039;&#039;&#039; - modified [[Floater (EU2012)|Floaters]] which looks like angels.&lt;br /&gt;
** &#039;&#039;Blazing Pinions&#039;&#039; - AoE attack like &#039;&#039;Cluster Bomb&#039;&#039; of [[Sectopod (EU2012)|Sectopod]].&lt;br /&gt;
** Wounded Archon will enter a frenzied state enabling them to melee attack nearby XCOM soldiers.&lt;br /&gt;
* &#039;&#039;&#039;Andromedons&#039;&#039;&#039; - organic-synthetic hybrid enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:Xc2 chryssalid.jpeg|Evolved Chryssalid&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|A &amp;quot;dark collaborator&amp;quot;, possibly related to Thin Men (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;br /&gt;
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]&lt;br /&gt;
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]&lt;br /&gt;
* 23 - IGN&#039;s &#039;Meet The XCOM 2 Advent Soldiers&#039; article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]&lt;br /&gt;
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]&lt;br /&gt;
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]&lt;br /&gt;
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]&lt;br /&gt;
* 27 - XCOM 2’S ADVENT STUN LANCER WILL DO ANYTHING TO GET NEAR [https://xcom.com/news/en-xcom-2s-advent-stun-lancer-will-do-anything-to-get-near]&lt;br /&gt;
* 28 - THE ADVENT SHIELDBEARER STANDS ITS GROUND IN XCOM 2 [https://xcom.com/news/the-advent-shieldbearer-stands-its-ground-in-xcom-2]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67889</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67889"/>
		<updated>2015-10-06T23:46:15Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;. On September 10, 2015, the game was released for pre-order on steam.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Customized soldiers can be saved to a player&#039;s pool of possible soldiers, allowing them to appear in a different campaign.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a &amp;quot;Survivor of the Old War&amp;quot;.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Grenadier====&lt;br /&gt;
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;[[File:Grenadier (XCOM2).jpg|300px|right]]&lt;br /&gt;
** The two ability trees for the Grenadier are called &#039;&#039;Demo expert&#039;&#039; and &#039;&#039;Heavy Gunner&#039;&#039;.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Wield a Grenade Launcher and a Cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Salvo&#039;&#039;, allows the Grenadier to use a grenade or heavy weapon without ending his turn.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;Shredder&#039;&#039; ability, disintegrates enemy armor&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Rupture&#039;&#039;, a &amp;quot;critical damage attack&amp;quot; that ensures the affected unit takes increased damage from all future attacks.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
[[File:Xcom2 shieldbearer hero.jpg|right|300px|Advent Shieldbearer]]&lt;br /&gt;
[[File:XCOM2_stunlancer_hero.jpg|right|300px|Advent Stun Lancer]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039; - clad in red armor with cape, stronger variants of Troopers.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can AoE buff standard Troopers with &amp;quot;Command Aura&amp;quot; ability.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can summon reinforcements from Advent VTOL dropships.&lt;br /&gt;
* &#039;&#039;&#039;Shieldbearers&#039;&#039;&#039; - big, heavy troopers that can provide a Shield Bonus to other nearby enemy units on the battlefield.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;28&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Stun Lancers&#039;&#039;&#039; - aggressive soldiers who will try to get close to XCOM soldiers without regards for their own safety, can disable soldiers with a stun attack.&amp;lt;sup&amp;gt;27&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Faceless&#039;&#039;&#039; - an alien race that can mimic the forms of other people.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;[[File:Faceless (XCOM2).jpg|right|300px]]&lt;br /&gt;
** Undetectable before they transform from their civilian form.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &amp;quot;Central advises dispatching this unit from afar, Commander&amp;quot; - they presumably have a short-ranged or melee attack.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:Xc2 chryssalid.jpeg|Evolved Chryssalid&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;br /&gt;
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]&lt;br /&gt;
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]&lt;br /&gt;
* 23 - IGN&#039;s &#039;Meet The XCOM 2 Advent Soldiers&#039; article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]&lt;br /&gt;
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]&lt;br /&gt;
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]&lt;br /&gt;
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]&lt;br /&gt;
* 27 - XCOM 2’S ADVENT STUN LANCER WILL DO ANYTHING TO GET NEAR [https://xcom.com/news/en-xcom-2s-advent-stun-lancer-will-do-anything-to-get-near]&lt;br /&gt;
* 28 - THE ADVENT SHIELDBEARER STANDS ITS GROUND IN XCOM 2 [https://xcom.com/news/the-advent-shieldbearer-stands-its-ground-in-xcom-2]&lt;/div&gt;</summary>
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This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;. On September 10, 2015, the game was released for pre-order on steam.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Customized soldiers can be saved to a player&#039;s pool of possible soldiers, allowing them to appear in a different campaign.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a &amp;quot;Survivor of the Old War&amp;quot;.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Grenadier====&lt;br /&gt;
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;[[File:Grenadier (XCOM2).jpg|300px|right]]&lt;br /&gt;
** The two ability trees for the Grenadier are called &#039;&#039;Demo expert&#039;&#039; and &#039;&#039;Heavy Gunner&#039;&#039;.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Wield a Grenade Launcher and a Cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Salvo&#039;&#039;, allows the Grenadier to use a grenade or heavy weapon without ending his turn.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;Shredder&#039;&#039; ability, disintegrates enemy armor&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Rupture&#039;&#039;, a &amp;quot;critical damage attack&amp;quot; that ensures the affected unit takes increased damage from all future attacks.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
[[File:Xcom2 shieldbearer hero.jpg|right|300px|Advent Shieldbearer]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039; - clad in red armor with cape, stronger variants of Troopers.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can AoE buff standard Troopers with &amp;quot;Command Aura&amp;quot; ability.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can summon reinforcements from Advent VTOL dropships.&lt;br /&gt;
* &#039;&#039;&#039;Shieldbearers&#039;&#039;&#039; - big, heavy troopers that can provide a Shield Bonus to other nearby enemy units on the battlefield.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;27&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Faceless&#039;&#039;&#039; - an alien race that can mimic the forms of other people.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;[[File:Faceless (XCOM2).jpg|right|300px]]&lt;br /&gt;
** Undetectable before they transform from their civilian form.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &amp;quot;Central advises dispatching this unit from afar, Commander&amp;quot; - they presumably have a short-ranged or melee attack.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:Xc2 chryssalid.jpeg|Evolved Chryssalid&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;br /&gt;
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]&lt;br /&gt;
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]&lt;br /&gt;
* 23 - IGN&#039;s &#039;Meet The XCOM 2 Advent Soldiers&#039; article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]&lt;br /&gt;
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]&lt;br /&gt;
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]&lt;br /&gt;
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]&lt;br /&gt;
* 27 - THE ADVENT SHIELDBEARER STANDS ITS GROUND IN XCOM 2 [https://xcom.com/news/the-advent-shieldbearer-stands-its-ground-in-xcom-2]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67886</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67886"/>
		<updated>2015-10-06T23:27:05Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Aliens/Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;. On September 10, 2015, the game was released for pre-order on steam.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Customized soldiers can be saved to a player&#039;s pool of possible soldiers, allowing them to appear in a different campaign.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a &amp;quot;Survivor of the Old War&amp;quot;.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Grenadier====&lt;br /&gt;
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;[[File:Grenadier (XCOM2).jpg|300px|right]]&lt;br /&gt;
** The two ability trees for the Grenadier are called &#039;&#039;Demo expert&#039;&#039; and &#039;&#039;Heavy Gunner&#039;&#039;.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Wield a Grenade Launcher and a Cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Salvo&#039;&#039;, allows the Grenadier to use a grenade or heavy weapon without ending his turn.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;Shredder&#039;&#039; ability, disintegrates enemy armor&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Rupture&#039;&#039;, a &amp;quot;critical damage attack&amp;quot; that ensures the affected unit takes increased damage from all future attacks.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039; - clad in red armor with cape, stronger variants of Troopers.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can AoE buff standard Troopers with &amp;quot;Command Aura&amp;quot; ability.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can summon reinforcements from Advent VTOL dropships.&lt;br /&gt;
* &#039;&#039;&#039;Shieldbearers (?)&#039;&#039;&#039; - big, heavy troopers that can provide a Shield Bonus to other nearby enemy units on the battlefield.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Faceless&#039;&#039;&#039; - an alien race that can mimic the forms of other people.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;[[File:Faceless (XCOM2).jpg|right|300px]]&lt;br /&gt;
** Undetectable before they transform from their civilian form.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &amp;quot;Central advises dispatching this unit from afar, Commander&amp;quot; - they presumably have a short-ranged or melee attack.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:Xc2 chryssalid.jpeg|Evolved Chryssalid&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;br /&gt;
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]&lt;br /&gt;
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]&lt;br /&gt;
* 23 - IGN&#039;s &#039;Meet The XCOM 2 Advent Soldiers&#039; article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]&lt;br /&gt;
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]&lt;br /&gt;
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]&lt;br /&gt;
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Xcom2_shieldbearer_hero.jpg&amp;diff=67885</id>
		<title>File:Xcom2 shieldbearer hero.jpg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Xcom2_shieldbearer_hero.jpg&amp;diff=67885"/>
		<updated>2015-10-06T23:25:49Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67879</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67879"/>
		<updated>2015-10-03T10:43:21Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Grenadier */ Judging by the wording, Rupture is closer to shredder rocket than holo-targeting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;. On September 10, 2015, the game was released for pre-order on steam.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Customized soldiers can be saved to a player&#039;s pool of possible soldiers, allowing them to appear in a different campaign.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a &amp;quot;Survivor of the Old War&amp;quot;.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Grenadier====&lt;br /&gt;
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;[[File:Grenadier (XCOM2).jpg|300px|right]]&lt;br /&gt;
** The two ability trees for the Grenadier are called &#039;&#039;Demo expert&#039;&#039; and &#039;&#039;Heavy Gunner&#039;&#039;.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Wield a Grenade Launcher and a Cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Salvo&#039;&#039;, allows the Grenadier to use a grenade or heavy weapon without ending his turn.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;Shredder&#039;&#039; ability, disintegrates enemy armor&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Rupture&#039;&#039;, a &amp;quot;critical damage attack&amp;quot; that ensures the affected unit takes increased damage from all future attacks.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039; - clad in red armor with cape, stronger variants of Troopers.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can AoE buff standard Troopers with &amp;quot;Command Aura&amp;quot; ability.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can summon reinforcements from Advent VTOL dropships.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bearers (?)&#039;&#039;&#039; - big, heavy troopers that can project an energy field to cover friendly units.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Faceless&#039;&#039;&#039; - an alien race that can mimic the forms of other people.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;[[File:Faceless (XCOM2).jpg|right|300px]]&lt;br /&gt;
** Undetectable before they transform from their civilian form.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &amp;quot;Central advises dispatching this unit from afar, Commander&amp;quot; - they presumably have a short-ranged or melee attack.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:Xc2 chryssalid.jpeg|Evolved Chryssalid&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;br /&gt;
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]&lt;br /&gt;
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]&lt;br /&gt;
* 23 - IGN&#039;s &#039;Meet The XCOM 2 Advent Soldiers&#039; article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]&lt;br /&gt;
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]&lt;br /&gt;
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]&lt;br /&gt;
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Bureau:_XCOM_Declassified_Table&amp;diff=67873</id>
		<title>The Bureau: XCOM Declassified Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Bureau:_XCOM_Declassified_Table&amp;diff=67873"/>
		<updated>2015-10-01T12:39:50Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;The Bureau: XCOM Declassified&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;The Bureau: XCOM Declassified&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Bureau_Logo.JPG|30px]] &#039;&#039;&#039;XCOM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (Bureau)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Director Faulke&#039;s Desk (Bureau)|From the desk of Myron Faulke]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (Bureau)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (Bureau)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
[[XCOM (Bureau)|The Bureau]]&lt;br /&gt;
&lt;br /&gt;
: [[The Bureau HQ (Bureau)|The Base]] &lt;br /&gt;
::[[Base Investigations (Bureau)|Investigations]]&lt;br /&gt;
: [[Equipment (Bureau)|Equipment]]&lt;br /&gt;
: [[Weapons (Bureau)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Personnel (Bureau)|Personnel]]&lt;br /&gt;
: [[Classes (Bureau)|Classes]]&lt;br /&gt;
: [[William Carter (Bureau)|Agent William Carter]]&lt;br /&gt;
: [[Myron Faulke (Bureau)|Director Myron Faulke]]&lt;br /&gt;
: [[Angela Weaver (Bureau)|Agent Angela Weaver]]&lt;br /&gt;
: [[Leon Barnes (Bureau)|Lieutenant Leon Barnes]]&lt;br /&gt;
: [[Alan Weir (Bureau)|Doctor Alan Weir]]&lt;br /&gt;
: [[Nico DaSilva (Bureau)|Agent Nico DaSilva]]&lt;br /&gt;
: [[Supporting Staff (Bureau)|Supporting Staff]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red.png|20px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|[[Alien Life Forms (Bureau)|Alien Life Forms]]&lt;br /&gt;
:[[Infiltrator (Bureau)|Infiltrator]]&lt;br /&gt;
:[[Axis (Bureau)|Axis]]&lt;br /&gt;
:[[Origin (Bureau)|Origin]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bureau.png|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gameplay Mechanics (Bureau)|Gameplay Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (Bureau)|Combat Tactics]]&lt;br /&gt;
: [[Battle Focus (Bureau)| Battle Focus]] &lt;br /&gt;
: [[Squads (Bureau)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Missions (Bureau)|Mission Types]]&lt;br /&gt;
:[[Major Operations (Bureau)|Major Operations &amp;lt;small&amp;gt;(Spoliers)&amp;lt;/small&amp;gt;]]&lt;br /&gt;
:[[Base Investigations (Bureau)|Base Investigations]]&lt;br /&gt;
:[[Minor Operation (Bureau)|Minor Operations]]&lt;br /&gt;
:[[Dispatch Mission (Bureau)|Dispatch Missions]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Game Strategies&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Survival Guide (Bureau)|Guides &amp;amp; Tips]]&lt;br /&gt;
[[Storyline (Bureau)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Class Builds (Bureau)|Class Builds]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[News From the Front (Bureau)|News From the Front]]&lt;br /&gt;
&lt;br /&gt;
[[In-Game Notes (Bureau)|In-Game Notes]]&lt;br /&gt;
&lt;br /&gt;
[[In-Game Photos (Bureau)|In-Game Photos]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Patches (Bureau)|Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (Bureau)|Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (Bureau)|Mods &amp;amp; Suggestions]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Codebreaker DLC (Bureau)|Codebreaker]]&lt;br /&gt;
&lt;br /&gt;
[[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]]&lt;br /&gt;
:[[Agent Donovan (Bureau)|Agent Donovan]]&lt;br /&gt;
&lt;br /&gt;
[[Light Plasma Pistol (Bureau)|Light Plasma Pistol]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Bureau (2013)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Bureau_Logo.JPG&amp;diff=67872</id>
		<title>File:Bureau Logo.JPG</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Bureau_Logo.JPG&amp;diff=67872"/>
		<updated>2015-10-01T12:39:13Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Xc2_chryssalid.jpeg&amp;diff=67698</id>
		<title>File:Xc2 chryssalid.jpeg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Xc2_chryssalid.jpeg&amp;diff=67698"/>
		<updated>2015-09-21T09:12:56Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: M-Tails-P uploaded a new version of &amp;amp;quot;File:Xc2 chryssalid.jpeg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chryssalid from XCOM 2&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Xc2_chryssalid.jpeg&amp;diff=67697</id>
		<title>File:Xc2 chryssalid.jpeg</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Xc2_chryssalid.jpeg&amp;diff=67697"/>
		<updated>2015-09-21T09:12:14Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: Chryssalid from XCOM 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chryssalid from XCOM 2&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67696</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67696"/>
		<updated>2015-09-21T09:11:19Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Media */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;. On September 10, 2015, the game was released for pre-order on steam.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Customized soldiers can be saved to a player&#039;s pool of possible soldiers, allowing them to appear in a different campaign.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a &amp;quot;Survivor of the Old War&amp;quot;.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Grenadier====&lt;br /&gt;
* The evolution of the [[Heavy (EU2012)|Heavy]] from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;[[File:Grenadier (XCOM2).jpg|300px|right]]&lt;br /&gt;
** The two ability trees for the Grenadier are called &#039;&#039;Demo expert&#039;&#039; and &#039;&#039;Heavy Gunner&#039;&#039;.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Wield a Grenade Launcher and a Cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Can be trained to focus on demoltion with the Grenade Launcher, or on making the most of the cannon.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* New ability, &#039;&#039;Salvo&#039;&#039;, allows the Grenadier to use a grenade or heavy weapon without ending his turn.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The &#039;&#039;Shredder&#039;&#039; ability returns from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Another new ability, &#039;&#039;Rupture&#039;&#039;, an area of effect version of Holo-targeting from Enemy Unknown.&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039; - clad in red armor with cape, stronger variants of Troopers.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can AoE buff standard Troopers with &amp;quot;Command Aura&amp;quot; ability.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can summon reinforcements from Advent VTOL dropships.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bearers (?)&#039;&#039;&#039; - big, heavy troopers that can project an energy field to cover friendly units.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Faceless&#039;&#039;&#039; - an alien race that can mimic the forms of other people.&amp;lt;sup&amp;gt;24&amp;lt;/sup&amp;gt;[[File:Faceless (XCOM2).jpg|right|300px]]&lt;br /&gt;
** Undetectable before they transform from their civilian form.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &amp;quot;Central advises dispatching this unit from afar, Commander&amp;quot; - they presumably have a short-ranged or melee attack.&amp;lt;sup&amp;gt;26&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:Xc2 chryssalid.jpeg|Evolved Chryssalid&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;br /&gt;
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]&lt;br /&gt;
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]&lt;br /&gt;
* 23 - IGN&#039;s &#039;Meet The XCOM 2 Advent Soldiers&#039; article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]&lt;br /&gt;
* 24 - Firaxis Mega Panel at PAX Prime – Rising Tide and XCOM 2 [https://www.youtube.com/watch?v=1ep2OEsN07w]&lt;br /&gt;
* 25 - XCOM 2’S GRENADIER TURNS DEMOLITION INTO AN ARTFORM [http://xcom.com/news/en-xcom-2s-grenadier-turns-demolition-into-an-artform]&lt;br /&gt;
* 26 - XCOM 2’S FACELESS HIDES AMONG US [http://xcom.com/news/en-xcom-2s-faceless-hides-among-us]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67564</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67564"/>
		<updated>2015-09-14T04:00:08Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;. On September 10, 2015, the game was released for pre-order on steam.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
** Dr. Shen has passed away during the 20 years since XCOM lost the war, although he did manage to successfully teach his daughter everything he knew, allowing her to take up his position in the orginisation.&amp;lt;sup&amp;gt;20&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Pre-ordering the game grants access to the Resistance Warrior Pack, which features new customization options for your soldiers as well as a &amp;quot;Survivor of the Old War&amp;quot;.&amp;lt;sup&amp;gt;21&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;22&amp;lt;/sup&amp;gt;&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry magnetic weaponry.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; &amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039; - clad in red armor with cape, stronger variants of Troopers.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can AoE buff standard Troopers with &amp;quot;Command Aura&amp;quot; ability.&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can mark an XCOM soldier for death, forcing any Troopers in the area to focus fire on that soldier&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can summon reinforcements from Advent VTOL dropships.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bearers (?)&#039;&#039;&#039; - big, heavy troopers that can project an energy field to cover friendly units.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted gauss turrets which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;br /&gt;
* 20 - MEET THE PERSONNEL OF THE AVENGER IN XCOM 2 [http://xcom.com/news/en-meet-the-personnel-of-the-avenger-in-xcom-2]&lt;br /&gt;
* 21 - XCOM: ENEMY UNKNOWN IS FREE-TO-PLAY ON STEAM THIS WEEKEND [http://xcom.com/news/xcom-enemy-unknown-is-free-to-play-on-steam-this-weekend]&lt;br /&gt;
* 22 - XCOM 2 on steam - [http://store.steampowered.com/app/268500/]&lt;br /&gt;
* 23 - IGN&#039;s &#039;Meet The XCOM 2 Advent Soldiers&#039; article and video [http://au.ign.com/articles/2015/06/23/meet-the-xcom-2-advent-soldiers-ign-first]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67524</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67524"/>
		<updated>2015-09-08T23:10:23Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Aliens/Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039;, clad in red armor, are stronger variants which can AoE buff standard Troopers.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bearers (?)&#039;&#039;&#039;, big, heavy troopers that can project an energy field to cover friendly units.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted units which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67523</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67523"/>
		<updated>2015-09-08T23:03:33Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Speak a language unlike any human ones, and are nicknamed &amp;quot;Jabbers&amp;quot; by XCOM soldiers because of it.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Genetically modified to the point of inhuman, with no hair, flattened ears, and large, silvery eyes far apart with no orbs or pupils.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039;, clad in red armor, are stronger variants which can AoE buff standard Troopers.&lt;br /&gt;
* &#039;&#039;&#039;Shield Bearer (?)&#039;&#039;&#039;, big, heavy trooper that can project an energy field to cover friendly units.&amp;lt;sup&amp;gt;19&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted units which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;br /&gt;
* 19 - XCOM 2: Resurrection preview [http://www.amazon.com/XCOM-2-Resurrection-Greg-Keyes/dp/1608877124]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=67442</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=67442"/>
		<updated>2015-09-04T06:02:18Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
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&lt;br /&gt;
== Enemy Unknown (2012) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{:EU2012_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{EU_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Sequels to Enemy Unknown (1994) ==&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{TFTD_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
{{Apoc_Table}}&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Prequels to Enemy Unknown (2012)==&lt;br /&gt;
{{:The_Bureau:_XCOM_Declassified_Table}}&lt;br /&gt;
&lt;br /&gt;
== Spin-Offs ==&lt;br /&gt;
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&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{Interceptor Icon}} &#039;&#039;&#039;X-COM: Interceptor&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Interceptor)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Interceptor)|Background]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Frontier|The Frontier]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hypernews Network (Interceptor)|Hypernews Network]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Research (Interceptor)|Research]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| {{email X-Com Icon}} &#039;&#039;&#039;E-Mail X-Com&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (em@il)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Enforcer&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Enforcer)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment (Enforcer)|Weapons and Power Ups]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Missions (Enforcer) | The Missions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Featured Projects ==&lt;br /&gt;
&lt;br /&gt;
UFOpaedia.org is also home to several open source X-Com based projects. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;UFO2000&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;OpenXcom&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;UFO:AI&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFO2000|UFO2000 wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[OpenXcom|OpenXcom wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[UFO:AI|UFO:AI wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Discontinued Titles ==&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Genesis&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;X-COM: Alliance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; &lt;br /&gt;
| [[Info (Genesis)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| [[Info (Alliance)|General Information]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:50%;&amp;quot; &amp;gt;&lt;br /&gt;
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{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Site Information&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
| [[UFOpaedia:Community Portal|Community Portal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Community|Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help:Getting Started|How to Edit This Site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guidelines to writing articles|Guidelines to Writing Articles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Links]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Where to Get the Games]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Bureau.png&amp;diff=67439</id>
		<title>File:Bureau.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Bureau.png&amp;diff=67439"/>
		<updated>2015-09-04T03:53:57Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67410</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67410"/>
		<updated>2015-08-31T00:51:35Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: Seriously? Am I the ONLY one who&amp;#039;s updating this page?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released on February 5, 2016&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat.&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - when the squad is revealed, this soldier stays concealed&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Shadowstrike ability - bonus aim and 25 bonus critical chance when attacking enemies that can&#039;t see the Ranger&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Charge ability - may activate standard melee attack for free after Dashing in one turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
* Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Intrusion Protocol ability - The Gremlin hacks a robotic enemy and disables or takes over it&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Aid Protocol ability - The Gremlin grants a friendly target a bonus to Defense until the start of the next player turn&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Hacker ability - attempt to breach security on a network access point with the Gremlin&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Grants free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039;, clad in red armor, are stronger variants which can AoE buff standard Troopers.&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted units which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;br /&gt;
* 18 - Official XCOM 2 “Welcome to the Avenger” Gameplay [https://www.youtube.com/watch?v=uJ-rTdoiJZU]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=67202</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=67202"/>
		<updated>2015-08-09T10:39:58Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: Mimetic Skin doesn&amp;#039;t exist anymore in Long War&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15e}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
In Long War, all regular soldiers have 2 &#039;&#039;&#039;equipment&#039;&#039;&#039; slots from the start of the game. The &#039;&#039;Tactical Rigging&#039;&#039; Foundry project increases this to 3 slots. The Jungle Scouts starting bonus from Brazil also increases this to 3 item slots for the early game armors (Tac Vest, Tac Armor, Kestrel Armor, Phalanx Armor and Aurora), but this bonus does not stack with the bonus from the &#039;&#039;Tactical Rigging&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
Long War added a lot of items for abilities that were previously only available as a perk, such as Battle Scanners. Most of these are also still available as a perk, though generally the perk provides additional bonuses now.&lt;br /&gt;
&lt;br /&gt;
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the &#039;&#039;Alien Grenades&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.&lt;br /&gt;
&lt;br /&gt;
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 1, and thus provides a -1 movement penalty, though some items weigh two, while a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as &#039;&#039;Packmaster&#039;&#039;, &#039;&#039;Grenadier&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039; do not increase the weight and do not provide additional movement penalties.&lt;br /&gt;
&lt;br /&gt;
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.&lt;br /&gt;
&lt;br /&gt;
==Soldier equipment==&lt;br /&gt;
===Protective gear===&lt;br /&gt;
In Long War, the aliens are even more deadly than in vanilla. Fortunately, you have access to a few protective items that can be worn in addition to regular armor, to provide a little more survivability. Note that Ceramic, Alloy and Chitin Plating can&#039;t stack with one another, and that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (Long War)#Protective gear|Ceramic Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Ceramic Plating]]&#039;&#039;&#039;||All soldiers||-1||+1|| || || || ||Can&#039;t stack with Alloy or Chitin Plating||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Alloy Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Alloy Plating]]&#039;&#039;&#039;||All soldiers||-1||+2|| || || || ||Can&#039;t stack with Ceramic or Chitin Plating||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chittin Plating Long War.png|128px|link=Equipment (Long War)#Protective gear|Chitin Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Chitin Plating]]&#039;&#039;&#039;||All soldiers||-2||+3|| || || || ||Reduces melee damage by 40%&amp;lt;br /&amp;gt;Prevents strangulation effect&amp;lt;br /&amp;gt;Can&#039;t stack with Ceramic or Alloy Plating||[[Research (Long War)#Alien Autopsies|Chryssalid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)||10 [[Alien Artifacts (Long War)#Corpses|Chryssalid Carcasses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (Long War)#Protective gear|Reinforced Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Reinforced Armor]]&#039;&#039;&#039;||All soldiers||-2||+1||1.0||-6|| || || ||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Screen Long War.png|128px|link=Equipment (Long War)#Protective gear|Psi Screen]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Psi Screen]]&#039;&#039;&#039;||Psionic soldiers||-1|| ||1.0|| ||-12|| || ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Alien Artifacts (Long War)#Corpses|Mechtoid Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Impact Vest Long War.png|128px|link=Equipment (Long War)#Protective gear|Impact Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Impact Vest]]&#039;&#039;&#039;||Assaults||-1||+1|| || || ||[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|link=Abilities List (Long War)#Normal Perks|Shock-Absorbent Armor]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Shock-Absorbent Armor]]|| ||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (Long War)#Protective gear|Chameleon Suit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Protective gear|Chameleon Suit]]&#039;&#039;&#039;||Scouts||-1|| || ||+4|| || ||Improves the Lightning Reflexes perk:&amp;lt;br /&amp;gt;Reduces hit chance of the first reaction shot by 95%&amp;lt;br /&amp;gt;Reduces hit chance of further reaction shots by 85%&amp;lt;br /&amp;gt;Immunity to critical hits from overwatch fire||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous gear===&lt;br /&gt;
In addition to the items above that mostly protect against physical attacks, there are also a few items that protect your soldiers against panic and psychic attack, as well as as items that help your soldiers with their mobility or experience. Note that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Trophy Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Alien Trophy]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Alien Trophy]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers||-1|| || ||[[File:Defenders Medal 1 (EU2012).png|32px|link=Abilities List (Long War)#Normal Perks|Steadfast]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Steadfast]]|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Respirator Implant Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Respirator Implant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Respirator Implant]]&#039;&#039;&#039;||All soldiers|| ||+1|| || ||Prevents Strangulation&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid&amp;lt;br /&amp;gt;Prevents death on the first drop to 0 health per mission&amp;lt;br /&amp;gt;Increases bleed timeout by 2 turns, and reveals the timer||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Walker Servos Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Walker Servos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Walker Servos]]&#039;&#039;&#039;||All soldiers||+2|| || || || ||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fuel Cell Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Fuel Cell]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Fuel Cell]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;SHIV units||-2|| || || ||Increases flight fuel by 6&amp;lt;br /&amp;gt;Double fuel with the Advanced Flight foundry project||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|24&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mind Shield Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Mind Shield]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Mind Shield]]&#039;&#039;&#039;||Psionic soldiers||-1|| ||+25||[[File:Defenders Medal 1 (EU2012).png|32px|link=Abilities List (Long War)#Normal Perks|Steadfast]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Steadfast]]||Prevents Strangulation||[[Research (Long War)#Alien Autopsies|Sectoid Commander Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(17)||5 [[Alien Artifacts (Long War)#Corpses|Sectoid Commander Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Cognitive Enhancer]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers||-1|| ||+5|| ||Increases XP gained by 20%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neuroregulator Long War.png|128px|link=Equipment (Long War)#Miscellaneous gear|Neuroregulator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Miscellaneous gear|Neuroregulator]]&#039;&#039;&#039;||Psionic soldiers||-1|| ||+10|| ||Increases Psi XP gained by 50%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon attachments===&lt;br /&gt;
In Long War, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of items available to enhance your weapons&#039; accuracy. With the exception of the Marksman&#039;s Scope, these items apply their bonus to both primary and secondary weapons. Note that SCOPEs, Neural Gunlinks and Illuminator Gunsights can&#039;t stack with one another, and that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Laser Sight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Laser Sight]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||+4|| || ||+4 crit chance with the SCOPE foundry project||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Targeting Module Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Targeting Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Targeting Module]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| || ||+8|| ||+1.5 crit damage||[[Research (Long War)#Xenology|Xenobiology]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SCOPE Long War.png|128px|link=Equipment (Long War)#Weapon attachments|SCOPE]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|SCOPE]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||+8|| || ||+8 crit chance with the SCOPE foundry project&amp;lt;br /&amp;gt;Can&#039;t stack with Neural Gunlink or Illuminator Gunsight||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||[[Foundry (Long War)|SCOPE Upgrade]] (1)&amp;lt;br /&amp;gt;[[Equipment (Long War)#Weapon attachments|Neural Gunlink]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Neural Gunlink]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Neural Gunlink]]&#039;&#039;&#039;||Psionic soldiers||-1||-12||+12||+12|| ||Can&#039;t stack with SCOPE or Illuminator Gunsight||[[Research (Long War)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Equipment (Long War)#Weapon attachments|SCOPE]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Illuminator Gunsight]]&#039;&#039;&#039;||All soldiers||-1|| ||+12||+12||[[File:SNIPER EXECUTIONER.png|32px|link=Abilities List (Long War)#Normal Perks|Executioner]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Executioner]]||Can&#039;t stack with SCOPE or Neural Gunlink||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Scope Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Marksman&#039;s Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Marksman&#039;s Scope]]&#039;&#039;&#039;||Scouts||-1|| || || ||[[File:SNIPER SQUADSIGHT.png|32px|link=Abilities List (Long War)#Normal Perks|Squadsight]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Squadsight]]||Only affects Marksman and Strike Rifles||[[Research (Long War)#Materials and Aerospace|Alien Weaponry]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (Long War)#Weapon attachments|Alloy Bipod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Weapon attachments|Alloy Bipod]]&#039;&#039;&#039;||Snipers|| || ||+6||+6|| || ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special ammunition===&lt;br /&gt;
In addition to attaching unique items to your weapons, you can also replace the standard ammunition and clips with more specialized ammunition and clips, to further enhance your attacks. Unlike weapon attachments, special ammunition only applies to your primary weapon, and most special ammunition only works with specific weapon types. Note that Hi Cap and Drum Mags can&#039;t stack with one another, that Shredder, Armor Piercing and Flak Ammo can&#039;t stack with one another, and that none of these items can be equipped more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Hi Cap Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Hi Cap Mags]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 ammo&amp;lt;br /&amp;gt;Can&#039;t stack with Drum Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drum Mags Long War.png|128px|link=Equipment (Long War)#Special ammunition|Drum Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Drum Mags]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-2||-4||Primary weapon gains +2 ammo&amp;lt;br /&amp;gt;Only affects [[Primary Weapons (Long War)#Carbines|Carbines]], [[Primary Weapons (Long War)#Assault Rifles|Assault Rifles]] and [[Primary Weapons (Long War)#Battle Rifles|Battle Rifles]]&amp;lt;br /&amp;gt;Can&#039;t stack with Hi Cap Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Breaching Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Breaching Ammo]]&#039;&#039;&#039;||Assaults||-1|| ||Negates more effective target DR from [[Primary Weapons (Long War)#Shotguns|Shotguns]]&amp;lt;br /&amp;gt;Does not affect [[Secondary Weapons (Long War)#Sawed-off Shotguns|Sawed-off Shotguns]]||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Ammo.png|128px|link=Equipment (Long War)#Special ammunition|Shredder Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Shredder Ammo]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Engineers||-1|| ||Primary weapon applies the Shredded effect on hits:&amp;lt;br /&amp;gt;Target receives 50% more damage for 1 turn&amp;lt;br /&amp;gt;Can&#039;t stack with Armor Piercing or Flak Ammo||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Armor Piercing Ammo]]&#039;&#039;&#039;||Engineers&amp;lt;br /&amp;gt;Gunners&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon ignores 2 of target DR&amp;lt;br /&amp;gt;Does not affect [[Primary Weapons (Long War)#Shotguns|Shotguns]]&amp;lt;br /&amp;gt;Can&#039;t stack with Shredder or Flak Ammo||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flak Ammo Long War.png|128px|link=Equipment (Long War)#Special ammunition|Flak Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Flak Ammo]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon &amp;lt;u&amp;gt;and rockets&amp;lt;/u&amp;gt; gain +20% damage to flying units&amp;lt;br /&amp;gt;Collateral Damage gains +20% damage and can target flying units&amp;lt;br /&amp;gt;Bonus damage is at least +2 and applies after DR is applied&amp;lt;br /&amp;gt;Can&#039;t stack with Shredder or Armor Piercing Ammo||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Alloy Jacketed Rounds]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 damage&amp;lt;br /&amp;gt;Only affects Ballistic and Gauss weapons||[[Foundry (Long War)|Enhanced Ballistics]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Enhanced Beam Optics]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 damage&amp;lt;br /&amp;gt;Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)|Enhanced Lasers]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (Long War)#Special ammunition|Reaper Pack]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Reaper Pack]]&#039;&#039;&#039;||All soldiers||-1|| ||Primary weapon gains +16 crit chance&amp;lt;br /&amp;gt;Primary weapon&#039;s range penalty is doubled&amp;lt;br /&amp;gt;Only affects Beam and Pulse Laser weapons||[[Foundry (Long War)|Supercapacitors]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (Long War)#Special ammunition|Plasma Stellerator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Special ammunition|Plasma Stellerator]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||Primary weapon gains +1 damage&amp;lt;br /&amp;gt;Only affects Plasma weapons||[[Foundry (Long War)|Enhanced Plasma]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Explosives===&lt;br /&gt;
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. Keep in mind that in Long War, explosives in general have received an overhaul. Unlike vanilla, where explosives dealt a fixed amount of damage to all enemies within the blast radius, in Long War, explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take. This also applies to destructible environment, which is a little more durable in general compared to vanilla.&lt;br /&gt;
&lt;br /&gt;
Even though Engineers can pick the Fire Rocket perk, they cannot equip these additional rockets, restricting them to the single rocket that&#039;s provided by the perk. Rocketeers can only pick up either rocket once, but they can pick up both rockets, though it could be wise to reserve one slot for an aim boosting item.&lt;br /&gt;
&lt;br /&gt;
While not as much as rockets, grenades have also received a bit of an overhaul, and the Engineering class has several perks dedicated to lobbing explosive grenades. They still always hit their target, making them more reliable than rockets, especially in the early game, though they can&#039;t keep up with range and damage output. Note that soldiers can pick up the same type of grenade more than once.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!{{Item name (Long War)}}!!{{Usable by (Long War)}}!!{{Mobility bonus (Long War)}}!!{{Weapon damage (Long War)}}!!{{Weapon range (Long War)}}!!{{Blast radius (Long War)}}!!{{Special properties (Long War)}}!!{{Item source (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|Rocket]]&#039;&#039;&#039;||Rocketeers||-2|| || || ||Provides an extra regular rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (Long War)#Explosives|Shredder Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|Shredder Rocket]]&#039;&#039;&#039;||Rocketeers||-2|| || || ||Provides an extra shredder rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:AP Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|AP Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|AP Grenade]]&#039;&#039;&#039;||All soldiers||-1||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-6&amp;lt;br /&amp;gt;(4)||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Units with cover towards the center are unaffected&amp;lt;br /&amp;gt;+50% damage with the Alien Grenades foundry project&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Grenadier perk||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HE Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|HE Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|HE Grenade]]&#039;&#039;&#039;||All soldiers||-1||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-5&amp;lt;br /&amp;gt;(3)||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Effective at destroying cover&amp;lt;br /&amp;gt;+40% radius with the Alien Grenades foundry project&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Grenadier perk||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (Long War)#Explosives|Alien Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Explosives|Alien Grenade]]&#039;&#039;&#039;||All soldiers||-1||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-7&amp;lt;br /&amp;gt;(5)||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Effective at destroying cover&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Grenadier perk||The Alien Grenades foundry project provides an unlimited supply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Support grenades===&lt;br /&gt;
Like explosive grenades, support grenades have also received a few more perks to enhance them, and while the Grenadier perk doesn&#039;t increase the number of support grenades carried, it&#039;s range bonus does affect both explosive and support grenades. While Battle Scanners and Mimic Beacons aren&#039;t called grenades, they are affected by these perks, and are thus included here. Note that soldiers can pick up the same type of grenade more than once. To keep the table size a bit practical, the effects of Disorient, Concealment and Acid are described here instead:&lt;br /&gt;
&lt;br /&gt;
Disorient: Units that are Disoriented immediately cancel Overwatch and Suppression. In addition, their mobility is reduced by 40%, they receive a -50 penalty to aim, and the range of their explosives and thrown devices is severely reduced.&lt;br /&gt;
&lt;br /&gt;
Concealment: Units that are Concealed gain a +20 bonus to defense. In addition, these units do not provide aim and crit chance bonuses to other units for being exposed or flanked, though they are still considered exposed or flanked for the purpose of perks.&lt;br /&gt;
&lt;br /&gt;
Acid: Acid lasts for 2 to 4 turns and deals 1 damage per action other than Hunker Down. In addition, their mobility is reduced by 25%, their damage reduction is reduced by 50%, they receive a -20 penalty to aim and the range of their explosives and thrown devices is severely reduced. Zombies, robotic units and units that have a Respirator Implant or Medikit equipped negate the damage and penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Flashbang Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Flashbang Grenade]]&#039;&#039;&#039;||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Disorients enemy units within the area of effect for 1 turn&amp;lt;br /&amp;gt;Does not affect allies, Sectoid Commanders, Ethereals or robotic units&amp;lt;br /&amp;gt;Can&#039;t stack with Psi Grenades&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Smoke Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Smoke Grenade]]&#039;&#039;&#039;||All soldiers||-1|| ||15||5.6||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a smoke cloud at the target location for 2 turns&amp;lt;br /&amp;gt;Provides concealment for all units within the cloud&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Scanner Long War.png|128px|link=Equipment (Long War)#Support grenades|Battle Scanner]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Battle Scanner]]&#039;&#039;&#039;||Engineers&amp;lt;br /&amp;gt;Scouts||-1|| ||27||30.0||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a scanner at the target location for 2 turns&amp;lt;br /&amp;gt;Reveals the area, including stealthed units within the area&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chem Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Chem Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Chem Grenade]]&#039;&#039;&#039;||All soldiers||-1|| ||15||4.0||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a chemical cloud at the target location for 2 turns&amp;lt;br /&amp;gt;Applies acid to all units within the cloud or entering the cloud&amp;lt;br /&amp;gt;Does not affect Thin Men or Chryssalids&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||[[Research (Long War)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|New Combat Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||15 [[Alien Artifacts (Long War)#Corpses|Thin Man Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Grenade Long War.png|128px|link=Equipment (Long War)#Support grenades|Psi Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Psi Grenade]]&#039;&#039;&#039;||Psionic soldiers||-1||-2||15||6.4||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Disorients enemy units within the area of effect for 1 turn&amp;lt;br /&amp;gt;Does not affect allies, Sectoid Commanders, Ethereals or robotic units&amp;lt;br /&amp;gt;Can&#039;t stack with Flashbang Grenades&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||[[Foundry (Long War)|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(4)||1 [[Alien Artifacts (Long War)#Corpses|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (Long War)#Support grenades|Mimic Beacon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Support grenades|Mimic Beacon]]&#039;&#039;&#039;||Psionic soldiers||-1||-10||27||28.8||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Spawns a beacon at the target location for 2 turns&amp;lt;br /&amp;gt;Aliens must succeed a will check or move towards the beacon&amp;lt;br /&amp;gt;The will check&#039;s difficulty scales with the throwing soldier&#039;s will&amp;lt;br /&amp;gt;Does not affect allies, Exalt or robotic units&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Smoke and Mirrors perk||[[Research (Long War)#Xenology|Alien Communications]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(30)||1 [[Alien Artifacts (Long War)#Corpses|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility devices===&lt;br /&gt;
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges. Thus, these items grant the most varied effects. Note that soldiers can equip more than one Medikit or Arc Thrower, but not more than one of each other item.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Medkit Long War.png|128px|link=Equipment (Long War)#Utility devices|Medikit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Medikit]]&#039;&#039;&#039;||All soldiers||-1|| ||3|| ||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Prevents mobility penalty and damage from acid when equipped&amp;lt;br /&amp;gt;Can be used on self or nearby soldier to remove acid and heal 3 hp&amp;lt;br /&amp;gt;Alternatively, it can be used to stabilize a critically wounded soldier&amp;lt;br /&amp;gt;Doubles healing with the Improved Medikit foundry project&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Field Medic perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Motion Tracker Long War.png|70px|link=Equipment (Long War)#Utility devices|Motion Tracker]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Motion Tracker]]&#039;&#039;&#039;||All soldiers&amp;lt;br /&amp;gt;SHIV units||-1|| || ||35.0||3 charges. When used, displays a radar with color signals:&amp;lt;br /&amp;gt;* Blue: Friendly units&amp;lt;br /&amp;gt;* White: Human civilians&amp;lt;br /&amp;gt;* Red: Aliens and gene modded Exalt&amp;lt;br /&amp;gt;* Yellow: Meld canisters&amp;lt;br /&amp;gt;* Green: Bombs and power nodes&amp;lt;br /&amp;gt;Covert operatives also see hackable radar arrays as Green&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Thrower Long War.png|128px|link=Equipment (Long War)#Utility devices|Arc Thrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Arc Thrower]]&#039;&#039;&#039;||All soldiers||-2|| ||5|| ||Chance to hit: 29/42/48/54% on 4/3/2/1 HP&amp;lt;br /&amp;gt;Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Can be used to stun enemies, to capture them and their weapons&amp;lt;br /&amp;gt;Increased chance with the Improved Arc Thrower foundry project&amp;lt;br /&amp;gt;Does not affect Chryssalids, Zombies or robotic units&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+2 charges with the Repair perk||[[Research (Long War)#Xenology|Xenoneurology]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||[[Secondary Weapons (Long War)#MEC secondary weapons|Electro Pulse]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Combat Stims Long War.png|128px|link=Equipment (Long War)#Utility devices|Combat Stims]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Combat Stims]]&#039;&#039;&#039;||All soldiers||-1|| ||3|| ||Gain [[Abilities List (Long War)#Normal Perks|Adrenaline Surge]] (+10 aim, +10 crit chance) when equipped&amp;lt;br /&amp;gt;Can be used on self to become Stimmed for 2 turns:&amp;lt;br /&amp;gt;Increases mobility and will, reduces damage received by 40%,&amp;lt;br /&amp;gt;and grants immunity to crits while in cover and not flanked||[[Research (Long War)#Alien Autopsies|Berserker Autopsy]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Corpses|Berserker Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (Long War)#Utility devices|Shadow Device]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#Utility devices|Shadow Device]]&#039;&#039;&#039;||Psionic soldiers||-1||-10||15||4.0||Confers temporary stealth on all friendly units in blast radius&amp;lt;br&amp;gt;Stealth lasts until the start of the unit&#039;s next turn&amp;lt;br&amp;gt;Attacks from stealth receive a substantial bonus to critical chance&amp;lt;br&amp;gt;Does not affect Seekers ||[[Research (Long War)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(45)||15 [[Alien Artifacts (Long War)#Corpses|Seeker Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)|| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV equipment==&lt;br /&gt;
===MEC equipment===&lt;br /&gt;
One of the main features of Long War is the versatility of mechanized units. Not only do you have eight different classes of MEC troopers at your disposal, you also have the option to fully kit them with items that can supplement or completely change their role on the battlefield. Note that none of these items can be equipped more than once, but MEC troopers can also equip several of the items listed above for regular soldiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Holo Targeter Long War.png|128px|link=Equipment (Long War)#MEC equipment|Holo-Targeter]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Holo-Targeter]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| || ||+4|| ||[[File:HEAVY HOLO.png|32px|link=Abilities List (Long War)#Normal Perks|Holo-Targeting]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Holo-Targeting]]|| ||[[Research (Long War)#Alien Autopsies|Drone Autopsy]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Core Armoring Long War.png|128px|link=Equipment (Long War)#MEC equipment|Core Armoring]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Core Armoring]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1||+2|| || || ||[[File:ASSAULT RESILLIENCE.png|32px|link=Abilities List (Long War)#Normal Perks|Resilience]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Resilience]]|| ||[[Foundry (Long War)|Mechanized Unit Defenses]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Alloy Carbide Plating]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-2||+4|| || || ||&amp;lt;br /&amp;gt;|| ||[[Foundry (Long War)|Mechanized Unit Defenses]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Computer Long War.png|128px|link=Equipment (Long War)#MEC equipment|Battle Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Battle Computer]]&#039;&#039;&#039;||MEC troopers&amp;lt;br /&amp;gt;SHIV units||-1|| ||+8||+8||+8|| || ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)||1 [[Alien Artifacts (Long War)#Alien Devices|UFO Flight Computer]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (Long War)#MEC equipment|Tactical Sensors]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Tactical Sensors]]&#039;&#039;&#039;||MEC troopers||-1|| || || || ||[[File:ASSAULT TACTICALSENSE.png|32px|link=Abilities List (Long War)#Normal Perks|Tactical Sense]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Tactical Sense]]|| ||[[Research (Long War)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien Devices|UFO Flight Computer]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autoloader Long War.png|128px|link=Equipment (Long War)#MEC equipment|Incinerator Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|Incinerator Module]]&#039;&#039;&#039;||MEC troopers||-1|| || || || || ||Increases Flamethrower damage by 3||[[Research (Long War)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Jellied Elerium]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:The Thumper Long War.png|128px|link=Equipment (Long War)#MEC equipment|The Thumper]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#MEC equipment|The Thumper]]&#039;&#039;&#039;||MEC troopers||-1|| || || || || ||Increases Kinetic Strike Module damage by 3||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV modules===&lt;br /&gt;
While SHIVs cannot go up in rank, and thus cannot earn any perks, they can equip a varied amount of modules that grant different perks, allowing them to fill in for whichever role you need them to. Note that none of these items can be equipped more than once, but SHIV units can also equip several of the items listed above for regular soldiers and MEC troopers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (Long War)#SHIV modules|HEAT Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|HEAT Ammo]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:HEAVY HEAT AMMO.png|32px|link=Abilities List (Long War)#Normal Perks|HEAT Ammo]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|HEAT Ammo]]|| ||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autoloader Long War.png|128px|link=Equipment (Long War)#SHIV modules|Advanced Suppression Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Advanced Suppression Module]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:HEAVY DANGERZONE.png|32px|link=Abilities List (Long War)#Normal Perks|Danger Zone]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Danger Zone]]|| ||[[Foundry (Long War)|SHIV Suppression]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Adaptive Tracking Pod]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:MEC ADVANCED FIRE CONTROL.png|32px|link=Abilities List (Long War)#Normal Perks|Advanced Fire Control]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Advanced Fire Control]]|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Smartshell Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Smartshell Pod]]&#039;&#039;&#039;||SHIV units||-1||+4||[[File:ASSAULT FLUSH.png|32px|link=Abilities List (Long War)#Normal Perks|Flush]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Flush]]|| ||[[Research (Long War)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (Long War)#SHIV modules|Damage Control Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Damage Control Pod]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:MEC DAMAGE CONTROL.png|32px|link=Abilities List (Long War)#Normal Perks|Damage Control]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Damage Control]]|| ||[[Research (Long War)#Alien Autopsies|Heavy Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|MEC Warfare Systems]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (Long War)#SHIV modules|AutoSentry Turret]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|AutoSentry Turret]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:SUPPORT SENTINEL.png|32px|link=Abilities List (Long War)#Normal Perks|Sentinel]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Sentinel]]|| ||[[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (Long War)#SHIV modules|Weapon Supercooler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Weapon Supercooler]]&#039;&#039;&#039;||SHIV units||-1|| ||[[File:HEAVY BULLETSWARM.png|32px|link=Abilities List (Long War)#Normal Perks|Light &#039;Em Up]]&amp;lt;br /&amp;gt;[[Abilities List (Long War)#Normal Perks|Light &#039;Em Up]]|| ||[[Research (Long War)#Alien Autopsies|Sectopod Autopsy]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (Long War)#SHIV modules|Elerium Turbos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (Long War)#SHIV modules|Elerium Turbos]]&#039;&#039;&#039;||SHIV units||+2|| || || ||[[Research (Long War)#Materials and Aerospace|Elerium]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|16&amp;lt;br /&amp;gt;(24)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(Long_War)&amp;diff=67086</id>
		<title>Situation Room (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(Long_War)&amp;diff=67086"/>
		<updated>2015-08-04T22:54:00Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_situationroom.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=The nerve center of XCOM operations&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=0&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
You can follow in detail your progress so far, both politically and physically. Countries will have the appropriate color depending on their panic level. UFOs and current mission sites will also be visible on this screen. Furthermore, your current story objectives will be shown in the panel below the screen, where you can consult them at your leisure. &lt;br /&gt;
&lt;br /&gt;
When EXALT comes into play, you will be able to launch covert operations just like in vanilla, though beware - if you wrongly accuse a country of harboring their HQ, the country will leave the Council with immediate effect and the aliens will build a base there. It will also add 50 research points to the aliens&#039; total research, making it a very costly option to gain access to more alien bases and resources. &lt;br /&gt;
&lt;br /&gt;
A little shield represents the country&#039;s ability to defend itself from the alien incursions. Fulfilling council requests from that country fills the shield and increases that country&#039;s ability to resist panic increases caused by alien activity and helps protect any satellites overhead from detection by alien scouts.&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
*[[Panic (Long War)|Panic]]&lt;br /&gt;
*[[Gray Market (Long War)|Gray Market]]&lt;br /&gt;
*[[Covert Operations (Long War)|EXALT]]&lt;br /&gt;
*[[The Council (Long War)|Council]]&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Situation_Room_(Long_War)&amp;diff=67085</id>
		<title>Situation Room (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Situation_Room_(Long_War)&amp;diff=67085"/>
		<updated>2015-08-04T22:53:45Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_situationroom.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=The nerve center of Xcom operations&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=0&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
You can follow in detail your progress so far, both politically and physically. Countries will have the appropriate color depending on their panic level. UFOs and current mission sites will also be visible on this screen. Furthermore, your current story objectives will be shown in the panel below the screen, where you can consult them at your leisure. &lt;br /&gt;
&lt;br /&gt;
When EXALT comes into play, you will be able to launch covert operations just like in vanilla, though beware - if you wrongly accuse a country of harboring their HQ, the country will leave the Council with immediate effect and the aliens will build a base there. It will also add 50 research points to the aliens&#039; total research, making it a very costly option to gain access to more alien bases and resources. &lt;br /&gt;
&lt;br /&gt;
A little shield represents the country&#039;s ability to defend itself from the alien incursions. Fulfilling council requests from that country fills the shield and increases that country&#039;s ability to resist panic increases caused by alien activity and helps protect any satellites overhead from detection by alien scouts.&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
*[[Panic (Long War)|Panic]]&lt;br /&gt;
*[[Gray Market (Long War)|Gray Market]]&lt;br /&gt;
*[[Covert Operations (Long War)|EXALT]]&lt;br /&gt;
*[[The Council (Long War)|Council]]&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gollop_Chamber_(Long_War)&amp;diff=67084</id>
		<title>Gollop Chamber (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gollop_Chamber_(Long_War)&amp;diff=67084"/>
		<updated>2015-08-04T22:47:29Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Gollop Chamber (EU2012).png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Use of the [[Alien Artifacts (Long War)|Ethereal Device]], which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission.&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=[[Research (Long War)|Alien Command and Control]] research&lt;br /&gt;
|other=[[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
|credits=1000&lt;br /&gt;
|alienaloys=20&lt;br /&gt;
|elerium=60&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=14 &lt;br /&gt;
|quick credits=1500&lt;br /&gt;
|quick alienaloys=30&lt;br /&gt;
|quick elerium=90&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=7&lt;br /&gt;
|maintenance=200&lt;br /&gt;
|power=35&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gollop Chamber&#039;&#039;&#039; allows a [[Psionic (Long War)|psionic]] [[Soldiers (Long War)|soldier]] to use the [[Alien Artifacts (Long War)|Ethereal Device]], which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission. Candidates must be at Psion rank (1350 Psi XP) and be wearing the Vortex Armor to use the Ethereal Device. The enlisted soldier will be now referenced as the &#039;&#039;Volunteer&#039;&#039; and will play a major role on the end game.&lt;br /&gt;
&lt;br /&gt;
May be built after [[Research (Long War)|Alien Command and Control]] research; cannot be torn down once built.&lt;br /&gt;
&lt;br /&gt;
Activating the Gollop Chamber will head the game to its ending. All research and Foundry projects won&#039;t be completed, soldiers won&#039;t heal or recover from fatigue and you essentially can&#039;t do anything but the Temple Ship Assault mission, so the Chamber shouldn&#039;t be activated unless you&#039;re prepared for the last mission.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The Gollop Chamber is named after Julian and Nick Gollop, creators of the [[X-COM|original game]]. The research briefing refers to a &amp;quot;pair of brothers&amp;quot; who came up with the idea.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gollop_Chamber_(Long_War)&amp;diff=67083</id>
		<title>Gollop Chamber (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gollop_Chamber_(Long_War)&amp;diff=67083"/>
		<updated>2015-08-04T22:46:42Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Facilities Data Box (Long War)&lt;br /&gt;
|image=File:Gollop Chamber (EU2012).png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Use of the [[Alien Artifacts (Long War)|Ethereal Device]], which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission.&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=[[Research (Long War)|Alien Command and Control]] research&lt;br /&gt;
|other=[[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
|credits=1000&lt;br /&gt;
|alienaloys=20&lt;br /&gt;
|elerium=60&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=14 &lt;br /&gt;
|quick credits=1500&lt;br /&gt;
|quick alienaloys=30&lt;br /&gt;
|quick elerium=90&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=7&lt;br /&gt;
|maintenance=200&lt;br /&gt;
|power=35&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gollop Chamber&#039;&#039;&#039; allows a [[Psionic (Long War)|psionic]] [[Soldiers (Long War)|soldier]] to use the [[Alien Artifacts (Long War)|Ethereal Device]], which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission. Candidates must be at Psion rank (1350 Psi XP) and be wearing the Vortex Armor to use the Ethereal Device. The enlisted soldier will be now referenced as the &#039;&#039;Volunteer&#039;&#039; and will play a major role on the end game.&lt;br /&gt;
&lt;br /&gt;
May be built after [[Research (Long War)|Alien Command and Control]] research; cannot be torn down once built.&lt;br /&gt;
&lt;br /&gt;
Activating the Gollop Chamber will head the game to its ending. All research and Foundry projects won&#039;t be completed, soldiers won&#039;t heal or recover from fatigue and you essentially can&#039;t do anything but the Temple Ship Assault mission, so the Chamber shouldn&#039;t be activated unless you&#039;re prepared for the last mission.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The Gollop Chamber is named after Julian and Nick Gollop, creators of the [[X-COM|original game]]. The research briefing refers to a &amp;quot;pair of brothers&amp;quot; who came up with the idea.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67068</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67068"/>
		<updated>2015-08-04T06:39:14Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released in November 2015&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - every kill allows another move&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
*Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
*Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
**Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Autoloaders - Free reload&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Expanded Magazines - Increased ammo capacity&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be salvaged from the battlefield and needs to be researched before use&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039;, clad in red armor, are stronger variants which can AoE buff standard Troopers.&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted units which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67067</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=67067"/>
		<updated>2015-08-04T06:36:02Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released in November 2015&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Sharpshooter====&lt;br /&gt;
* New version of [[Sniper (EU2012)|Sniper]], can specialize in Pistol skills in alternative to the sniper rifle.&lt;br /&gt;
* Can wield both a sniper rifle and a pistol effectively, depending on skill tree choices&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Death From Above ability - grants an extra action when an enemy at a lower elevation is killed. (Sniper skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fan Fire ability - allows three shots against a single target. (Pistol skill)&amp;lt;sup&amp;gt;17&amp;lt;/sup&amp;gt;.&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - every kill allows another move&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
*Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
*Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
**Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039;, clad in red armor, are stronger variants which can AoE buff standard Troopers.&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted units which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal: The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038]&lt;br /&gt;
* 17 - XCOM 2 Exclusive Class Reveal: The Sharpshooter [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-sharpshooter/1100-6429035]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=66987</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=66987"/>
		<updated>2015-07-31T00:09:54Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Aliens/Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released in November 2015&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
* Sharpshooter - Version of [[Sniper (EU2012)|Sniper]], can specialize also in Pistol skills in alternative to the sniper rifle.  &lt;br /&gt;
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - every kill allows another move&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
*Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
*Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
**Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039;, clad in red armor, are stronger variants which can AoE buff standard Troopers.&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted units which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison become cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal - The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038/]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=66972</id>
		<title>Info (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(XCOM2)&amp;diff=66972"/>
		<updated>2015-07-29T22:39:39Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; [[File:XCOM2_SCREEN.PNG|450px|center]]&lt;br /&gt;
This page is to collect all the information related to Firaxis&#039; upcoming XCOM 2 game, released through official channels and confirmed sources. &#039;&#039;&#039;XCOM 2 will be released in November 2015&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When adding new info please make sure to properly attribute its source(s). If there are conflicting pieces of information from different sources, list both and add them the &amp;lt;nowiki&amp;gt;{{Verify}}&amp;lt;/nowiki&amp;gt; template. Any discussion/speculation about the game should be kept away from this page, use instead the [[Talk:XCOM2]] page. &lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
[[File:Advent_Solder_and_Statue.png|right|300px|The Alien Overlords]]&lt;br /&gt;
* The new game takes place 20 years after Earth&#039;s surrender to the aliens during the invasion. According to Jake Solomon, XCOM lost the initial alien invasion and as Earth surrendered, XCOM went underground to continue the fighting&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* According to XCOM 2&#039; storyline, XCOM never made it out of conventional weapons before the surrender. To Firaxis, the first game has ended with the same result of the majority of games played on Impossible Ironman, with a loss for the player. According to official stats, only 1.1% of players have earned the achievement for winning on Impossible and 1.7% for completing Ironman. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The aliens established a world government called &#039;Advent Administration&#039; staffed with human collaborators and their propaganda claims that the aliens had came initially in peace but by engaging the aliens in combat XCOM has caused countless casualties. They also created a holiday called &#039;Unification Day&#039; to mark the date of their take over of Earth. &amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* The alien overlords have built megacities where war, poverty, crime and disease are supposedly eradicated, but which only serve as a cover for more sinister plans for humankind. Those cities have been built to attract the human population into them by offering gene therapy&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** The megacities are a nod to [[Apocalypse|XCOM: Apocalypse]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The rest of humanity lives on the wilderness, where XCOM operates and there will also be missions there. Variety of combat environments. &lt;br /&gt;
* XCOM HQ is now a captured Alien Supply Ship that has been converted as a mobile command center to waging a guerrilla style war against the aliens. There have been hints by the developers that base management has been expanded, although no details have been released so far. &lt;br /&gt;
* Of all the characters in Enemy Unknown, at least [[Bradford (EU2012)|Bradford]] reappears on XCOM 2 still in his role as &#039;Central&#039;. &amp;lt;sup&amp;gt;10&amp;lt;/sup&amp;gt; According to the developers Bradford has been on the run until XCOM was reinstated, and until then he was a broken man due to the Council&#039;s betrayal that led to the defeat of XCOM during the invasion.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
* Wide mod support: you can create maps, new races, story lines and campaigns and share them via Steam Workshop.&lt;br /&gt;
* Game will be PC exclusive.&lt;br /&gt;
* XCOM 2 will run on a heavy modified version of the Unreal Engine 3.5 &amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
[[File:03_x2_screens_overview_thm.png|right|300px|XCOM Squad]]&lt;br /&gt;
* The squad at the beginning of the game is not an elite force, but the player is in charge of a &#039;rag tag, freedom fighters, guerrilla fighters. They look like irregular troops. &lt;br /&gt;
* Soldiers appear to have &#039;Character Skills&#039; (check Tactical picture)&lt;br /&gt;
* Customization now also applies to left/right arms, shoulders, etc., to reflect the rag tag nature of XCOM. Characters can also earn unique characterization features. Possible to change the gender/nationality of all human units.&lt;br /&gt;
* Squad sizes remain at 4-6 units.&lt;br /&gt;
* Carrying ability - when evacuating it is possible for soldiers to carry back to base the bodies of their injured or dead comrades&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* All classes are capable of hacking, however only the Specialist can perform some hacks. Hacking includes devices, terminals, robotic aliens and possibly other targets.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
===Classes===&lt;br /&gt;
[[File:04_x2_screens_overview_thm.png|right|300px|Sharpshooter]]&lt;br /&gt;
* There are 5 classes - Ranger, Sharpshooter, Grenadier, Specialist (those are evolved versions of the original 4 classes)&lt;br /&gt;
** 5th class is still undisclosed.&lt;br /&gt;
* Sharpshooter - Version of [[Sniper (EU2012)|Sniper]], can specialize also in Pistol skills in alternative to the sniper rifle.  &lt;br /&gt;
* Grenadier - [[Heavy (EU2012)|Heavy]] equivalent, carries a rotary grenade launcher.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Ranger====&lt;br /&gt;
[[File:07_x2_screens_news_thm.png|right|300px|Ranger]]&lt;br /&gt;
* New version of [[Assault (EU2012)|Assault]] class, carries sword, can engage on melee combat&lt;br /&gt;
* Rangers carry either a Shotgun or Assault Rifle as primary weapons and a machete sword&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* They are either damage dealing assaults or scouts that can move quickly and silently and even climb walls&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* While advancing, they can be followed and buffed/protected by the Gremlin drone carried by the Specialist.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Reaper ability - every kill with a melee weapon allows for a further attack&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Phantom ability - every kill allows another move&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Specialist====&lt;br /&gt;
[[File:08_x2_screens_news_thm.png|right|300px|Specialist and Gremlin drone]]&lt;br /&gt;
* Carries a &#039;Gremlin&#039; drone that can be used as a secondary weapon, for stunning aliens or buff allies, or for hacking. AKA [[Support (EU2012)|Support]] class.&lt;br /&gt;
* Specialist is either support (healing, support buffs, boosting stats) or offensive (hacking and controlling enemies)&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Gremlin can carry a stun area effect weapon, heal, scout or even be assigned to protect a Ranger&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
** Can be upgraded to carry the stun area effect weapon or to hack a terminal &amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Gremlin doesn&#039;t move on its own - the Specialist needs to spend its action move for a turn to guide it.&lt;br /&gt;
*Specialists can get the Intrusion Protocol ability at later ranks, which allows it to hack and control robotic enemies.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
*Specialist class can improve its hacking skills faster than others&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Combat System==&lt;br /&gt;
[[File:11_x2_screens_news_thm.png|right|300px|Readying for the ambush]]&lt;br /&gt;
* At the start of mission the player will have to move its units without being detected to their objectives. A lot of different elements can break concealment, not just enemies but civilians as well. Scanners can also break concealment&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
**Every XCOM unit starts the mission in concealment.&amp;lt;sup&amp;gt;8&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* XCOM now always has the first shot (aliens don&#039;t scatter for cover when activated) due to more emphasis on stealth and soldier placement before the shooting starts.&lt;br /&gt;
* Aliens will react differently when XCOM reveals its presence: some may still scatter or be completely surprised.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* New concealment system that uses waypoints to move and set up soldiers.&lt;br /&gt;
* Loot system - timers to recover items carried by dead aliens or even your own fallen soldiers (similar to Meld on EW). Inventory plays a bigger role since XCOM is also living off loot and scavenging. &lt;br /&gt;
* Weapon upgrades - variety of those&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Secondary mission objectives that can be completed instead of the primary one.&lt;br /&gt;
* Call for EVAC can be done anywhere on the map on most mission types, as long as there is space for the Skyranger to land. There&#039;s still a danger of getting stopped by enemies when trying to reach the area designated for evacuation&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* [[Meld (EU2012)|Meld]] will not be a part of the game and XCOM will not be able to create [[MEC Trooper (EU2012)|MEC Troopers]], although Advent will use them &amp;lt;sup&amp;gt;13&amp;lt;/sup&amp;gt;.&lt;br /&gt;
==Maps==&lt;br /&gt;
[[File:XCOM2terrains.png|right|300px|Different building versions]]&lt;br /&gt;
[[File:XCOM2_Wilderness_Types.png|right|300px|Different terrain versions]]&lt;br /&gt;
&lt;br /&gt;
* Procedure generated maps. Large set of tiles (buildings, etc.) which are combined together to create maps. AI also made more procedural to better use the new map system. Terrain will be more dynamic and destructible, including exploding barrels and acid holes. Even floors and ceilings are destructable&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Free Aim (being able to target any feature, including terrain) will still be limited to weapons such grenades and rockets.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* According to Lead Producer Garth DeAngelis, each map is a &#039;quilt&#039; with holes where buildings are plugged, and the space between the buildings can be occupied with elements to display a variety of environments. &amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* The space can be occupied by a variety of elements, and there are about 20 &#039;diorama&#039; sets that can be used when designing maps.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
==Aliens/Enemies==&lt;br /&gt;
[[File:01_x2_screens_news_thm.png|right|300px|Sectoid]]&lt;br /&gt;
[[File:Viper Twitter.png|right|300px|Viper ]]&lt;br /&gt;
[[File:09_x2_screens_overview_thm.png|right|300px|Advent Soldiers]]&lt;br /&gt;
* The aliens have evolved significantly over 20 years and are much stronger; XCOM soldiers will not be able to take on aliens on their own early on.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Both new and old aliens are present.&lt;br /&gt;
* There are yet undisclosed mechanical aliens.&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Aliens are able to call for reinforcements at any time.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Troopers&#039;&#039;&#039; - human soldiers which act as city security on behalf of the aliens. They carry Railgun weapons.&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Captains&#039;&#039;&#039;, clad in red armor, are stronger variants which can AoE buff standard Troopers.&lt;br /&gt;
* &#039;&#039;&#039;Advent MECs&#039;&#039;&#039; - similar to [[MEC_Trooper_(EU2012)|MEC Troopers]] and can do AoE damage with micro-missiles.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Advent Turrets&#039;&#039;&#039; - stationary, truck-mounted units which can be hacked by XCOM soldiers.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sectoids&#039;&#039;&#039; - Have now modified themselves using human DNA, making them bigger and possessing more psionic powers.&lt;br /&gt;
** Still carries the wrist-mounted plasma blaster.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Mind Spin&#039;&#039; or &#039;&#039; Psi Spin&#039;&#039; {Verify} is an ability with numerous possible effects, including disorientation, confusion, and mind control.&lt;br /&gt;
** &#039;&#039;Psi Reanimate&#039;&#039; can raise dead humans and aliens as &amp;quot;psi zombies&amp;quot; for the Sectoid to control.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Vipers&#039;&#039;&#039; - inspired by the [[Snakeman|Snakemen]] from the original [[X-COM|1994 Enemy Unkown]].&lt;br /&gt;
** True forms of the [[Thin Man (EU2012)|Thin Men]].&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Tongue Pull&#039;&#039; can rip your soldiers from cover.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Bind&#039;&#039; locks soldiers in place and deals damage.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
** &#039;&#039;Poison Spit&#039;&#039; is retained from their Thin Men forms.&amp;lt;sup&amp;gt;11&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Dark Collaborators&amp;quot;&#039;&#039;&#039; - humanlike individuals which may be assassination objectives.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Muton Berserkers&#039;&#039;&#039; - Evolved to be deadlier than before.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039; Mutons&#039;&#039;&#039; - Evolved with Human DNA to be smarter and deadlier.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Gets to use &#039;&#039;Suppression&#039;&#039; right off the bat.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Still has &#039;&#039;Alien Grenades&#039;&#039;, and will use them against groups of soldiers that don&#039;t watch their spacing.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has equipped a bayonet on the front of their Plasma Rifles for use in melee.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Has an ability called &#039;&#039;Counterattack&#039;&#039; where they can dodge a Ranger&#039;s melee attack, and counter with a melee attack from their bayonets.&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Chryssalids&#039;&#039;&#039; - Evolved to be deadlier than before.&lt;br /&gt;
** All melee attacks cause poison. &amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** XCOM soldiers and civilians killed by poison becom cocoons.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** If a cocoon is not destroyed during the gestation period, three new Chryssalids emerge.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Can burrow underground, but cannot move while burrowed.&amp;lt;sup&amp;gt;16&amp;lt;/sup&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ethereals&#039;&#039;&#039; - Appear in various art around Advent cities. There&#039;s also a reference to &#039;Elders&#039; on Advent&#039;s propaganda.&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* Firaxis plans to release an Unreal Development Kit for XCOM 2 and the editor used to add content, either in November or later.&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
* There will be Steam Workshop integration to facilitate distribution of mods &amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* It will be possible to &amp;quot;literally make an Enemy Unknown map.”&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; &lt;br /&gt;
==Media==&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;XCOM 2 Official Site&amp;quot;&amp;gt;&lt;br /&gt;
File:01_x2_screens_media_thm.png|Tactical - Ranger class (notice sword icon)&lt;br /&gt;
File:02_x2_screens_overview_thm.png| Avenger - mobile XCOM base&lt;br /&gt;
File:06_x2_screens_overview_thm.png| Inside Avenger &lt;br /&gt;
File:Bradford (XCOM2).png|Officer Bradford &amp;quot;Central&amp;quot; &lt;br /&gt;
File:05_x2_screens_media_thm.png| New transport (updated [[Skyranger (EU2012)|Skyranger]]?)&lt;br /&gt;
File:03_x2_screens_overview_thm.png| XCOM squad&lt;br /&gt;
File:05_x2_screens_news_thm.png| XCOM squad concealed&lt;br /&gt;
File:07_x2_screens_overview_thm.png| XCOM soldier&lt;br /&gt;
File:11_x2_screens_news_thm.png|XCOM soldiers&lt;br /&gt;
File:07_x2_screens_news_thm.png| Ranger class&lt;br /&gt;
File:03_x2_screens_news_thm.png| Specialist class&lt;br /&gt;
File:08_x2_screens_news_thm.png| XCOM Specialist and Gremlin drone&lt;br /&gt;
File:04_x2_screens_overview_thm.png| Sharpshooter&lt;br /&gt;
File:01_x2_screens_news_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:02_x2_screens_media_thm.png| Sectoid (with human DNA)&lt;br /&gt;
File:05_x2_screens_overview_thm.png| Viper (snakewoman)&lt;br /&gt;
File:3_-_pBnHCEU.png|Viper&lt;br /&gt;
File:4_-_TwaGnRd.png|Evolved Berserker&lt;br /&gt;
File:2889649-xcom 2 e3 screenshot berserker .png|Evolved Berserker&lt;br /&gt;
File:02_x2_screens_news_thm.png| Advent Administration&lt;br /&gt;
File:Advent_Solder_and_Statue.png|Advent Soldier &lt;br /&gt;
File:09_x2_screens_overview_thm.png| Advent Soldiers&lt;br /&gt;
File:04_x2_screens_media_thm.png| Advent Captain&lt;br /&gt;
File:1_-_zDCHlRx.png|Advent Soldiers and Captain&lt;br /&gt;
File:2_-_bcZ9mze.png|Advent MECs&lt;br /&gt;
File:2889658-xcom_2_e3_screenshot_advent-mec.png|Advent MEC&lt;br /&gt;
File:Muton1.jpg|Muton (with human DNA)&lt;br /&gt;
File:Muton2.jpg|Muton (with human DNA)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Concepts&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_ADVENT_CheckPoint.png|&lt;br /&gt;
File:XCOM2_ADVENT-Propaganda_Center_Atrium.png|&lt;br /&gt;
File:XCOM2_City_Center.png|&lt;br /&gt;
File:XCOM2_NewWorldOrderMood.png|&lt;br /&gt;
File:XCOM2_Sectoid.png|Sectoid &lt;br /&gt;
File:XCOM2_Viper.png|Viper &lt;br /&gt;
File:XCOM2_Soldiers_MedArmorGuerilla.png|Soldier &lt;br /&gt;
File:Bradford_Concept_(XCOM2).png|Bradford&lt;br /&gt;
File:Xcom2adventenemiesjpg-c7eddd_1670w.png|Advent units&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Terrains&amp;quot;&amp;gt;&lt;br /&gt;
File:08_x2_screens_overview_thm.png|&lt;br /&gt;
File:06_x2_screens_news_thm.png|  &lt;br /&gt;
File:Xcom-2-city-center-duskjpg-505ab9_1670w.png|Advent City Center (dusk)&lt;br /&gt;
File:Xcom-2-city-center-rainjpg-64b429_1670w.png|Advent City Center (rain)&lt;br /&gt;
File:XCOM2CityCentre.png|Advent City Center (fast food)&lt;br /&gt;
File:XCOM2_Wilderness_Types.png|Wilderness types&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery  mode=&amp;quot;packed&amp;quot; widths=150px heights=100px caption=&amp;quot;Twitter, Initial Trailer and Gameplay Footage Captures&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM2_1.png|A version of EXALT&#039;s logo?&lt;br /&gt;
File:XCOM2_2.png|Advent soldier with Ethereal image behind it&lt;br /&gt;
File:XCOM2_3.png|XCOM Squad at extraction&lt;br /&gt;
File:Thin Men Advent.png|Thin Man or Evolved Human (notice eye glasses and neck spots)&lt;br /&gt;
File:2889645-xcom_2__e3_screenshot_concealment.png|Concealment system&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* 1 - Official XCOM 2 site [http://xcom.com/]&lt;br /&gt;
* 2 - IGN&#039;s &#039;XCOM 2 Reveal Trailer&#039; [https://www.youtube.com/watch?v=2E_-2wIJIzQ&amp;amp;feature=youtu.be]&lt;br /&gt;
* 3 - IGN&#039;s &#039;XCOM 2: Welcoming our new alien overlords&#039; video and article/interview with Jake Solomon [http://www.ign.com/articles/2015/06/02/xcom-2-welcoming-our-new-alien-overlords].&lt;br /&gt;
* 4 - IGN&#039;s &#039;XCOM 2 Reveal Trailer Rewind Theater&#039; with Jake Solomon and Garth DeAngelis [http://www.ign.com/videos/2015/06/03/xcom-2-reveal-trailer-rewind-theater]&lt;br /&gt;
* 5 - IGN&#039;s &#039;XCOM 2’s Procedurally Generated Maps&#039; [http://www.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first].&lt;br /&gt;
* 6 - IGN&#039;s &#039;Why XCOM 2 had to be PC exclusive&#039; [http://www.ign.com/articles/2015/06/05/why-xcom-2-had-to-be-pc-exclusive].&lt;br /&gt;
* 7 - IGN&#039;s &#039;XCOM 2&#039;s Exciting Modding Potential&#039; article [http://www.ign.com/articles/2015/06/08/xcom-2s-exciting-modding-potential-ign-first].&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 8 - IGN&#039;s &#039;Meet The XCOM 2 Ranger&#039; article and video [http://www.ign.com/articles/2015/06/09/meet-the-xcom-2-ranger-ign-first]&lt;br /&gt;
* 9 - IGN&#039;s &#039;Meet The XCOM 2 Specialist&#039; article and video [http://www.ign.com/articles/2015/06/10/meet-the-xcom-2-specialist-ign-first]&lt;br /&gt;
* 10 - XCOM 2&#039;S Bleak Future: Why Impossible Mode Is Canon - IGN First&#039; article and video interview [http://www.ign.com/articles/2015/06/11/xcom-2s-bleak-future-why-impossible-iron-man-mode-is-canon-ign-first].&lt;br /&gt;
* 11 - IGN&#039;s &#039;Meet the XCOM2 Sectoid and Viper&#039; [http://www.ign.com/articles/2015/06/12/meet-the-xcom-2-sectoid-and-viper-ign-first?watch]&lt;br /&gt;
[[Category: XCOM 2]]&lt;br /&gt;
* 12 - IGN&#039;s First XCOM 2 Gameplay Footage [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s]&lt;br /&gt;
* 13 - IGN&#039;s &amp;quot;E3 2015: No Meld, MEC Troopers in XCOM 2&amp;quot; [http://ap.ign.com/e3-2015/90382/news/e3-2015-no-meld-mech-troopers-in-xcom-2]&lt;br /&gt;
* 14 - IGN&#039;s &#039;Meet the XCOM2 Muton&#039; article [http://www.ign.com/articles/2015/07/23/xcom-2s-new-and-improved-muton-unveiled]&lt;br /&gt;
* 15 - Official XCOM2 Blog Post on XCOM2 Muton [http://xcom.com/news/the-muton-returns-in-xcom-2]&lt;br /&gt;
* 16 - XCOM 2 Exclusive Class Reveal - The Chryssalid [http://www.gamespot.com/articles/xcom-2-exclusive-class-reveal-the-chryssalid/1100-6429038/]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=66385</id>
		<title>The Council (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=66385"/>
		<updated>2015-07-05T13:42:55Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Country satellite bonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: ShadowSpeeker.png|left|256px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.&lt;br /&gt;
&lt;br /&gt;
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Continent-wide bonuses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Continent-wide bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;North America &amp;lt;/b&amp;gt; ||  Air Superiority||  Aircraft and aircraft weapons cost 25% less to purchase and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;South America &amp;lt;/b&amp;gt; || Power to the People || Power facilities cost 30% less to build and maintain. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Asia &amp;lt;/b&amp;gt; || New Warfare|| Foundry projects have cash, alloy and elerium cost reduced by 25% percent. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Africa &amp;lt;/b&amp;gt; || Architects of the Future || Laboratories and Workshops cost 30% less to build and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Europe &amp;lt;/b&amp;gt; || Wealth of Nations|| Monthly XCOM funding increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Unlike the vanilla game, in Long War you no longer acquire your starting continent&#039;s bonus from the start. To acquire any bonus you require full satellite coverage of said continent.&lt;br /&gt;
&lt;br /&gt;
== Country starting bonuses ==&lt;br /&gt;
&lt;br /&gt;
Since beta 15, the XCOM newly commissioned commander can chose the country where the primary base will be built. This choice entails a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country. Currently most starting countries have 2 or more starting bonuses to chose form, giving you a wider replayability for future campaigns. &lt;br /&gt;
&lt;br /&gt;
If you do not want to have a special starting bonus, you can chose &amp;lt;i&amp;gt; On Our Own&amp;lt;/i&amp;gt; available for some starting countries.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Country starting bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Country !! | Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America||  Patriae Semper Vigilis||  All soldiers receive +5 will. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia ||  Per Ardua Ad Astra||  All soldiers receive +5 ability points for stat rolls upon recruitment.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  Jungle Scouts||  Early armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  Expertise|| +15% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America||  Advanced Preparations||  XCOM HQ starts with a Laboratory and Workshop already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America||  Cadre ||  Start with four corporals in the barracks, one of each supraclass.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Wei Renmin Fuwu||  Start with a Workshop and Repair Bay already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Xenological Remedies||  100% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Deus Ex||  50% reduction in Gene Mods&#039; Meld and cash cost and modification time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa||  Gift of Osiris||  Fatigue from Psi-powers, Gene Mods. and Officer ranks reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa||  For the Sake of Glory|| Start with Advanced Repair foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| Quai d&#039;Orsay|| Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and intel scans cost 40% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| Foreign Legion|| Start with 20 additional soldiers in the barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  Skunkworks||  XCOM HQ starts with the Foundry already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  Baumeister||  Facility construction time reduced by 33%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  NeoPanzers||  50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia||  Jai Jawan||  Start with 2 additional interceptors in your home base and Elerium Afterburners foundry project, granting extended interception time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Ring of Fire||  XCOM HQ has 3 additional Steam Vents.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Ghost In the Machine||  SHIVs receive +10 aim, and you start the campaign with two SHIVs in the barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Kiryu-Kai Commander||  Start with a Master Sergeant of a random class on your roster.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Robotics||  +5 bonus aim for new SHIVs and MEC troopers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Wealthy Benefactor||  Start with 500 bonus cash.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Ancient Artifact||  Start the campaign with an Illuminator Gunsight small item.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Legacy of Uxmal||  20% bonus to psionic training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  Pax Nigeriana||  All soldiers receive +1 mobility.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  The Old Path||  50% reduction in psi training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe|| Sukhoi Company||  Start with Enhanced Avionics foundry project, granting +10% to hit during air combat.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe||  Roscosmos||  Start with an additional satellite uplink, and all satellites cost 50% less to build.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa|| Resourceful||  Start with Alien Metallurgy and Advanced Salvage foundry projects (bonus alloys and weapon fragments).&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa||  Survival Training||  All soldiers receive +1 hit point.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Special Air Service||  All soldiers receive +3 aim.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Their Finest Hour||  Start with Penetrator Weapons foundry project, granting interceptor weapons increased armor piercing capabilities.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Sandhurst||  33% reduction in ranks required to unlock Officer Training School projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  Special Warfare School||  Officer Training School Projects cost 90% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  Cheyenne Mountain||  XCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  We Have Ways||  75% reduction in time to complete autopsies and interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  On Our Own||  No unique bonus.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Country satellite bonuses ==&lt;br /&gt;
&lt;br /&gt;
These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have an identical effect with one of the starting bonuses for that country, but with lesser effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country satellite bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Country !! | Continent !!  New staff member per month !! | Name !! | Effect &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America|| +1 Engineer ||  Bounties||  20% bonus cash from abductions. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia || +1 Engineer ||  Army of the Southern Cross||  +2 bonus aim for newly promoted Gunner and Rocketeer soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America|| +1 Scientist ||  Expertise|| +10% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America|| +1 Scientist ||  Task Force Arrowhead||  +2 bonus will for new Engineer and Medic soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia|| +1 Engineer ||  Xenological Remedies||  34% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa|| +1 Engineer ||  Call to Arms||  25% reduction in fatigue from Gene Mods.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| +1 Scientist || Cyberware||20% reduction in meld required for MEC primary weapons and tactical subsystems.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe|| +1 Engineer ||  NeoPanzers||  15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia|| +1 Engineer ||  Jai Vidwan|| +5% research bonus for each lab adjacency.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia|| +1 Scientist ||  Robotics||  +2 bonus aim for new SHIVs and MEC troopers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America|| +1 Engineer ||  Legacy of Uxmal||  10% bonus to psionic training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa|| +1 Scientist ||  The Old Path||  20% reduction in psi training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe|| +1 Scientist || Spetznaz||  +1 bonus HP for new Infantry and Assault soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa|| +1 Scientist || 1st Recce||  +2 bonus defense for newly promoted snipers and scouts.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe|| +1 Scientist ||  Cadre||  15% reduction in ranks required to unlock Officer Training School projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America|| +1 Scientist ||  We Have Ways||  25% reduction in time to complete autopsies and interrogations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Council interaction with Xcom ==&lt;br /&gt;
&lt;br /&gt;
Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won&#039;t increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.&lt;br /&gt;
&lt;br /&gt;
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens&#039; influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country&#039;s panic level.  It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) Reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country.&lt;br /&gt;
&lt;br /&gt;
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM.  Conversely, aliens with high resources can expend them to send overseer ships into countries following a scout and transport ship mission, taking the country instantly.&lt;br /&gt;
&lt;br /&gt;
===Funding ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country Funding by Continent&lt;br /&gt;
|- &lt;br /&gt;
! North America !! South America !! Africa !! Europe !! Asia&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*United States: §160&lt;br /&gt;
*Canada: §90&lt;br /&gt;
*Mexico: §80&lt;br /&gt;
|&lt;br /&gt;
*Argentina: §70&lt;br /&gt;
*Brazil: §100&lt;br /&gt;
|&lt;br /&gt;
*Egypt: §80&lt;br /&gt;
*South Africa: §70&lt;br /&gt;
*Nigeria: §80&lt;br /&gt;
|&lt;br /&gt;
*United Kingdom: §110&lt;br /&gt;
*Russia: §100&lt;br /&gt;
*France: §120&lt;br /&gt;
*Germany: §140&lt;br /&gt;
|&lt;br /&gt;
*China: §130&lt;br /&gt;
*Japan: §150&lt;br /&gt;
*India: §100&lt;br /&gt;
*Australia: §80&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Funding Without Satellite &lt;br /&gt;
|- &lt;br /&gt;
! Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 40% || 33% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=66384</id>
		<title>The Council (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=66384"/>
		<updated>2015-07-05T13:41:10Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Country satellite bonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: ShadowSpeeker.png|left|256px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.&lt;br /&gt;
&lt;br /&gt;
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Continent-wide bonuses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Continent-wide bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;North America &amp;lt;/b&amp;gt; ||  Air Superiority||  Aircraft and aircraft weapons cost 25% less to purchase and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;South America &amp;lt;/b&amp;gt; || Power to the People || Power facilities cost 30% less to build and maintain. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Asia &amp;lt;/b&amp;gt; || New Warfare|| Foundry projects have cash, alloy and elerium cost reduced by 25% percent. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Africa &amp;lt;/b&amp;gt; || Architects of the Future || Laboratories and Workshops cost 30% less to build and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Europe &amp;lt;/b&amp;gt; || Wealth of Nations|| Monthly XCOM funding increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Unlike the vanilla game, in Long War you no longer acquire your starting continent&#039;s bonus from the start. To acquire any bonus you require full satellite coverage of said continent.&lt;br /&gt;
&lt;br /&gt;
== Country starting bonuses ==&lt;br /&gt;
&lt;br /&gt;
Since beta 15, the XCOM newly commissioned commander can chose the country where the primary base will be built. This choice entails a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country. Currently most starting countries have 2 or more starting bonuses to chose form, giving you a wider replayability for future campaigns. &lt;br /&gt;
&lt;br /&gt;
If you do not want to have a special starting bonus, you can chose &amp;lt;i&amp;gt; On Our Own&amp;lt;/i&amp;gt; available for some starting countries.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Country starting bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Country !! | Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America||  Patriae Semper Vigilis||  All soldiers receive +5 will. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia ||  Per Ardua Ad Astra||  All soldiers receive +5 ability points for stat rolls upon recruitment.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  Jungle Scouts||  Early armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  Expertise|| +15% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America||  Advanced Preparations||  XCOM HQ starts with a Laboratory and Workshop already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America||  Cadre ||  Start with four corporals in the barracks, one of each supraclass.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Wei Renmin Fuwu||  Start with a Workshop and Repair Bay already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Xenological Remedies||  100% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Deus Ex||  50% reduction in Gene Mods&#039; Meld and cash cost and modification time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa||  Gift of Osiris||  Fatigue from Psi-powers, Gene Mods. and Officer ranks reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa||  For the Sake of Glory|| Start with Advanced Repair foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| Quai d&#039;Orsay|| Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and intel scans cost 40% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| Foreign Legion|| Start with 20 additional soldiers in the barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  Skunkworks||  XCOM HQ starts with the Foundry already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  Baumeister||  Facility construction time reduced by 33%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  NeoPanzers||  50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia||  Jai Jawan||  Start with 2 additional interceptors in your home base and Elerium Afterburners foundry project, granting extended interception time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Ring of Fire||  XCOM HQ has 3 additional Steam Vents.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Ghost In the Machine||  SHIVs receive +10 aim, and you start the campaign with two SHIVs in the barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Kiryu-Kai Commander||  Start with a Master Sergeant of a random class on your roster.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Robotics||  +5 bonus aim for new SHIVs and MEC troopers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Wealthy Benefactor||  Start with 500 bonus cash.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Ancient Artifact||  Start the campaign with an Illuminator Gunsight small item.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Legacy of Uxmal||  20% bonus to psionic training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  Pax Nigeriana||  All soldiers receive +1 mobility.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  The Old Path||  50% reduction in psi training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe|| Sukhoi Company||  Start with Enhanced Avionics foundry project, granting +10% to hit during air combat.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe||  Roscosmos||  Start with an additional satellite uplink, and all satellites cost 50% less to build.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa|| Resourceful||  Start with Alien Metallurgy and Advanced Salvage foundry projects (bonus alloys and weapon fragments).&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa||  Survival Training||  All soldiers receive +1 hit point.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Special Air Service||  All soldiers receive +3 aim.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Their Finest Hour||  Start with Penetrator Weapons foundry project, granting interceptor weapons increased armor piercing capabilities.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Sandhurst||  33% reduction in ranks required to unlock Officer Training School projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  Special Warfare School||  Officer Training School Projects cost 90% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  Cheyenne Mountain||  XCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  We Have Ways||  75% reduction in time to complete autopsies and interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  On Our Own||  No unique bonus.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Country satellite bonuses ==&lt;br /&gt;
&lt;br /&gt;
These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have an identical effect with one of the starting bonuses for that country, but have a lesser impact as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country satellite bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Country !! | Continent !!  New staff member per month !! | Name !! | Effect &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America|| +1 Engineer ||  Bounties||  20% bonus cash from abductions. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia || +1 Engineer ||  Army of the Southern Cross||  +2 bonus aim for newly promoted gunners and rocketeers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America|| +1 Scientist ||  Expertise|| +10% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America|| +1 Scientist ||  Task Force Arrowhead||  +2 bonus will for new Engineers and Medics soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia|| +1 Engineer ||  Xenological Remedies||  34% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa|| +1 Engineer ||  Call to Arms||  25% reduction in fatigue from Gene Mods.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| +1 Scientist || Cyberware||20% reduction in meld required for MEC primary weapons and tactical subsystems.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe|| +1 Engineer ||  NeoPanzers||  15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia|| +1 Engineer ||  Jai Vidwan|| +5% research bonus for each lab adjacency.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia|| +1 Scientist ||  Robotics||  +2 bonus aim for new SHIVs and MEC troopers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America|| +1 Engineer ||  Legacy of Uxmal||  10% bonus to psionic training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa|| +1 Scientist ||  The Old Path||  20% reduction in psi training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe|| +1 Scientist || Spetznaz||  +1 bonus HP for new Infantry and Assault soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa|| +1 Scientist || 1st Recce||  +2 bonus defense for newly promoted snipers and scouts.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe|| +1 Scientist ||  Cadre||  15% reduction in ranks required to unlock Officer Training School projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America|| +1 Scientist ||  We Have Ways||  25% reduction in time to complete autopsies and interrogations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Council interaction with Xcom ==&lt;br /&gt;
&lt;br /&gt;
Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won&#039;t increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.&lt;br /&gt;
&lt;br /&gt;
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens&#039; influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country&#039;s panic level.  It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) Reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country.&lt;br /&gt;
&lt;br /&gt;
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM.  Conversely, aliens with high resources can expend them to send overseer ships into countries following a scout and transport ship mission, taking the country instantly.&lt;br /&gt;
&lt;br /&gt;
===Funding ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country Funding by Continent&lt;br /&gt;
|- &lt;br /&gt;
! North America !! South America !! Africa !! Europe !! Asia&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*United States: §160&lt;br /&gt;
*Canada: §90&lt;br /&gt;
*Mexico: §80&lt;br /&gt;
|&lt;br /&gt;
*Argentina: §70&lt;br /&gt;
*Brazil: §100&lt;br /&gt;
|&lt;br /&gt;
*Egypt: §80&lt;br /&gt;
*South Africa: §70&lt;br /&gt;
*Nigeria: §80&lt;br /&gt;
|&lt;br /&gt;
*United Kingdom: §110&lt;br /&gt;
*Russia: §100&lt;br /&gt;
*France: §120&lt;br /&gt;
*Germany: §140&lt;br /&gt;
|&lt;br /&gt;
*China: §130&lt;br /&gt;
*Japan: §150&lt;br /&gt;
*India: §100&lt;br /&gt;
*Australia: §80&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Funding Without Satellite &lt;br /&gt;
|- &lt;br /&gt;
! Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 40% || 33% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=66383</id>
		<title>The Council (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=66383"/>
		<updated>2015-07-05T13:40:43Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Country satellite bonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: ShadowSpeeker.png|left|256px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.&lt;br /&gt;
&lt;br /&gt;
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Continent-wide bonuses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Continent-wide bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;North America &amp;lt;/b&amp;gt; ||  Air Superiority||  Aircraft and aircraft weapons cost 25% less to purchase and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;South America &amp;lt;/b&amp;gt; || Power to the People || Power facilities cost 30% less to build and maintain. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Asia &amp;lt;/b&amp;gt; || New Warfare|| Foundry projects have cash, alloy and elerium cost reduced by 25% percent. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Africa &amp;lt;/b&amp;gt; || Architects of the Future || Laboratories and Workshops cost 30% less to build and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Europe &amp;lt;/b&amp;gt; || Wealth of Nations|| Monthly XCOM funding increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Unlike the vanilla game, in Long War you no longer acquire your starting continent&#039;s bonus from the start. To acquire any bonus you require full satellite coverage of said continent.&lt;br /&gt;
&lt;br /&gt;
== Country starting bonuses ==&lt;br /&gt;
&lt;br /&gt;
Since beta 15, the XCOM newly commissioned commander can chose the country where the primary base will be built. This choice entails a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country. Currently most starting countries have 2 or more starting bonuses to chose form, giving you a wider replayability for future campaigns. &lt;br /&gt;
&lt;br /&gt;
If you do not want to have a special starting bonus, you can chose &amp;lt;i&amp;gt; On Our Own&amp;lt;/i&amp;gt; available for some starting countries.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Country starting bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Country !! | Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America||  Patriae Semper Vigilis||  All soldiers receive +5 will. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia ||  Per Ardua Ad Astra||  All soldiers receive +5 ability points for stat rolls upon recruitment.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  Jungle Scouts||  Early armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  Expertise|| +15% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America||  Advanced Preparations||  XCOM HQ starts with a Laboratory and Workshop already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America||  Cadre ||  Start with four corporals in the barracks, one of each supraclass.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Wei Renmin Fuwu||  Start with a Workshop and Repair Bay already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Xenological Remedies||  100% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Deus Ex||  50% reduction in Gene Mods&#039; Meld and cash cost and modification time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa||  Gift of Osiris||  Fatigue from Psi-powers, Gene Mods. and Officer ranks reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa||  For the Sake of Glory|| Start with Advanced Repair foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| Quai d&#039;Orsay|| Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and intel scans cost 40% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| Foreign Legion|| Start with 20 additional soldiers in the barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  Skunkworks||  XCOM HQ starts with the Foundry already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  Baumeister||  Facility construction time reduced by 33%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  NeoPanzers||  50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia||  Jai Jawan||  Start with 2 additional interceptors in your home base and Elerium Afterburners foundry project, granting extended interception time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Ring of Fire||  XCOM HQ has 3 additional Steam Vents.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Ghost In the Machine||  SHIVs receive +10 aim, and you start the campaign with two SHIVs in the barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Kiryu-Kai Commander||  Start with a Master Sergeant of a random class on your roster.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Robotics||  +5 bonus aim for new SHIVs and MEC troopers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Wealthy Benefactor||  Start with 500 bonus cash.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Ancient Artifact||  Start the campaign with an Illuminator Gunsight small item.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Legacy of Uxmal||  20% bonus to psionic training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  Pax Nigeriana||  All soldiers receive +1 mobility.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  The Old Path||  50% reduction in psi training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe|| Sukhoi Company||  Start with Enhanced Avionics foundry project, granting +10% to hit during air combat.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe||  Roscosmos||  Start with an additional satellite uplink, and all satellites cost 50% less to build.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa|| Resourceful||  Start with Alien Metallurgy and Advanced Salvage foundry projects (bonus alloys and weapon fragments).&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa||  Survival Training||  All soldiers receive +1 hit point.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Special Air Service||  All soldiers receive +3 aim.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Their Finest Hour||  Start with Penetrator Weapons foundry project, granting interceptor weapons increased armor piercing capabilities.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Sandhurst||  33% reduction in ranks required to unlock Officer Training School projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  Special Warfare School||  Officer Training School Projects cost 90% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  Cheyenne Mountain||  XCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  We Have Ways||  75% reduction in time to complete autopsies and interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  On Our Own||  No unique bonus.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Country satellite bonuses ==&lt;br /&gt;
&lt;br /&gt;
These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have an identical effect with one of the starting bonuses for that country, but have a lesser impact as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country satellite bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Country !! | Continent !!  New staff member per month !! | Name !! | Effect &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America|| +1 Engineer ||  Bounties||  20% bonus cash from abductions. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia || +1 Engineer ||  Army of the Southern Cross||  +2 bonus aim for newly promoted gunners and rocketeers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America|| +1 Scientist ||  Expertise|| +10% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America|| +1 Scientist ||  Task Force Arrowhead||  +2 bonus will for new Engineers and Medics.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia|| +1 Engineer ||  Xenological Remedies||  34% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa|| +1 Engineer ||  Call to Arms||  25% reduction in fatigue from Gene Mods.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| +1 Scientist || Cyberware||20% reduction in meld required for MEC primary weapons and tactical subsystems.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe|| +1 Engineer ||  NeoPanzers||  15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia|| +1 Engineer ||  Jai Vidwan|| +5% research bonus for each lab adjacency.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia|| +1 Scientist ||  Robotics||  +2 bonus aim for new SHIVs and MEC troopers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America|| +1 Engineer ||  Legacy of Uxmal||  10% bonus to psionic training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa|| +1 Scientist ||  The Old Path||  20% reduction in psi training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe|| +1 Scientist || Spetznaz||  +1 bonus HP for new Infantry and Assault soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa|| +1 Scientist || 1st Recce||  +2 bonus defense for newly promoted snipers and scouts.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe|| +1 Scientist ||  Cadre||  15% reduction in ranks required to unlock Officer Training School projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America|| +1 Scientist ||  We Have Ways||  25% reduction in time to complete autopsies and interrogations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Council interaction with Xcom ==&lt;br /&gt;
&lt;br /&gt;
Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won&#039;t increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.&lt;br /&gt;
&lt;br /&gt;
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens&#039; influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country&#039;s panic level.  It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) Reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country.&lt;br /&gt;
&lt;br /&gt;
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM.  Conversely, aliens with high resources can expend them to send overseer ships into countries following a scout and transport ship mission, taking the country instantly.&lt;br /&gt;
&lt;br /&gt;
===Funding ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country Funding by Continent&lt;br /&gt;
|- &lt;br /&gt;
! North America !! South America !! Africa !! Europe !! Asia&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*United States: §160&lt;br /&gt;
*Canada: §90&lt;br /&gt;
*Mexico: §80&lt;br /&gt;
|&lt;br /&gt;
*Argentina: §70&lt;br /&gt;
*Brazil: §100&lt;br /&gt;
|&lt;br /&gt;
*Egypt: §80&lt;br /&gt;
*South Africa: §70&lt;br /&gt;
*Nigeria: §80&lt;br /&gt;
|&lt;br /&gt;
*United Kingdom: §110&lt;br /&gt;
*Russia: §100&lt;br /&gt;
*France: §120&lt;br /&gt;
*Germany: §140&lt;br /&gt;
|&lt;br /&gt;
*China: §130&lt;br /&gt;
*Japan: §150&lt;br /&gt;
*India: §100&lt;br /&gt;
*Australia: §80&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Funding Without Satellite &lt;br /&gt;
|- &lt;br /&gt;
! Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 40% || 33% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=66382</id>
		<title>The Council (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=66382"/>
		<updated>2015-07-05T13:37:11Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: ShadowSpeeker.png|left|256px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.&lt;br /&gt;
&lt;br /&gt;
On the other hand, having satellite coverage now gives you tangible bonuses under the form of one starting bonus and many satellite coverage bonuses. Also having full coverage over a continent grants a specific bonus, much like in vanilla, but the bonuses have been shuffled around and changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Continent-wide bonuses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Continent-wide bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;North America &amp;lt;/b&amp;gt; ||  Air Superiority||  Aircraft and aircraft weapons cost 25% less to purchase and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;South America &amp;lt;/b&amp;gt; || Power to the People || Power facilities cost 30% less to build and maintain. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Asia &amp;lt;/b&amp;gt; || New Warfare|| Foundry projects have cash, alloy and elerium cost reduced by 25% percent. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Africa &amp;lt;/b&amp;gt; || Architects of the Future || Laboratories and Workshops cost 30% less to build and maintain.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &amp;lt;b&amp;gt;Europe &amp;lt;/b&amp;gt; || Wealth of Nations|| Monthly XCOM funding increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Unlike the vanilla game, in Long War you no longer acquire your starting continent&#039;s bonus from the start. To acquire any bonus you require full satellite coverage of said continent.&lt;br /&gt;
&lt;br /&gt;
== Country starting bonuses ==&lt;br /&gt;
&lt;br /&gt;
Since beta 15, the XCOM newly commissioned commander can chose the country where the primary base will be built. This choice entails a certain starting bonus, or not, depending on your choice. This bonus does not stack with the satellite coverage bonuses from the same country. Currently most starting countries have 2 or more starting bonuses to chose form, giving you a wider replayability for future campaigns. &lt;br /&gt;
&lt;br /&gt;
If you do not want to have a special starting bonus, you can chose &amp;lt;i&amp;gt; On Our Own&amp;lt;/i&amp;gt; available for some starting countries.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Country starting bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Country !! | Continent !! | Name !! | Effect  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America||  Patriae Semper Vigilis||  All soldiers receive +5 will. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia ||  Per Ardua Ad Astra||  All soldiers receive +5 ability points for stat rolls upon recruitment.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  Jungle Scouts||  Early armors (Tac Vest and Tac, Kestrel, Phalanx and Aurora Armors) receive an additional small item slot until Tactical Rigging is developed.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  Expertise|| +15% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America||  Advanced Preparations||  XCOM HQ starts with a Laboratory and Workshop already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America||  Cadre ||  Start with four corporals in the barracks, one of each supraclass.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Wei Renmin Fuwu||  Start with a Workshop and Repair Bay already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Xenological Remedies||  100% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia||  Deus Ex||  50% reduction in Gene Mods&#039; Meld and cash cost and modification time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa||  Gift of Osiris||  Fatigue from Psi-powers, Gene Mods. and Officer ranks reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa||  For the Sake of Glory|| Start with Advanced Repair foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| Quai d&#039;Orsay|| Country item requests occur 40% faster; fulfilled requests provide 40% additional defense, and intel scans cost 40% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| Foreign Legion|| Start with 20 additional soldiers in the barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  Skunkworks||  XCOM HQ starts with the Foundry already built.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  Baumeister||  Facility construction time reduced by 33%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  NeoPanzers||  50% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia||  Jai Jawan||  Start with 2 additional interceptors in your home base and Elerium Afterburners foundry project, granting extended interception time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Ring of Fire||  XCOM HQ has 3 additional Steam Vents.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Ghost In the Machine||  SHIVs receive +10 aim, and you start the campaign with two SHIVs in the barracks.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Kiryu-Kai Commander||  Start with a Master Sergeant of a random class on your roster.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  Robotics||  +5 bonus aim for new SHIVs and MEC troopers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Wealthy Benefactor||  Start with 500 bonus cash.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Ancient Artifact||  Start the campaign with an Illuminator Gunsight small item.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America||  Legacy of Uxmal||  20% bonus to psionic training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  Pax Nigeriana||  All soldiers receive +1 mobility.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  The Old Path||  50% reduction in psi training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa||  On Our Own||  No unique bonus.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe|| Sukhoi Company||  Start with Enhanced Avionics foundry project, granting +10% to hit during air combat.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe||  Roscosmos||  Start with an additional satellite uplink, and all satellites cost 50% less to build.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa|| Resourceful||  Start with Alien Metallurgy and Advanced Salvage foundry projects (bonus alloys and weapon fragments).&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa||  Survival Training||  All soldiers receive +1 hit point.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Special Air Service||  All soldiers receive +3 aim.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Their Finest Hour||  Start with Penetrator Weapons foundry project, granting interceptor weapons increased armor piercing capabilities.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe||  Sandhurst||  33% reduction in ranks required to unlock Officer Training School projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  Special Warfare School||  Officer Training School Projects cost 90% less.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  Cheyenne Mountain||  XCOM HQ starts with all elevators already built, and excavation costs are reduced by 50%.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  We Have Ways||  75% reduction in time to complete autopsies and interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America||  On Our Own||  No unique bonus.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Country satellite bonuses ==&lt;br /&gt;
&lt;br /&gt;
These are secondary bonuses that you acquire by having a satellite orbit a country. Some of them have an identical effect with one of the starting bonuses for that country, but have a lesser impact as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country satellite bonuses &lt;br /&gt;
|-&lt;br /&gt;
! Country !! | Continent !!  New staff member per month !! | Name !! | Effect &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Argentina (bordered).png|center|64x32px|Argentina]]&amp;lt;b&amp;gt;Argentina &amp;lt;/b&amp;gt; || South America|| +1 Engineer ||  Bounties||  20% bonus cash from abductions. &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Australia.png|center|64x32px|Australia]]&amp;lt;b&amp;gt;Australia &amp;lt;/b&amp;gt; || Asia || +1 Engineer ||  Army of the Southern Cross||  +2 bonus aim for newly promoted gunners and rocketeers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Brazil.png|center|64x32px|Brazil]]&amp;lt;b&amp;gt;Brazil&amp;lt;/b&amp;gt; || South America|| +1 Scientist ||  Expertise|| +10% bonus to research credits from interrogations.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Canada.png|center|64x32px|Canada]]&amp;lt;b&amp;gt;Canada&amp;lt;/b&amp;gt; || North America|| +1 Scientist ||  Task Force Arrowhead||  +2 bonus will for new engineers and medics.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of China.png|center|64x32px|China]]&amp;lt;b&amp;gt;China&amp;lt;/b&amp;gt; || Asia|| +1 Engineer ||  Xenological Remedies||  34% bonus cash from alien corpse and wreck sales.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Egypt.png|center|64x32px|Egypt]]&amp;lt;b&amp;gt;Egypt &amp;lt;/b&amp;gt; || Africa|| +1 Engineer ||  Call to Arms||  25% reduction in fatigue from Gene Mods.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of France.png|center|64x32px|France]]&amp;lt;b&amp;gt;France&amp;lt;/b&amp;gt; || Europe|| +1 Scientist || Cyberware||20% reduction in meld required for MEC primary weapons and tactical subsystems.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Germany.png|center|64x32px|Germany]]&amp;lt;b&amp;gt;Germany&amp;lt;/b&amp;gt; || Europe|| +1 Engineer ||  NeoPanzers||  15% reduction in cash, alloy and elerium required for MEC and SHIV primary weapons.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of India.png|center|64x32px|India]]&amp;lt;b&amp;gt;India&amp;lt;/b&amp;gt; || Asia|| +1 Engineer ||  Jai Vidwan|| +5% research bonus for each lab adjacency.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Japan.png|center|64x32px|Japan]]&amp;lt;b&amp;gt;Japan&amp;lt;/b&amp;gt; || Asia|| +1 Scientist ||  Robotics||  +2 bonus aim for new SHIVs and MEC troopers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Mexico.png|center|64x32px|Mexico]]&amp;lt;b&amp;gt;Mexico&amp;lt;/b&amp;gt; || North America|| +1 Engineer ||  Legacy of Uxmal||  10% bonus to psionic training chances.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Nigeria.png|center|64x32px|Nigeria]]&amp;lt;b&amp;gt;Nigeria&amp;lt;/b&amp;gt; || Africa|| +1 Scientist ||  The Old Path||  20% reduction in psi training time.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of Russia.png|center|64x32px|Russia]]&amp;lt;b&amp;gt;Russia&amp;lt;/b&amp;gt; || Europe|| +1 Scientist || Spetznaz||  +1 bonus HP for new infantry and assault soldiers.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of South Africa.png|center|64x32px|South Africa]]&amp;lt;b&amp;gt;South Africa&amp;lt;/b&amp;gt; || Africa|| +1 Scientist || 1st Recce||  +2 bonus defense for newly promoted snipers and scouts.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of UK.png|center|64x32px|United Kingdom]]&amp;lt;b&amp;gt;United Kingdom&amp;lt;/b&amp;gt; || Europe|| +1 Scientist ||  Cadre||  15% reduction in ranks required to unlock Officer Training School projects.&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Image: Flag of USA.png|center|64x32px|United States]]&amp;lt;b&amp;gt;United States&amp;lt;/b&amp;gt; || North America|| +1 Scientist ||  We Have Ways||  25% reduction in time to complete autopsies and interrogations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Council interaction with Xcom ==&lt;br /&gt;
&lt;br /&gt;
Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won&#039;t increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.&lt;br /&gt;
&lt;br /&gt;
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens&#039; influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country&#039;s panic level.  It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) Reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country.&lt;br /&gt;
&lt;br /&gt;
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM.  Conversely, aliens with high resources can expend them to send overseer ships into countries following a scout and transport ship mission, taking the country instantly.&lt;br /&gt;
&lt;br /&gt;
===Funding ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country Funding by Continent&lt;br /&gt;
|- &lt;br /&gt;
! North America !! South America !! Africa !! Europe !! Asia&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*United States: §160&lt;br /&gt;
*Canada: §90&lt;br /&gt;
*Mexico: §80&lt;br /&gt;
|&lt;br /&gt;
*Argentina: §70&lt;br /&gt;
*Brazil: §100&lt;br /&gt;
|&lt;br /&gt;
*Egypt: §80&lt;br /&gt;
*South Africa: §70&lt;br /&gt;
*Nigeria: §80&lt;br /&gt;
|&lt;br /&gt;
*United Kingdom: §110&lt;br /&gt;
*Russia: §100&lt;br /&gt;
*France: §120&lt;br /&gt;
*Germany: §140&lt;br /&gt;
|&lt;br /&gt;
*China: §130&lt;br /&gt;
*Japan: §150&lt;br /&gt;
*India: §100&lt;br /&gt;
*Australia: §80&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Funding Without Satellite &lt;br /&gt;
|- &lt;br /&gt;
! Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 40% || 33% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
{{ Overview (Long War) Navbar }}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Genetics_Lab_(Long_War)&amp;diff=66381</id>
		<title>Genetics Lab (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Genetics_Lab_(Long_War)&amp;diff=66381"/>
		<updated>2015-07-05T13:31:13Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Fac_geneticslab.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Implementation of &amp;lt;br&amp;gt;[[Gene Mods (Long War)|Gene Mods]]&lt;br /&gt;
|adjacency=[[Laboratory (Long War)|Laboratory]] &amp;lt;br&amp;gt; (+10% research speed)&lt;br /&gt;
|prerequisites=Xenogenetics&lt;br /&gt;
|other=Various Alien Autopsies for each gene mod&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=18 &lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=9&lt;br /&gt;
|maintenance=30&lt;br /&gt;
|power=4&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Much the same as Vanilla, this facility is required for applying [[Gene Mods (Long War)|Gene Mods]] to your soldiers via the Research menu tab. See the aforementioned page for detailed information on individual mods.&lt;br /&gt;
&lt;br /&gt;
* Soldiers who receive genetic modification retain both their class and rank. Only one Genetics Lab may be constructed, although it counts as a Laboratory if built next to one. Dr. Vahlen recommends that XCOM deploy genetically enhanced soldiers as soon as possible.&lt;br /&gt;
&lt;br /&gt;
* Up to five genetic modifications may be applied to a single soldier. They modify a variety of human anatomical systems, yielding different tactical advantages. Mods can be freely replaced given the required resources with the opposite mod corresponding to the specific anatomical body part. Each gene mod increases the amount of rest required between missions.&lt;br /&gt;
&lt;br /&gt;
* Performing alien autopsies can result in access to new genetic modification options. If you want to access a specific mod, make sure you limit the use of explosives on the battlefield and do not sell off the bodies when short on cash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
*[[Gene Mods (Long War)|Gene Mods]]&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hyperwave_Relay_(Long_War)&amp;diff=66380</id>
		<title>Hyperwave Relay (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hyperwave_Relay_(Long_War)&amp;diff=66380"/>
		<updated>2015-07-05T13:27:51Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Hyperwave Relay (EU2012).png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Detection of [[UFOs (Long War)#Overseer|Special UFOs]] and extended information on detected [[UFOs (Long War)|UFOs]].&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=[[Research (Long War)|Alien Communications]]&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=600&lt;br /&gt;
|alienaloys=100&lt;br /&gt;
|elerium=60&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=28&lt;br /&gt;
|quick credits=900&lt;br /&gt;
|quick alienaloys=150&lt;br /&gt;
|quick elerium=90&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=14&lt;br /&gt;
|maintenance=100&lt;br /&gt;
|power=15&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Allows the detection of [[UFOs (Long War)#Overseer|Special UFOs]], and shows extended information about all [[UFOs (Long War)|UFOs]] when they are detected.&lt;br /&gt;
&lt;br /&gt;
Cannot be torn down once built.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Containment_(Long_War)&amp;diff=66379</id>
		<title>Alien Containment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Containment_(Long_War)&amp;diff=66379"/>
		<updated>2015-07-05T13:27:33Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Alien Containment (EU2012).png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Housing and interrogation of [[Alien Life Forms (Long War)|Alien]] captives&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=[[Research (Long War)|Xenobiology]]&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=20&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=14&lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=30&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=7&lt;br /&gt;
|maintenance=30&lt;br /&gt;
|power=10&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Provides a secure environment to house the [[Alien Life Forms (Long War)|Alien]] captives, allowing you to interrogate them in the Labs.&lt;br /&gt;
&lt;br /&gt;
Without an [[Alien Containment (Long War)|Alien Containment]], [[Alien Life Forms (Long War)|Aliens]] captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] will be killed.&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Satellite_Uplink_(Long_War)&amp;diff=66378</id>
		<title>Satellite Uplink (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Satellite_Uplink_(Long_War)&amp;diff=66378"/>
		<updated>2015-07-05T13:25:51Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Satellite Uplink (EU2012).png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=+1 maximum satellites&lt;br /&gt;
|adjacency=[[Satellite Uplink (Long War)|Satellite support]] (+1 maximum satellites)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] + 20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=21&lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=20&lt;br /&gt;
|quick build time=11&lt;br /&gt;
|maintenance=20&lt;br /&gt;
|power=8&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Allows a team of engineers to monitor the transmissions from 1 XCOM satellite, increasing the maximum amount of satellites in orbit by 1.&lt;br /&gt;
&lt;br /&gt;
Each adjacent [[Satellite Uplink (Long War)|Satellite Uplink]] or [[Satellite Nexus (Long War)|Satellite Nexus]] increases the maximum amount of satellites in orbit by an additional 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thermo_Generator_(Long_War)&amp;diff=66377</id>
		<title>Thermo Generator (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thermo_Generator_(Long_War)&amp;diff=66377"/>
		<updated>2015-07-05T13:24:54Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Thermal_Power_Generator_(EU2012).png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=25 power&lt;br /&gt;
|adjacency=[[Thermo Generator (Long War)|Power generator]] (+3 power)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=350&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=21&lt;br /&gt;
|quick credits=525&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=11&lt;br /&gt;
|maintenance=35&lt;br /&gt;
|power=0&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Supplies 25 power, which is required to construct additional facilities.&lt;br /&gt;
&lt;br /&gt;
Each adjacent [[Fission Generator (Long War)|Fission Generator]], [[Thermo Generator (Long War)|Thermo Generator]] or [[Elerium Generator (Long War)|Elerium Generator]] supplies an additional 3 power.&lt;br /&gt;
&lt;br /&gt;
Must be built over steam vents.&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Fission_Generator_(Long_War)&amp;diff=66376</id>
		<title>Fission Generator (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Fission_Generator_(Long_War)&amp;diff=66376"/>
		<updated>2015-07-05T13:23:35Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Power_Generator_(EU2012).png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=8 power&lt;br /&gt;
|adjacency=[[Fission Generator (Long War)|Power generator]] (+3 power)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=120&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=10&lt;br /&gt;
|quick credits=180&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=20&lt;br /&gt;
|quick build time=5&lt;br /&gt;
|maintenance=20&lt;br /&gt;
|power=0&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
Supplies 8 power, which is required to construct additional facilities.&lt;br /&gt;
&lt;br /&gt;
Each adjacent [[Fission Generator (Long War)|Fission Generator]], [[Thermo Generator (Long War)|Thermo Generator]] or [[Elerium Generator (Long War)|Elerium Generator]] supplies an additional 3 power.&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=62505</id>
		<title>Soldiers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=62505"/>
		<updated>2014-12-22T09:41:45Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
It doesn&#039;t really matter from where or how you examine the entire Long War roster of Soldiers -aka Troopers.&lt;br /&gt;
&lt;br /&gt;
All you will find is a very tight group of incredibly talented and skilled people from all over the world.&lt;br /&gt;
Sure, they all have to go through horrific encounters with the Alien invaders. Fighting their ways back to the SkyRanger for swift extractions -- many times over. Returning to XCom-HQ for debriefing and possibly hard earned promotions.&lt;br /&gt;
&lt;br /&gt;
Some will die, others will even live to assault the alien Temple Ship where a volunteer should be able to help defeat some monstruous creature and its closeby group of cyber-bio-freako thugs.&lt;br /&gt;
&lt;br /&gt;
* Such rare military potential can be turned into amazing capacities; namely, Psionic minds or Cybernetic killing machines.&lt;br /&gt;
&lt;br /&gt;
* All of them heading for a variety of Ranks &amp;amp; Classes, with Perk driven abilities.&lt;br /&gt;
&lt;br /&gt;
* A few might somehow get as high as Officers.&lt;br /&gt;
&lt;br /&gt;
Indeed - Like a precious blue Marble in space, planet &#039;&#039;&#039;Earth&#039;&#039;&#039; is in extremely capable hands and well trained at that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Luck&#039;&#039;&#039; &#039;&#039;Commanders&#039;&#039;, you&#039;ll need it!&lt;br /&gt;
&lt;br /&gt;
== Squad ==&lt;br /&gt;
Long War&#039;s starting squad size is 6. It can be increased to 8 with Officer Training School upgrades as usual (though the prerequisites for the upgrades are a little different). When defending the XCOM HQ the squad size is fixed at 6. Covert extraction missions are fixed at 4 + the covert operative. The Super Skyranger upgrade will allow an additional 2 soldiers on alien base and Exalt HQ assaults, and an extra 4 soldiers on the final mission. To off-set the increased squad size, soldier classes have been made much more specific in their roles.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Like the base game, soldiers are divided into classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. Long War allows you some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk:&lt;br /&gt;
* Scout-Sniper -&amp;gt; [[Scout (Long War)|Scout]] or [[Sniper (Long War)|Sniper]]&lt;br /&gt;
* Tactical -&amp;gt; [[Infantry (Long War)|Infantry]] or [[Assault (Long War)|Assault]]&lt;br /&gt;
* Weapons -&amp;gt; [[Gunner (Long War)|Gunner]] or [[Rocketeer (Long War)|Rocketeer]]&lt;br /&gt;
* Support -&amp;gt; [[Medic (Long War)|Medic]] or [[Engineer (Long War)|Engineer]]&lt;br /&gt;
If you don&#039;t want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.&lt;br /&gt;
&lt;br /&gt;
The new classes are all designed with certain roles in mind, and they work best if they have other roles that synergize with them. For example, a Gunner&#039;s ability to Suppress works will with an Assault, as the Gunner can pin an enemy and prevent it from overwatching while the Assault moves up for a flank. Alternatively, a Scout can draw out overwatch fire for the Assault, allowing the Assault to move up, meanwhile also checking with a Battle Scanner that the Assault&#039;s destination doesn&#039;t have extra enemies hiding nearby.&lt;br /&gt;
&lt;br /&gt;
== Fatigue==&lt;br /&gt;
In Long War soldiers suffer from Fatigue. After finishing a mission they must rest for several days. You can push a soldier out while fatigued if you must, but then they&#039;ll need a longer rest session afterwards that you can&#039;t skip. This is very important to how you play the game, since your roster of soldiers must be much larger to allow rotating soldiers in and out due to fatigue.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have about four full teams of soldiers (24-32), ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if Operation Sling-shot and Portent are activated. Try to spread the experience around, and take advantage of easier missions to get low rank soldiers - the last thing you want is for an important mission to come up and only have raw recruits ready to go. Note that OTS upgrades are no longer tied to your highest soldier&#039;s rank.&lt;br /&gt;
&lt;br /&gt;
By mid-game you might seriously start to consider if some missions are worth it. When faced with shooting down a Scout or Fighter during the middle of the month, it might be wise to take a step back and think. &amp;quot;Do I really want to assault it?&amp;quot; Check your roster and see how many soldiers are fatigued and for how long. Getting 6 soldiers fatigued for 5 days for the relatively small haul you get from a Scout might not be worthwhile.&lt;br /&gt;
&lt;br /&gt;
Fatigue on soldiers also highlights the importance of the S.H.I.V, as they do not suffer any fatigue, meaning that they can effectively be taken on several missions in quick succession (provided they aren&#039;t damaged during a mission). However they do not gain any experience, which could be potentially given to soldiers.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
The default option for Long War is that soldiers have randomized starting stats. The stats for soldiers are generated with a points system, so while soldiers will be different, their overall quality should be the same. The Second Wave option Strict Screening  will give your soldiers fixed starting stats.&lt;br /&gt;
&lt;br /&gt;
In addition to the normal stats of mobility, aim, will and HP, Long War soldiers also have a built in defence stat. In Long War you can expect your soldiers&#039; starting Will to be much lower than in vanilla XCOM, making panic much more of a problem early game.&lt;br /&gt;
&lt;br /&gt;
The aim progression of the various classes do not differ as wildly in Long War as they do in vanilla. For example, the vanilla Heavy gains +10 aim from ranks, compared to the vanilla Sniper&#039;s +40, for a 30 aim difference. In comparison, the Long War Engineer gains 14 aim to the Sniper&#039;s 32, a much smaller, though still significant, 18 aim difference. HP progression on the other hand differs slightly more between classes. In vanilla, excepting gains from perks, the classes all gain 4 HP except the Sniper who gains one less. In Long War HP progression varies from 2 HP up to 4 HP&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=62468</id>
		<title>Achievements (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=62468"/>
		<updated>2014-12-19T03:06:42Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Enemy Within DLC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Achievements&#039;&#039;&#039; are separate goals or personal achievement trophies that you can earn as you play the game. These are obtained automatically through the normal progression of the game or by performing difficult tasks under harsh conditions. &lt;br /&gt;
&lt;br /&gt;
These achievements provide no direct in-game benefits and can be collected at your leisure. They are mainly provided for players that wish to collect everything that can be collected and to perform everything that can be conceivably performed in the game.&lt;br /&gt;
&lt;br /&gt;
The achievement lists are slightly different depending on the platform you&#039;re playing on - [[#Bubonic|Bubonic]] is only available to PC players, whilst [[#Poison Control|Poison Control]] is only for consolers. The [[#You Win|You Win]] trophy is PS3-only. [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/ Steam offers a list of achievements with the percentages of PC players who have obtained them].&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all achievements must be obtained whilst playing single player, but under any [[Difficulty (EU2012)|difficulty]]. Use of [[Hero (EU2012)|heroes]] will disable achievements for your campaign (even for missions that they don&#039;t attend). Achievement titles in dark cells are hidden until unlocked.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Original XCOM: Enemy Unknown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Win_(EU2012).jpg]]&lt;br /&gt;
!You Win&lt;br /&gt;
|Gain all trophies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
|Obtained after all other trophies are earned. PS3 only.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Meet_New_People_Then_Kill_Them_(EU2012).jpg]]&lt;br /&gt;
!Meet New People.&amp;lt;br&amp;gt;Then Kill Them.&lt;br /&gt;
|Win a [[Multiplayer_(EU2012)|multiplayer]] match.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Doesn&#039;t have to be ranked.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Looking_Back_(EU2012).jpg]]&lt;br /&gt;
!No Looking Back&lt;br /&gt;
| Beat the game in [[Difficulty_(EU2012)#Ironman|Ironman]] on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] Difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Xavier_(EU2012).jpg]]&lt;br /&gt;
!Xavier&lt;br /&gt;
|Mind control an [[Ethereal_(EU2012)|Ethereal]] alien. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Psi Armor, Mind Shield, and a Psi Inspiration boost make this feasable.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Humanitys_Savior_(EU2012).jpg]] &lt;br /&gt;
!Humanity&#039;s Savior&lt;br /&gt;
|Beat the game on any difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Earth_First_(EU2012).jpg]] &lt;br /&gt;
!Earth First&lt;br /&gt;
|Beat the game on [[Difficulty_(EU2012)#Classic|Classic]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Our_Finest_Hour_(EU2012).jpg]]&lt;br /&gt;
!Our Finest Hour&lt;br /&gt;
|Complete the game on [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 90 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Note that it doesn&#039;t say &amp;quot;on Ironman.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Lone_Wolf_(EU2012).jpg]]  &lt;br /&gt;
!Lone Wolf&lt;br /&gt;
|Clear a [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] with one soldier on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| You must only use one soldier, and it is not recommended that you have [[Difficulty_(EU2012)#Ironman|Ironman]] mode turned on while going for this achievement. Taking control of additional units via [[Psionic_(EU2012)|Mind Control]] is allowed. Heavy or Assault reccomended. An early Small Scout UFO crash is ideal. Most quickly done on Classic softcore with the Not Created Equally second wave option, just reroll the starting Meld Tutorial mission until you get an Assault squaddie with 80+ Aim after the first mission, you&#039;ll soon have a Small Scout. Now add Medkit and Assault Rifle and... Save. Often.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bada_Boom_(EU2012).jpg]]  &lt;br /&gt;
!Bada Boom&lt;br /&gt;
|Kill 50 aliens with explosive weapons.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcoming_Committee_(EU2012).jpg]]  &lt;br /&gt;
!Welcoming Committee&lt;br /&gt;
|Kill 150 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pale_Horse_(EU2012).jpg]]  &lt;br /&gt;
!Pale Horse&lt;br /&gt;
|Kill 500 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shooting_Stars_(EU2012).jpg]]  &lt;br /&gt;
!Shooting Stars&lt;br /&gt;
|Shoot down 40 UFOs.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Aint_No_Cavalry_Comin_(EU2012).jpg]]  &lt;br /&gt;
!Ain&#039;t No Cavalry Comin&#039;&lt;br /&gt;
|Have a soldier survive every mission in a full game.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|One soldier must participate in every mission undertaken in the game, from the tutorial or first mission to the final mission. If they miss one (e.g. due to being stuck in the infirmary) then the achievement becomes void.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:As_A_Scalpel_(EU2012).jpg]] &lt;br /&gt;
!As A Scalpel&lt;br /&gt;
|Earn the &amp;quot;Excellent&amp;quot; rating in every performance category on a [[Missions_(EU2012)#Alien_Terror_Attack|terror mission]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|At minimum you must save 14 civilians to get an excellent rating in the third category, and lose no XCOM soldiers to get excellent in the second category.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Edison_(EU2012).jpg]]  &lt;br /&gt;
!Edison&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Angel_of_Death_(EU2012).jpg]]  &lt;br /&gt;
!Angel of Death&lt;br /&gt;
|Kill an alien while flying. Single Player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Archangel Armor or HoverSHIV, of course.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Employees_Must_Wash_Hands_(EU2012).jpg]]  &lt;br /&gt;
!All Employees Must Wash Hands&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Autopsies|autopsy]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Beyond_the_Veil_(EU2012).jpg]]  &lt;br /&gt;
!Beyond the Veil&lt;br /&gt;
|Find a soldier with the Gift.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Prisoner_of_War_(EU2012).jpg]]  &lt;br /&gt;
!Prisoner of War&lt;br /&gt;
|[[Arc_Thrower_(EU2012)|Capture]] a live alien.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Gatekeeper_(EU2012).jpg]]  &lt;br /&gt;
!The Gatekeeper&lt;br /&gt;
|Stun an [[Outsider_(EU2012)|Outsider]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:X_Marks_the_Spot_(EU2012).jpg]]  &lt;br /&gt;
!X Marks the Spot&lt;br /&gt;
|Uncover the [[Storyline_(EU2012)#Assault_the_Alien_Base|alien base&#039;s]] location.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_All_Know_All_(EU2012).jpg]]  &lt;br /&gt;
!See All, Know All&lt;br /&gt;
|Build the [[Hyperwave_Relay_(EU2012)|Hyperwave Relay]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:On_the_Shoulders_of_Giants_(EU2012).jpg]]  &lt;br /&gt;
!On the Shoulders of Giants&lt;br /&gt;
|Build the [[Gollop_Chamber_(EU2012)|Gollop Chamber]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ride_the_Lightning_(EU2012).jpg]]  &lt;br /&gt;
!Ride the Lightning&lt;br /&gt;
|Build a [[Firestorm_(EU2012)|Firestorm]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eye_in_the_Sky_(EU2012).jpg]]  &lt;br /&gt;
!Eye in the Sky&lt;br /&gt;
|Launch a [[Satellite_(EU2012)|Satellite]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Together_Now_(EU2012).jpg]]  &lt;br /&gt;
!All Together Now&lt;br /&gt;
|Get [[Satellite_(EU2012)|satellite]] coverage over every country in one continent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Hunter_Killer_(EU2012).jpg]]  &lt;br /&gt;
!Hunter/Killer&lt;br /&gt;
|In a single game, shoot down one of each [[UFOs_(EU2012)|alien craft]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Modules are helpful in taking down Battleships. Also, you &#039;&#039;can&#039;&#039; send more than 1 Interceptor after a single UFO, but they have to take turns (previous one has to return to base or be destroyed, before sending the next).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Man_No_More_(EU2012).jpg]]  &lt;br /&gt;
!Man No More&lt;br /&gt;
|Build a suit of powered [[Armour_(EU2012)|armor]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Bubonic&lt;br /&gt;
|Play a [[Multiplayer_(EU2012)|multiplayer]] match against someone with this achievement.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|Only exists for PC players, replacing [[#Poison Control|Poison Control]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Poison Control&lt;br /&gt;
|Cure poison on five soldiers in a single mission. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Only exists for console players, replacing [[#Bubonic|Bubonic]]. You may cure the same soldier five times to earn this achievement. Note that [[Thin Man (EU2012)|Thin Men]] release poison on death, which is much easier to use then relying on them to fire poison spit. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We_Happy_Few_(EU2012).jpg]]  &lt;br /&gt;
!We Happy Few&lt;br /&gt;
|Complete a mission without losing a soldier.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Hardest_Road_(EU2012).jpg]]  &lt;br /&gt;
!The Hardest Road&lt;br /&gt;
|Advance one soldier to [[Soldiers_(EU2012)#Ranks|Colonel rank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Worth_Every_Penny_(EU2012).jpg]]  &lt;br /&gt;
!Worth Every Penny&lt;br /&gt;
|Acquire 1000 credits in one month.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Most easily done with global satellite coverage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Oppenheimer_(EU2012).jpg]]  &lt;br /&gt;
!Oppenheimer&lt;br /&gt;
|Staff the research labs with 80 scientists.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:One_Gun_at_a_Time_(EU2012).jpg]]  &lt;br /&gt;
!One Gun at a Time&lt;br /&gt;
|Staff the engineering department with 80 engineers.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Skunkworks_(EU2012).jpg]]  &lt;br /&gt;
!Skunkworks&lt;br /&gt;
|In a single game, complete every [[Foundry_(EU2012)|Foundry]] project.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Skunk Works&amp;quot; is the alias of Lockheed Martin&#039;s Advanced Development Programs division, responsible for the SR-71 &amp;quot;Blackbird&amp;quot; jet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Have_5_Seconds_to_Comply_(EU2012).jpg]]  &lt;br /&gt;
!You Have 5 Seconds to Comply&lt;br /&gt;
|Build a [[SHIV_(EU2012)|S.H.I.V.]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| [http://www.youtube.com/watch?v=xMMyVKm9BjM]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Theory_(EU2012).jpg]]  &lt;br /&gt;
!Theory...&lt;br /&gt;
|Build a [[Laboratory_(EU2012)|laboratory]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:and_Practice_(EU2012).jpg]]  &lt;br /&gt;
!...and Practice&lt;br /&gt;
|Build a [[Workshop_(EU2012)|workshop]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Wet_Work_(EU2012).jpg]]  &lt;br /&gt;
!Wet Work&lt;br /&gt;
|Complete a Very Difficult [[Missions_(EU2012)#Alien_Abductions|abduction mission]] in five turns or less on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Once you&#039;re familiar with the size of some of the different [[Maps (EU2012)|maps]] in the game, wait until you recognise that you&#039;ve been dropped into a small one before attempting this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A_Continental_Fellow_(EU2012).jpg]]  &lt;br /&gt;
!A Continental Fellow&lt;br /&gt;
|Win a game from each of the 5 starting locations.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Five separate games must be completed, with your starting base situated in each of the different continents. Surprisingly, Steam statistics reports this as having among the lowest completion rates, even below Finest Hour and No Looking Back completion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Wonders_Await_(EU2012).jpg]]  &lt;br /&gt;
!What Wonders Await&lt;br /&gt;
|Complete a [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Up_and_Running_(EU2012).jpg]]  &lt;br /&gt;
!Up and Running&lt;br /&gt;
|Build a [[Engineering_(EU2012)#Build_Facilities|base facility]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Combat_Ready_(EU2012).jpg]]  &lt;br /&gt;
!Combat Ready&lt;br /&gt;
|Build an [[Engineering_(EU2012)#Build_Items|item]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drums_in_the_Deep_(EU2012).jpg]]  &lt;br /&gt;
!Drums in the Deep&lt;br /&gt;
|Gain access to the lowest level in your base.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Drums in the Deep South,&amp;quot; a 1951 film, involved a Confederate artillery brigade entrenched in Devil&#039;s Mountain, with the Union forces (land)mining into the rock to blow the mountaintop off entirely. May also refer to &amp;quot;The Lord of the Rings&amp;quot; where the Dwarves of Moria describe their last stand: &amp;quot;We cannot get out. The end comes. Drums, drums in the deep. They are coming.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Happy_to_Oblige_(EU2012).jpg]]  &lt;br /&gt;
!Happy to Oblige&lt;br /&gt;
|Fulfil a [[Missions_(EU2012)#Council_Missions|Council request]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_Hells_Coming_With_Me_(EU2012).jpg]] &lt;br /&gt;
!And Hell&#039;s Coming With Me&lt;br /&gt;
|Successfully assault an [[Storyline_(EU2012)#Assault_the_crashed_Overseer_UFO|Overseer UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Off_My_Planet_(EU2012).jpg]] &lt;br /&gt;
!Off My Planet&lt;br /&gt;
|Recover a [[Hyperwave Relay (EU2012)|Hyperwave Beacon]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tables_Turned_(EU2012).jpg]] &lt;br /&gt;
!Tables Turned&lt;br /&gt;
|Shoot down a [[UFOs_(EU2012)|UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_So_It_Begins_(EU2012).jpg]] &lt;br /&gt;
!And So It Begins...&lt;br /&gt;
|Complete the tutorial mission.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|[[Difficulty_(EU2012)#Tutorial_Mode|Tutorial mode]] must be enabled (not on Impossible Difficulty).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Volunteer_(EU2012).jpg]] &lt;br /&gt;
!The Volunteer&lt;br /&gt;
|Make contact with the Ethereal hive mind.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Flight_of_the_valkyries_(EU2012).jpg]]  &lt;br /&gt;
!Flight of the Valkyries&lt;br /&gt;
|Complete a mission with an all female squad. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Can be obtained on your very first mission (without tutorial) depending on soldier generation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:New_Friend_(EU2012).jpg]] &lt;br /&gt;
!New Friend&lt;br /&gt;
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bait_the_Hook_(EU2012).jpg]] &lt;br /&gt;
!Bait the Hook&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] &lt;br /&gt;
!The Bigger They Are&lt;br /&gt;
|Complete [[Gangplank_(EU2012)|Gangplank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rising_Dragon_(EU2012).jpg]] &lt;br /&gt;
!Rising Dragon&lt;br /&gt;
|Take your new ally into the final challenge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS&#039;s Iron Will before leveling him. Second Wave&#039;s &amp;quot;Hidden Potential&amp;quot; might also give him larger stat increases. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Aboard_(EU2012).jpg]] &lt;br /&gt;
!All Aboard!&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor&#039;s cabin.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!Anger Management&lt;br /&gt;
|Proc [[Gene_Mods_(EU2012)#Adrenal_Neurosympathy|Combat Rush]] on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of [[MEC Trooper (EU2012)|augmented soldiers]] and [[S.H.I.V. (EU2012)|SHIVs]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two [[Gene_Mods_(EU2012)|modifications]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Neural_Feedback|Neural Feedback&#039;s]] base damage is 7, about double if your soldier wins the Will Save roll. Weaken the Sectoid Commander/Ethereal before it&#039;s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with [[Gene_Mods_(EU2012)#Bioelectric_Skin|Bioelectric Skin]] can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!Steel Martyr&lt;br /&gt;
|Deploy [[MEC-3 Paladin (EU2012)|three tactical subsystems]] on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Muscle_Fiber_Density|Muscle Fiber Density]] Gen Mod. Find a map with two buildings of differing heights adjacent to each other. Easy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!Someone Your Own Size&lt;br /&gt;
|Kill a [[Berserker (EU2012)|Muton Berserker]] in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Medals (EU2012)|Medals]] are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|[[Progeny]] (Slingshot type Council mission)&amp;lt;br&amp;gt;A fight across a dam that&#039;s on the brink of collapsing. Advance across the top of the dam and secure the transport vehicle on the far side. Wiping out all aliens is not required.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!Ours are the Furies &lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key. Pistol foundry projects are extremely helpful as well, laser or plasma depending on EXALT&#039;s tech.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|Simply lock down the Encoder and kill all EXALT forces. They can&#039;t do anything to the Transmitter even if they find it before breaking the Encoder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|http://www.tf2sounds.com/1207&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware of Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or save scum and go one by one)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements were removed from Steam 8th Jan 2013. Two of them have returned in the Enemy Within DLC with different names (&#039;&#039;&#039;Disaster Averted&#039;&#039;&#039; as &#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; and &#039;&#039;&#039;Great Minds Think Alike&#039;&#039;&#039; as &#039;&#039;&#039;Ours Are The Furies&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Sweat_(EU2012).jpg]] &lt;br /&gt;
!No Sweat&lt;br /&gt;
|Complete Deluge without activating more than 2 valves.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Deluge in EW has a turn limit, due to it being on a damaged Dam: opening valves releases water, thus extending the time before it breaks. While it is possible to complete the mission without opening more than two valves, it will not unlock the achievement, and thus, it has truly been removed&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Saved_to_Savior_(EU2012).jpg]] &lt;br /&gt;
!Saved to Savior&lt;br /&gt;
|Have your newest ally volunteer for the most difficult duty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|Similar to Shaojie Zhang&#039;s Rising Dragon, except Annette needs to become the Volunteer. There is no achievement for volunteering Annette in Enemy Within, suggesting that this achievement was removed for good.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Disaster_Averted_(EU2012).jpg]] &lt;br /&gt;
!Disaster Averted&lt;br /&gt;
|Complete Deluge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Chase_Is_On_(EU2012).jpg]]&lt;br /&gt;
!The Chase Is On&lt;br /&gt;
|Complete Portent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Replaced with the achievement-less mission of finding/escorting the EXALT survivor of a damaged convoy. The sequence of achievements seems to indicate that Portent was originally intended to take place after Deluge.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]] &lt;br /&gt;
!Great Minds Think Alike&lt;br /&gt;
|Complete Furies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=62467</id>
		<title>Achievements (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(EU2012)&amp;diff=62467"/>
		<updated>2014-12-19T03:04:13Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Achievements&#039;&#039;&#039; are separate goals or personal achievement trophies that you can earn as you play the game. These are obtained automatically through the normal progression of the game or by performing difficult tasks under harsh conditions. &lt;br /&gt;
&lt;br /&gt;
These achievements provide no direct in-game benefits and can be collected at your leisure. They are mainly provided for players that wish to collect everything that can be collected and to perform everything that can be conceivably performed in the game.&lt;br /&gt;
&lt;br /&gt;
The achievement lists are slightly different depending on the platform you&#039;re playing on - [[#Bubonic|Bubonic]] is only available to PC players, whilst [[#Poison Control|Poison Control]] is only for consolers. The [[#You Win|You Win]] trophy is PS3-only. [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/ Steam offers a list of achievements with the percentages of PC players who have obtained them].&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, all achievements must be obtained whilst playing single player, but under any [[Difficulty (EU2012)|difficulty]]. Use of [[Hero (EU2012)|heroes]] will disable achievements for your campaign (even for missions that they don&#039;t attend). Achievement titles in dark cells are hidden until unlocked.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Original XCOM: Enemy Unknown==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Win_(EU2012).jpg]]&lt;br /&gt;
!You Win&lt;br /&gt;
|Gain all trophies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
|Obtained after all other trophies are earned. PS3 only.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Meet_New_People_Then_Kill_Them_(EU2012).jpg]]&lt;br /&gt;
!Meet New People.&amp;lt;br&amp;gt;Then Kill Them.&lt;br /&gt;
|Win a [[Multiplayer_(EU2012)|multiplayer]] match.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Doesn&#039;t have to be ranked.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Looking_Back_(EU2012).jpg]]&lt;br /&gt;
!No Looking Back&lt;br /&gt;
| Beat the game in [[Difficulty_(EU2012)#Ironman|Ironman]] on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] Difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Xavier_(EU2012).jpg]]&lt;br /&gt;
!Xavier&lt;br /&gt;
|Mind control an [[Ethereal_(EU2012)|Ethereal]] alien. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Psi Armor, Mind Shield, and a Psi Inspiration boost make this feasable.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Humanitys_Savior_(EU2012).jpg]] &lt;br /&gt;
!Humanity&#039;s Savior&lt;br /&gt;
|Beat the game on any difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Earth_First_(EU2012).jpg]] &lt;br /&gt;
!Earth First&lt;br /&gt;
|Beat the game on [[Difficulty_(EU2012)#Classic|Classic]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Our_Finest_Hour_(EU2012).jpg]]&lt;br /&gt;
!Our Finest Hour&lt;br /&gt;
|Complete the game on [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 90 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Note that it doesn&#039;t say &amp;quot;on Ironman.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Lone_Wolf_(EU2012).jpg]]  &lt;br /&gt;
!Lone Wolf&lt;br /&gt;
|Clear a [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] with one soldier on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| You must only use one soldier, and it is not recommended that you have [[Difficulty_(EU2012)#Ironman|Ironman]] mode turned on while going for this achievement. Taking control of additional units via [[Psionic_(EU2012)|Mind Control]] is allowed. Heavy or Assault reccomended. An early Small Scout UFO crash is ideal. Most quickly done on Classic softcore with the Not Created Equally second wave option, just reroll the starting Meld Tutorial mission until you get an Assault squaddie with 80+ Aim after the first mission, you&#039;ll soon have a Small Scout. Now add Medkit and Assault Rifle and... Save. Often.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bada_Boom_(EU2012).jpg]]  &lt;br /&gt;
!Bada Boom&lt;br /&gt;
|Kill 50 aliens with explosive weapons.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcoming_Committee_(EU2012).jpg]]  &lt;br /&gt;
!Welcoming Committee&lt;br /&gt;
|Kill 150 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pale_Horse_(EU2012).jpg]]  &lt;br /&gt;
!Pale Horse&lt;br /&gt;
|Kill 500 aliens.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shooting_Stars_(EU2012).jpg]]  &lt;br /&gt;
!Shooting Stars&lt;br /&gt;
|Shoot down 40 UFOs.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|This can be done over several playthroughs.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Aint_No_Cavalry_Comin_(EU2012).jpg]]  &lt;br /&gt;
!Ain&#039;t No Cavalry Comin&#039;&lt;br /&gt;
|Have a soldier survive every mission in a full game.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|One soldier must participate in every mission undertaken in the game, from the tutorial or first mission to the final mission. If they miss one (e.g. due to being stuck in the infirmary) then the achievement becomes void.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:As_A_Scalpel_(EU2012).jpg]] &lt;br /&gt;
!As A Scalpel&lt;br /&gt;
|Earn the &amp;quot;Excellent&amp;quot; rating in every performance category on a [[Missions_(EU2012)#Alien_Terror_Attack|terror mission]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|At minimum you must save 14 civilians to get an excellent rating in the third category, and lose no XCOM soldiers to get excellent in the second category.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Edison_(EU2012).jpg]]  &lt;br /&gt;
!Edison&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Angel_of_Death_(EU2012).jpg]]  &lt;br /&gt;
!Angel of Death&lt;br /&gt;
|Kill an alien while flying. Single Player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Archangel Armor or HoverSHIV, of course.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Employees_Must_Wash_Hands_(EU2012).jpg]]  &lt;br /&gt;
!All Employees Must Wash Hands&lt;br /&gt;
|In a single game, complete every [[Research_(EU2012)#Autopsies|autopsy]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Beyond_the_Veil_(EU2012).jpg]]  &lt;br /&gt;
!Beyond the Veil&lt;br /&gt;
|Find a soldier with the Gift.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Prisoner_of_War_(EU2012).jpg]]  &lt;br /&gt;
!Prisoner of War&lt;br /&gt;
|[[Arc_Thrower_(EU2012)|Capture]] a live alien.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Gatekeeper_(EU2012).jpg]]  &lt;br /&gt;
!The Gatekeeper&lt;br /&gt;
|Stun an [[Outsider_(EU2012)|Outsider]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:X_Marks_the_Spot_(EU2012).jpg]]  &lt;br /&gt;
!X Marks the Spot&lt;br /&gt;
|Uncover the [[Storyline_(EU2012)#Assault_the_Alien_Base|alien base&#039;s]] location.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_All_Know_All_(EU2012).jpg]]  &lt;br /&gt;
!See All, Know All&lt;br /&gt;
|Build the [[Hyperwave_Relay_(EU2012)|Hyperwave Relay]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:On_the_Shoulders_of_Giants_(EU2012).jpg]]  &lt;br /&gt;
!On the Shoulders of Giants&lt;br /&gt;
|Build the [[Gollop_Chamber_(EU2012)|Gollop Chamber]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ride_the_Lightning_(EU2012).jpg]]  &lt;br /&gt;
!Ride the Lightning&lt;br /&gt;
|Build a [[Firestorm_(EU2012)|Firestorm]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Eye_in_the_Sky_(EU2012).jpg]]  &lt;br /&gt;
!Eye in the Sky&lt;br /&gt;
|Launch a [[Satellite_(EU2012)|Satellite]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Together_Now_(EU2012).jpg]]  &lt;br /&gt;
!All Together Now&lt;br /&gt;
|Get [[Satellite_(EU2012)|satellite]] coverage over every country in one continent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Hunter_Killer_(EU2012).jpg]]  &lt;br /&gt;
!Hunter/Killer&lt;br /&gt;
|In a single game, shoot down one of each [[UFOs_(EU2012)|alien craft]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Modules are helpful in taking down Battleships. Also, you &#039;&#039;can&#039;&#039; send more than 1 Interceptor after a single UFO, but they have to take turns (previous one has to return to base or be destroyed, before sending the next).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Man_No_More_(EU2012).jpg]]  &lt;br /&gt;
!Man No More&lt;br /&gt;
|Build a suit of powered [[Armour_(EU2012)|armor]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Bubonic&lt;br /&gt;
|Play a [[Multiplayer_(EU2012)|multiplayer]] match against someone with this achievement.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|Only exists for PC players, replacing [[#Poison Control|Poison Control]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bubonic_(EU2012).jpg]]  &lt;br /&gt;
!Poison Control&lt;br /&gt;
|Cure poison on five soldiers in a single mission. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Only exists for console players, replacing [[#Bubonic|Bubonic]]. You may cure the same soldier five times to earn this achievement. Note that [[Thin Man (EU2012)|Thin Men]] release poison on death, which is much easier to use then relying on them to fire poison spit. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We_Happy_Few_(EU2012).jpg]]  &lt;br /&gt;
!We Happy Few&lt;br /&gt;
|Complete a mission without losing a soldier.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Hardest_Road_(EU2012).jpg]]  &lt;br /&gt;
!The Hardest Road&lt;br /&gt;
|Advance one soldier to [[Soldiers_(EU2012)#Ranks|Colonel rank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Worth_Every_Penny_(EU2012).jpg]]  &lt;br /&gt;
!Worth Every Penny&lt;br /&gt;
|Acquire 1000 credits in one month.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Most easily done with global satellite coverage.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Oppenheimer_(EU2012).jpg]]  &lt;br /&gt;
!Oppenheimer&lt;br /&gt;
|Staff the research labs with 80 scientists.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:One_Gun_at_a_Time_(EU2012).jpg]]  &lt;br /&gt;
!One Gun at a Time&lt;br /&gt;
|Staff the engineering department with 80 engineers.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Skunkworks_(EU2012).jpg]]  &lt;br /&gt;
!Skunkworks&lt;br /&gt;
|In a single game, complete every [[Foundry_(EU2012)|Foundry]] project.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Skunk Works&amp;quot; is the alias of Lockheed Martin&#039;s Advanced Development Programs division, responsible for the SR-71 &amp;quot;Blackbird&amp;quot; jet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:You_Have_5_Seconds_to_Comply_(EU2012).jpg]]  &lt;br /&gt;
!You Have 5 Seconds to Comply&lt;br /&gt;
|Build a [[SHIV_(EU2012)|S.H.I.V.]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| [http://www.youtube.com/watch?v=xMMyVKm9BjM]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Theory_(EU2012).jpg]]  &lt;br /&gt;
!Theory...&lt;br /&gt;
|Build a [[Laboratory_(EU2012)|laboratory]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:and_Practice_(EU2012).jpg]]  &lt;br /&gt;
!...and Practice&lt;br /&gt;
|Build a [[Workshop_(EU2012)|workshop]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Wet_Work_(EU2012).jpg]]  &lt;br /&gt;
!Wet Work&lt;br /&gt;
|Complete a Very Difficult [[Missions_(EU2012)#Alien_Abductions|abduction mission]] in five turns or less on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Once you&#039;re familiar with the size of some of the different [[Maps (EU2012)|maps]] in the game, wait until you recognise that you&#039;ve been dropped into a small one before attempting this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A_Continental_Fellow_(EU2012).jpg]]  &lt;br /&gt;
!A Continental Fellow&lt;br /&gt;
|Win a game from each of the 5 starting locations.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Five separate games must be completed, with your starting base situated in each of the different continents. Surprisingly, Steam statistics reports this as having among the lowest completion rates, even below Finest Hour and No Looking Back completion.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Wonders_Await_(EU2012).jpg]]  &lt;br /&gt;
!What Wonders Await&lt;br /&gt;
|Complete a [[Research_(EU2012)#Projects|research project]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Up_and_Running_(EU2012).jpg]]  &lt;br /&gt;
!Up and Running&lt;br /&gt;
|Build a [[Engineering_(EU2012)#Build_Facilities|base facility]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Combat_Ready_(EU2012).jpg]]  &lt;br /&gt;
!Combat Ready&lt;br /&gt;
|Build an [[Engineering_(EU2012)#Build_Items|item]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drums_in_the_Deep_(EU2012).jpg]]  &lt;br /&gt;
!Drums in the Deep&lt;br /&gt;
|Gain access to the lowest level in your base.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &amp;quot;Drums in the Deep South,&amp;quot; a 1951 film, involved a Confederate artillery brigade entrenched in Devil&#039;s Mountain, with the Union forces (land)mining into the rock to blow the mountaintop off entirely. May also refer to &amp;quot;The Lord of the Rings&amp;quot; where the Dwarves of Moria describe their last stand: &amp;quot;We cannot get out. The end comes. Drums, drums in the deep. They are coming.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Happy_to_Oblige_(EU2012).jpg]]  &lt;br /&gt;
!Happy to Oblige&lt;br /&gt;
|Fulfil a [[Missions_(EU2012)#Council_Missions|Council request]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_Hells_Coming_With_Me_(EU2012).jpg]] &lt;br /&gt;
!And Hell&#039;s Coming With Me&lt;br /&gt;
|Successfully assault an [[Storyline_(EU2012)#Assault_the_crashed_Overseer_UFO|Overseer UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Off_My_Planet_(EU2012).jpg]] &lt;br /&gt;
!Off My Planet&lt;br /&gt;
|Recover a [[Hyperwave Relay (EU2012)|Hyperwave Beacon]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tables_Turned_(EU2012).jpg]] &lt;br /&gt;
!Tables Turned&lt;br /&gt;
|Shoot down a [[UFOs_(EU2012)|UFO]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:And_So_It_Begins_(EU2012).jpg]] &lt;br /&gt;
!And So It Begins...&lt;br /&gt;
|Complete the tutorial mission.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|[[Difficulty_(EU2012)#Tutorial_Mode|Tutorial mode]] must be enabled (not on Impossible Difficulty).&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Volunteer_(EU2012).jpg]] &lt;br /&gt;
!The Volunteer&lt;br /&gt;
|Make contact with the Ethereal hive mind.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Obtained through story progression.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Flight_of_the_valkyries_(EU2012).jpg]]  &lt;br /&gt;
!Flight of the Valkyries&lt;br /&gt;
|Complete a mission with an all female squad. Single player only.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Can be obtained on your very first mission (without tutorial) depending on soldier generation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:New_Friend_(EU2012).jpg]] &lt;br /&gt;
!New Friend&lt;br /&gt;
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bait_the_Hook_(EU2012).jpg]] &lt;br /&gt;
!Bait the Hook&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] &lt;br /&gt;
!The Bigger They Are&lt;br /&gt;
|Complete [[Gangplank_(EU2012)|Gangplank]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rising_Dragon_(EU2012).jpg]] &lt;br /&gt;
!Rising Dragon&lt;br /&gt;
|Take your new ally into the final challenge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS&#039;s Iron Will before leveling him. Second Wave&#039;s &amp;quot;Hidden Potential&amp;quot; might also give him larger stat increases. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All_Aboard_(EU2012).jpg]] &lt;br /&gt;
!All Aboard!&lt;br /&gt;
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor&#039;s cabin.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!Anger Management&lt;br /&gt;
|Proc [[Gene_Mods_(EU2012)#Adrenal_Neurosympathy|Combat Rush]] on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of [[MEC Trooper (EU2012)|augmented soldiers]] and [[S.H.I.V. (EU2012)|SHIVs]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two [[Gene_Mods_(EU2012)|modifications]] (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Neural_Feedback|Neural Feedback&#039;s]] base damage is 7, about double if your soldier wins the Will Save roll. Weaken the Sectoid Commander/Ethereal before it&#039;s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with [[Gene_Mods_(EU2012)#Bioelectric_Skin|Bioelectric Skin]] can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!Steel Martyr&lt;br /&gt;
|Deploy [[MEC-3 Paladin (EU2012)|three tactical subsystems]] on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Gene_Mods_(EU2012)#Muscle_Fiber_Density|Muscle Fiber Density]] Gen Mod. Find a map with two buildings of differing heights adjacent to each other. Easy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!Someone Your Own Size&lt;br /&gt;
|Kill a [[Berserker (EU2012)|Muton Berserker]] in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| [[Medals (EU2012)|Medals]] are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|[[Progeny]] (Slingshot type Council mission)&amp;lt;br&amp;gt;A fight across a dam that&#039;s on the brink of collapsing. Advance across the top of the dam and secure the transport vehicle on the far side. Wiping out all aliens is not required.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!Ours are the Furies &lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key. Pistol foundry projects are extremely helpful as well, laser or plasma depending on EXALT&#039;s tech.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|Simply lock down the Encoder and kill all EXALT forces. They can&#039;t do anything to the Transmitter even if they find it before breaking the Encoder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle. http://www.tf2sounds.com/1207&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Medics will be carrying the EXALT Laser Assault Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Removed==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=6 |The following five achievements were removed from Steam 8th Jan 2013. Two of them have returned in the Enemy Within DLC with different names (&#039;&#039;&#039;Disaster Averted&#039;&#039;&#039; as &#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; and &#039;&#039;&#039;Great Minds Think Alike&#039;&#039;&#039; as &#039;&#039;&#039;Ours Are The Furies&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_Sweat_(EU2012).jpg]] &lt;br /&gt;
!No Sweat&lt;br /&gt;
|Complete Deluge without activating more than 2 valves.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Deluge in EW has a turn limit, due to it being on a damaged Dam: opening valves releases water, thus extending the time before it breaks. While it is possible to complete the mission without opening more than two valves, it will not unlock the achievement, and thus, it has truly been removed&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Saved_to_Savior_(EU2012).jpg]] &lt;br /&gt;
!Saved to Savior&lt;br /&gt;
|Have your newest ally volunteer for the most difficult duty.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|Similar to Shaojie Zhang&#039;s Rising Dragon, except Annette needs to become the Volunteer. There is no achievement for volunteering Annette in Enemy Within, suggesting that this achievement was removed for good.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Disaster_Averted_(EU2012).jpg]] &lt;br /&gt;
!Disaster Averted&lt;br /&gt;
|Complete Deluge.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Chase_Is_On_(EU2012).jpg]]&lt;br /&gt;
!The Chase Is On&lt;br /&gt;
|Complete Portent.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| Replaced with the achievement-less mission of finding/escorting the EXALT survivor of a damaged convoy. The sequence of achievements seems to indicate that Portent was originally intended to take place after Deluge.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]] &lt;br /&gt;
!Great Minds Think Alike&lt;br /&gt;
|Complete Furies.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ???&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(Bureau)&amp;diff=62408</id>
		<title>Achievements (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(Bureau)&amp;diff=62408"/>
		<updated>2014-12-15T10:40:52Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All Achievements are the same regardless of console, with the exception of Completionist which is exclusive to the PS3 version. All Achievements from the main game are obtainable in the DLC Campaign as well.&lt;br /&gt;
===Visible Achievements===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Completionist (Bureau).jpg]]&lt;br /&gt;
! Completionist&lt;br /&gt;
| Obtain all Trophies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
| PS3 Only&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Not_Playing_Favorites_(Bureau).jpg]]&lt;br /&gt;
! Not Playing Favorites&lt;br /&gt;
|Take and agent of every class into the field within a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Top._Men._(Bureau).jpg]]&lt;br /&gt;
! Top. Men.&lt;br /&gt;
|Get an agent of each class to Rank 5 within a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|Indiana Jones and the Raiders of the Lost Ark [http://www.youtube.com/watch?v=Fdjf4lMmiiI].&lt;br /&gt;
Incidentally, Crystal Skull shows that the warehouse is, in fact, Area 51--- also known as Groom Lake Base: the game&#039;s first level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Always_Team_(Bureau).jpg]]&lt;br /&gt;
! Away Team&lt;br /&gt;
| Complete your first [[Minor Operation (Bureau)|Minor Operation]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Spring_Cleaning_(Bureau).jpg]]&lt;br /&gt;
! Spring Cleaning&lt;br /&gt;
|Complete all Investigations in the base within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| After every major operation, talk to people around the base. Once you get an Investigation underway, use F5 and follow the blue icons to find the objective. Don&#039;t forget that you can hit space to go into Battle Focus at any time, and &amp;quot;O&amp;quot; to see current Operations.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_One_Left_Behind_(Bureau).jpg]] &lt;br /&gt;
! No One Left Behind&lt;br /&gt;
|Complete the game without a single agent bleeding out.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Can be gained in both the main Campaign and the [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6 DLC]].&lt;br /&gt;
Motto of armed forces around the world, common game achievement. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Can&#039;t_Be_Everywhere_at_Once_(Bureau).jpg]] &lt;br /&gt;
! Can&#039;t Be Everywhere at Once&lt;br /&gt;
|Complete 6 [[Dispatch Missions (Bureau)|Dispatch Missions]] within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_the_World_They_Said..._(Bureau).jpg]]&lt;br /&gt;
! See the World They Said...&lt;br /&gt;
|Complete 6 Minor Operations within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Glad_My_Trust_Wasn&#039;t_Misplaced_(Bureau).jpg]]  &lt;br /&gt;
! Glad My Trust Wasn&#039;t Misplaced&lt;br /&gt;
|Complete your first Dispatch Mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Let_the_Boys_Have_Their_Fun_(Bureau).jpg]]  &lt;br /&gt;
! Let the Boys Have Their Fun&lt;br /&gt;
| Complete an entire Operation without the player firing a weapon or using a grenade&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Carter&#039;s use of abilities does &#039;&#039;&#039;not&#039;&#039; disqualify (ie, Heal, Lift, Drones, Silacoids, Mind Control). Take Packs that reduce Ability reload times. Reccomend to try on smaller Minor Operation maps.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Vigilo_Confido_(Bureau).jpg]]  &lt;br /&gt;
! Vigilo Confido&lt;br /&gt;
|Beat the game on [[Difficulty (Bureau)#Commander|Commander Difficulty]] without ever changing it&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| On the Emblem of [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]]. Easily done using the shorter and easier Hangar 6: R&amp;amp;D DLC, and remember, Explosives are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Don&#039;t_Run._You&#039;ll Just Die Tired_(Bureau).jpg]]  &lt;br /&gt;
! Don&#039;t Run. You&#039;ll Just Die Tired&lt;br /&gt;
|Attach 10 Sticky Grenades onto Outsider enemies within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Reference to Star Wars. The description is misleading, as other alien species such as Sectoids, Mutons or Sectopods also count towards this achievement. Therefore, larger aliens such as Sectopods are Mutons are the best enemies. Immobilize them with Lift, throw a few grenades on them, and watch the fireworks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Dead_Head_(Bureau).jpg]]  &lt;br /&gt;
! Dead Head&lt;br /&gt;
|Get 20 Headshot Kills with any gun in a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcome_to_Earth_(Bureau).jpg]]  &lt;br /&gt;
! Welcome to Earth&lt;br /&gt;
|Finish off 20 aliens using melee attacks within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Independence Day [http://www.youtube.com/watch?v=OfPWpEKhgfk].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ready_for_Anything_(Bureau).jpg]] &lt;br /&gt;
! Ready for Anything&lt;br /&gt;
|Reach Rank 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They_Wont_Know_What_Hit_Them_(Bureau).jpg]]  &lt;br /&gt;
! They Won&#039;t Know What Hit Them&lt;br /&gt;
|Use all of the agent and player abilities in the field within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| This will require at least two of every class, and to level Carter enough to learn Mind Control. Make a checklist at the start of a campain if you want to go for this one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:I&#039;ve_Seen_Better,_But_not_Many_(Bureau).jpg]]  &lt;br /&gt;
! I&#039;ve Seen better, But Not Many&lt;br /&gt;
|Reach Rank 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Sight_Beyond_Sight_(Bureau).jpg]]  &lt;br /&gt;
! Sight Beyond Sight&lt;br /&gt;
|Perform 15 unique scans within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Thundercats. While in Focus mode, hold F to angle the camera and scan aliens, weapons, ect.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bursting_the_Bubble_(Bureau).jpg]]  &lt;br /&gt;
! Bursting the Bubble&lt;br /&gt;
|Take down 20 Outsider Shields using laser-based guns within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Natrually, the Shield Disruptor Pack (or the Rupture Pack) greatly assists in this. As shielded Outsiders are common, you&#039;ll likeley get this sometime on your frist playthrough.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Leader_of_Man_(Bureau).jpg]]  &lt;br /&gt;
! Leader of Man&lt;br /&gt;
|Give 150 commands to agents while Battle Focus within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Are_You_Without_Your_Armor_(Bureau).jpg]]  &lt;br /&gt;
! What Are You Without Your Armor&lt;br /&gt;
|Strip all of the armor off of 5 [[Mutons (Bureau)|Mutons]] before killing them within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Reference to The Avengers. Armor Peicer or Rupture Pack. Catching a Muton in an explosion helps, too. Armor on each limb, body armor, and helmet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Last_Suit_You&#039;ll_Ever_Wear_(Bureau).jpg]]  &lt;br /&gt;
! The Last Suit You&#039;ll Ever Wear&lt;br /&gt;
|Customize an agent&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Reference to Men in Black.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy_Within_(Bureau).jpg]]  &lt;br /&gt;
! Enemy Within&lt;br /&gt;
|Have Mind Controlled enemies get a total of 15 kills within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Reference to the new [[Enemy Unknown (2012)|Enemy Unknown]] [[XCOM: Enemy Within DLC (EU2012)|DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Clever_Girl_(Bureau).jpg]]  &lt;br /&gt;
! Clever Girl&lt;br /&gt;
|Get 40 kills on Flanked enemies within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Jurrasic Park [http://www.youtube.com/watch?v=TO5wryDdEI0]&lt;br /&gt;
Often when entering the &#039;arena&#039; for an engagment, enemies, such as low-level Outsiders will be wandering around unalerted. Take initiative with a careful headshot with any scoped weapon you may have, such as the Sniper Rifle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Secret Achievements===&lt;br /&gt;
There are 11 Secret Achievements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bringing Down Goliath_(Bureau).jpg]]&lt;br /&gt;
! Bringing Down Goliath&lt;br /&gt;
| Defeat a [[Muton (Bureau)|Muton]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Is He Old Enough to Drive_(Bureau).jpg]]&lt;br /&gt;
! Is He Old Enough to Drive?&lt;br /&gt;
| Defeat a [[Sectopod (Bureau)|Sectopod]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Dish Best Served Cold_(Bureau).jpg]]&lt;br /&gt;
! A Dish Best Served Cold&lt;br /&gt;
| Defeat a [[Titan (Bureau)|Titan]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exorcised the Demon (Bureau).jpg]]&lt;br /&gt;
! Exorcised the Demon&lt;br /&gt;
| Retrieve and escape with information on the enemy base&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:... And the Body Dies_(Bureau).jpg]] &lt;br /&gt;
! ...And the Body Dies&lt;br /&gt;
| Confront the Outsider leader&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Story of Axis and Allies_(Bureau).jpg]] &lt;br /&gt;
! A Story of Axis and Allies&lt;br /&gt;
| Closure&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Storyline mission pun on WWII&#039;s Axis Powers and Allied Powers, and alien Commander &amp;quot;[[Axis (Bureau)|Axis]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Fat Lady Has Sung (Bureau).jpg]]&lt;br /&gt;
! The Fat Lady has Sung&lt;br /&gt;
| Now it&#039;s time to end this&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All That Remains_(Bureau).jpg]]  &lt;br /&gt;
! All That Remains&lt;br /&gt;
| Escaped Groom Range&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Devil&#039;s Tower_(Bureau).jpg]]  &lt;br /&gt;
! The Devil&#039;s Tower&lt;br /&gt;
| Infiltrated the Outsider Tower&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:So Just Let Me Introduce Myself_(Bureau).jpg]]  &lt;br /&gt;
! So Just Let Me Introduce Myself&lt;br /&gt;
| Secured the package&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We Will Fight Like Lions!_(Bureau).jpg]]  &lt;br /&gt;
! We Will Fight Like Lions&lt;br /&gt;
| Defeat all the outsiders before escaping on the Skyranger&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| On the intro level, you fight on a Fatman bomb test platform, and set the timer. The Skyranger (helicopter) will land behind you. Kill the attacking aliens before the nuke goes off, then escape on the Skyranger&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hangar 6: R&amp;amp;D===&lt;br /&gt;
====Visible Hangar Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind Blown_(Bureau).jpg]]&lt;br /&gt;
! Mind Blown&lt;br /&gt;
| Destroy 60 enemies with DaSilva&#039;s Demo Charges within a single Hangar 6 R&amp;amp;D campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Conscientious Objector_(Bureau).jpg]]&lt;br /&gt;
! Conscientious Objector&lt;br /&gt;
| Beat Hangar 6 R&amp;amp;D without firing any alien weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| The Microwave Gun counts as a conventional human weapon. Have fun with Muton Elites.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Know Your Groceries_(Bureau).jpg]]&lt;br /&gt;
! Know Your Groceries&lt;br /&gt;
| Take a level 5 agent of every class into the field within a single Hangar 6 R&amp;amp;D campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Only a Man_(Bureau).jpg]]&lt;br /&gt;
! Only a Man&lt;br /&gt;
| Complete DaSilva&#039;s perk tree without choosing Lift, Drone, or Mind Control&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Secret Hangar 6: R&amp;amp;D Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Conduit Connection_(Bureau).jpg]]&lt;br /&gt;
! Conduit Connection&lt;br /&gt;
| Complete the first trial in Hangar 01&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drive Through_(Bureau).jpg]]&lt;br /&gt;
! Drive Through&lt;br /&gt;
| Trigger the Invasion of Hangar 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Its In The Air_(Bureau).jpg]]&lt;br /&gt;
! Its in the Air&lt;br /&gt;
| Defeat the Hangar 6 R&amp;amp;D Invaders&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Bureau (2013)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(Bureau)&amp;diff=62407</id>
		<title>Achievements (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(Bureau)&amp;diff=62407"/>
		<updated>2014-12-15T10:40:26Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All Achievements are the same regardless of console, with the exception of Completionist which is exclusive to the PS3 version. All Achievements from the main game are obtainable in the DLC Campaign as well.&lt;br /&gt;
===Visible Achievements===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Completionist (Bureau).jpg]]&lt;br /&gt;
! Completionist&lt;br /&gt;
| Obtain all Trophies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
| PS3 Only&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Not_Playing_Favorites_(Bureau).jpg]]&lt;br /&gt;
! Not Playing Favorites&lt;br /&gt;
|Take and agent of every class into the field within a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Top._Men._(Bureau).jpg]]&lt;br /&gt;
! Top. Men.&lt;br /&gt;
|Get an agent of each class to Rank 5 within a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|Indiana Jones and the Raiders of the Lost Ark [http://www.youtube.com/watch?v=Fdjf4lMmiiI].&lt;br /&gt;
Incidentally, Crystal Skull shows that the warehouse is, in fact, Area 51--- also known as Groom Lake Base: the game&#039;s first level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Always_Team_(Bureau).jpg]]&lt;br /&gt;
! Away Team&lt;br /&gt;
| Complete your first [[Minor Operation (Bureau)|Minor Operation]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Spring_Cleaning_(Bureau).jpg]]&lt;br /&gt;
! Spring Cleaning&lt;br /&gt;
|Complete all Investigations in the base within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| After every major operation, talk to people around the base. Once you get an Investigation underway, use F5 and follow the blue icons to find the objective. Don&#039;t forget that you can hit space to go into Battle Focus at any time, and &amp;quot;O&amp;quot; to see current Operations.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_One_Left_Behind_(Bureau).jpg]] &lt;br /&gt;
! No One Left Behind&lt;br /&gt;
|Complete the game without a single agent bleeding out.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Can be gained in both the main Campaign and the [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6 DLC]].&lt;br /&gt;
Motto of armed forces around the world, common game achievement. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Can&#039;t_Be_Everywhere_at_Once_(Bureau).jpg]] &lt;br /&gt;
! Can&#039;t Be Everywhere at Once&lt;br /&gt;
|Complete 6 [[Dispatch Missions (Bureau)|Dispatch Missions]] within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_the_World_They_Said..._(Bureau).jpg]]&lt;br /&gt;
! See the World They Said...&lt;br /&gt;
|Complete 6 Minor Operations within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Glad_My_Trust_Wasn&#039;t_Misplaced_(Bureau).jpg]]  &lt;br /&gt;
! Glad My Trust Wasn&#039;t Misplaced&lt;br /&gt;
|Complete your first Dispatch Mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Let_the_Boys_Have_Their_Fun_(Bureau).jpg]]  &lt;br /&gt;
! Let the Boys Have Their Fun&lt;br /&gt;
| Complete an entire Operation without the player firing a weapon or using a grenade&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Carter&#039;s use of abilities does &#039;&#039;&#039;not&#039;&#039; disqualify (ie, Heal, Lift, Drones, Sillacoids, Mind Control). Take Packs that reduce Ability reload times. Reccomend to try on smaller Minor Operation maps.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Vigilo_Confido_(Bureau).jpg]]  &lt;br /&gt;
! Vigilo Confido&lt;br /&gt;
|Beat the game on [[Difficulty (Bureau)#Commander|Commander Difficulty]] without ever changing it&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| On the Emblem of [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]]. Easily done using the shorter and easier Hangar 6: R&amp;amp;D DLC, and remember, Explosives are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Don&#039;t_Run._You&#039;ll Just Die Tired_(Bureau).jpg]]  &lt;br /&gt;
! Don&#039;t Run. You&#039;ll Just Die Tired&lt;br /&gt;
|Attach 10 Sticky Grenades onto Outsider enemies within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Reference to Star Wars. The description is misleading, as other alien species such as Sectoids, Mutons or Sectopods also count towards this achievement. Therefore, larger aliens such as Sectopods are Mutons are the best enemies. Immobilize them with Lift, throw a few grenades on them, and watch the fireworks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Dead_Head_(Bureau).jpg]]  &lt;br /&gt;
! Dead Head&lt;br /&gt;
|Get 20 Headshot Kills with any gun in a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcome_to_Earth_(Bureau).jpg]]  &lt;br /&gt;
! Welcome to Earth&lt;br /&gt;
|Finish off 20 aliens using melee attacks within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Independence Day [http://www.youtube.com/watch?v=OfPWpEKhgfk].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ready_for_Anything_(Bureau).jpg]] &lt;br /&gt;
! Ready for Anything&lt;br /&gt;
|Reach Rank 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They_Wont_Know_What_Hit_Them_(Bureau).jpg]]  &lt;br /&gt;
! They Won&#039;t Know What Hit Them&lt;br /&gt;
|Use all of the agent and player abilities in the field within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| This will require at least two of every class, and to level Carter enough to learn Mind Control. Make a checklist at the start of a campain if you want to go for this one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:I&#039;ve_Seen_Better,_But_not_Many_(Bureau).jpg]]  &lt;br /&gt;
! I&#039;ve Seen better, But Not Many&lt;br /&gt;
|Reach Rank 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Sight_Beyond_Sight_(Bureau).jpg]]  &lt;br /&gt;
! Sight Beyond Sight&lt;br /&gt;
|Perform 15 unique scans within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Thundercats. While in Focus mode, hold F to angle the camera and scan aliens, weapons, ect.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bursting_the_Bubble_(Bureau).jpg]]  &lt;br /&gt;
! Bursting the Bubble&lt;br /&gt;
|Take down 20 Outsider Shields using laser-based guns within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Natrually, the Shield Disruptor Pack (or the Rupture Pack) greatly assists in this. As shielded Outsiders are common, you&#039;ll likeley get this sometime on your frist playthrough.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Leader_of_Man_(Bureau).jpg]]  &lt;br /&gt;
! Leader of Man&lt;br /&gt;
|Give 150 commands to agents while Battle Focus within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Are_You_Without_Your_Armor_(Bureau).jpg]]  &lt;br /&gt;
! What Are You Without Your Armor&lt;br /&gt;
|Strip all of the armor off of 5 [[Mutons (Bureau)|Mutons]] before killing them within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Reference to The Avengers. Armor Peicer or Rupture Pack. Catching a Muton in an explosion helps, too. Armor on each limb, body armor, and helmet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Last_Suit_You&#039;ll_Ever_Wear_(Bureau).jpg]]  &lt;br /&gt;
! The Last Suit You&#039;ll Ever Wear&lt;br /&gt;
|Customize an agent&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Reference to Men in Black.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy_Within_(Bureau).jpg]]  &lt;br /&gt;
! Enemy Within&lt;br /&gt;
|Have Mind Controlled enemies get a total of 15 kills within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Reference to the new [[Enemy Unknown (2012)|Enemy Unknown]] [[XCOM: Enemy Within DLC (EU2012)|DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Clever_Girl_(Bureau).jpg]]  &lt;br /&gt;
! Clever Girl&lt;br /&gt;
|Get 40 kills on Flanked enemies within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Jurrasic Park [http://www.youtube.com/watch?v=TO5wryDdEI0]&lt;br /&gt;
Often when entering the &#039;arena&#039; for an engagment, enemies, such as low-level Outsiders will be wandering around unalerted. Take initiative with a careful headshot with any scoped weapon you may have, such as the Sniper Rifle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Secret Achievements===&lt;br /&gt;
There are 11 Secret Achievements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bringing Down Goliath_(Bureau).jpg]]&lt;br /&gt;
! Bringing Down Goliath&lt;br /&gt;
| Defeat a [[Muton (Bureau)|Muton]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Is He Old Enough to Drive_(Bureau).jpg]]&lt;br /&gt;
! Is He Old Enough to Drive?&lt;br /&gt;
| Defeat a [[Sectopod (Bureau)|Sectopod]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Dish Best Served Cold_(Bureau).jpg]]&lt;br /&gt;
! A Dish Best Served Cold&lt;br /&gt;
| Defeat a [[Titan (Bureau)|Titan]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exorcised the Demon (Bureau).jpg]]&lt;br /&gt;
! Exorcised the Demon&lt;br /&gt;
| Retrieve and escape with information on the enemy base&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:... And the Body Dies_(Bureau).jpg]] &lt;br /&gt;
! ...And the Body Dies&lt;br /&gt;
| Confront the Outsider leader&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Story of Axis and Allies_(Bureau).jpg]] &lt;br /&gt;
! A Story of Axis and Allies&lt;br /&gt;
| Closure&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Storyline mission pun on WWII&#039;s Axis Powers and Allied Powers, and alien Commander &amp;quot;[[Axis (Bureau)|Axis]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Fat Lady Has Sung (Bureau).jpg]]&lt;br /&gt;
! The Fat Lady has Sung&lt;br /&gt;
| Now it&#039;s time to end this&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All That Remains_(Bureau).jpg]]  &lt;br /&gt;
! All That Remains&lt;br /&gt;
| Escaped Groom Range&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Devil&#039;s Tower_(Bureau).jpg]]  &lt;br /&gt;
! The Devil&#039;s Tower&lt;br /&gt;
| Infiltrated the Outsider Tower&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:So Just Let Me Introduce Myself_(Bureau).jpg]]  &lt;br /&gt;
! So Just Let Me Introduce Myself&lt;br /&gt;
| Secured the package&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We Will Fight Like Lions!_(Bureau).jpg]]  &lt;br /&gt;
! We Will Fight Like Lions&lt;br /&gt;
| Defeat all the outsiders before escaping on the Skyranger&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| On the intro level, you fight on a Fatman bomb test platform, and set the timer. The Skyranger (helicopter) will land behind you. Kill the attacking aliens before the nuke goes off, then escape on the Skyranger&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hangar 6: R&amp;amp;D===&lt;br /&gt;
====Visible Hangar Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind Blown_(Bureau).jpg]]&lt;br /&gt;
! Mind Blown&lt;br /&gt;
| Destroy 60 enemies with DaSilva&#039;s Demo Charges within a single Hangar 6 R&amp;amp;D campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Conscientious Objector_(Bureau).jpg]]&lt;br /&gt;
! Conscientious Objector&lt;br /&gt;
| Beat Hangar 6 R&amp;amp;D without firing any alien weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| The Microwave Gun counts as a conventional human weapon. Have fun with Muton Elites.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Know Your Groceries_(Bureau).jpg]]&lt;br /&gt;
! Know Your Groceries&lt;br /&gt;
| Take a level 5 agent of every class into the field within a single Hangar 6 R&amp;amp;D campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Only a Man_(Bureau).jpg]]&lt;br /&gt;
! Only a Man&lt;br /&gt;
| Complete DaSilva&#039;s perk tree without choosing Lift, Drone, or Mind Control&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Secret Hangar 6: R&amp;amp;D Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Conduit Connection_(Bureau).jpg]]&lt;br /&gt;
! Conduit Connection&lt;br /&gt;
| Complete the first trial in Hangar 01&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drive Through_(Bureau).jpg]]&lt;br /&gt;
! Drive Through&lt;br /&gt;
| Trigger the Invasion of Hangar 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Its In The Air_(Bureau).jpg]]&lt;br /&gt;
! Its in the Air&lt;br /&gt;
| Defeat the Hangar 6 R&amp;amp;D Invaders&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Bureau (2013)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(Bureau)&amp;diff=62406</id>
		<title>Achievements (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(Bureau)&amp;diff=62406"/>
		<updated>2014-12-15T10:37:54Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All Achievements are the same regardless of console, with the exception of Completionist which is exclusive to the PS3 version. All Achievements from the main game are obtainable in the DLC Campaign as well.&lt;br /&gt;
===Visible Achievements===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Completionist (Bureau).jpg]]&lt;br /&gt;
! Completionist&lt;br /&gt;
| Obtain all Trophies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
| PS3 Only&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Not_Playing_Favorites_(Bureau).jpg]]&lt;br /&gt;
! Not Playing Favorites&lt;br /&gt;
|Take and agent of every class into the field within a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Top._Men._(Bureau).jpg]]&lt;br /&gt;
! Top. Men.&lt;br /&gt;
|Get an agent of each class to Rank 5 within a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|Indiana Jones and the Raiders of the Lost Ark [http://www.youtube.com/watch?v=Fdjf4lMmiiI].&lt;br /&gt;
Incidentally, Crystal Skull shows that the warehouse is, in fact, Area 51--- also known as Groom Lake Base: the game&#039;s first level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Always_Team_(Bureau).jpg]]&lt;br /&gt;
! Away Team&lt;br /&gt;
| Complete your first [[Minor Operation (Bureau)|Minor Operation]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Spring_Cleaning_(Bureau).jpg]]&lt;br /&gt;
! Spring Cleaning&lt;br /&gt;
|Complete all Investigations in the base within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| After every major operation, talk to people around the base. Once you get an Investigation underway, use F5 and follow the blue icons to find the objective. Don&#039;t forget that you can hit space to go into Battle Focus at any time, and &amp;quot;O&amp;quot; to see current Operations.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_One_Left_Behind_(Bureau).jpg]] &lt;br /&gt;
! No One Left Behind&lt;br /&gt;
|Complete the game without a single agent bleeding out.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Can be gained in both the main Campaign and the [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6 DLC]].&lt;br /&gt;
Motto of armed forces around the world, common game achievement. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Can&#039;t_Be_Everywhere_at_Once_(Bureau).jpg]] &lt;br /&gt;
! Can&#039;t Be Everywhere at Once&lt;br /&gt;
|Complete 6 [[Dispatch Missions (Bureau)|Dispatch Missions]] within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_the_World_They_Said..._(Bureau).jpg]]&lt;br /&gt;
! See the World They Said...&lt;br /&gt;
|Complete 6 Minor Operations within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Glad_My_Trust_Wasn&#039;t_Misplaced_(Bureau).jpg]]  &lt;br /&gt;
! Glad My Trust Wasn&#039;t Misplaced&lt;br /&gt;
|Complete your first Dispatch Mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Let_the_Boys_Have_Their_Fun_(Bureau).jpg]]  &lt;br /&gt;
! Let the Boys Have Their Fun&lt;br /&gt;
| Complete an entire Operation without the player firing a weapon or using a grenade&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Carter&#039;s use of abilities does &#039;&#039;&#039;not&#039;&#039; disqualify (ie, Heal, Lift, Drones, Sillacoids, Mind Control). Take Packs that reduce Ability reload times. Reccomend to try on smaller Minor Operation maps.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Vigilo_Confido_(Bureau).jpg]]  &lt;br /&gt;
! Vigilo Confido&lt;br /&gt;
|Beat the game on [[Difficulty (Bureau)#Commander|Commander Difficulty]] without ever changing it&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| On the Emblem of [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]]. Easily done using the shorter and easier Hangar 6: R&amp;amp;D DLC, and remember, Explosives are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Don&#039;t_Run._You&#039;ll Just Die Tired_(Bureau).jpg]]  &lt;br /&gt;
! Don&#039;t Run. You&#039;ll Just Die Tired&lt;br /&gt;
|Attach 10 Sticky Grenades onto Outsider enemies within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| The description is misleading, as other alien species such as Sectoids, Mutons or Sectopods also count towards this achievement. Therefore, larger aliens such as Sectopods are Mutons are the best enemies. Immobilize them with Lift, throw a few grenades on them, and watch the fireworks.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Dead_Head_(Bureau).jpg]]  &lt;br /&gt;
! Dead Head&lt;br /&gt;
|Get 20 Headshot Kills with any gun in a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcome_to_Earth_(Bureau).jpg]]  &lt;br /&gt;
! Welcome to Earth&lt;br /&gt;
|Finish off 20 aliens using melee attacks within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Independence Day [http://www.youtube.com/watch?v=OfPWpEKhgfk].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ready_for_Anything_(Bureau).jpg]] &lt;br /&gt;
! Ready for Anything&lt;br /&gt;
|Reach Rank 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They_Wont_Know_What_Hit_Them_(Bureau).jpg]]  &lt;br /&gt;
! They Won&#039;t Know What Hit Them&lt;br /&gt;
|Use all of the agent and player abilities in the field within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| This will require at least two of every class, and to level Carter enough to learn Mind Control. Make a checklist at the start of a campain if you want to go for this one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:I&#039;ve_Seen_Better,_But_not_Many_(Bureau).jpg]]  &lt;br /&gt;
! I&#039;ve Seen better, But Not Many&lt;br /&gt;
|Reach Rank 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Sight_Beyond_Sight_(Bureau).jpg]]  &lt;br /&gt;
! Sight Beyond Sight&lt;br /&gt;
|Perform 15 unique scans within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Thundercats. While in Focus mode, hold F to angle the camera and scan aliens, weapons, ect.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bursting_the_Bubble_(Bureau).jpg]]  &lt;br /&gt;
! Bursting the Bubble&lt;br /&gt;
|Take down 20 Outsider Shields using laser-based guns within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Natrually, the Shield Disruptor Pack (or the Rupture Pack) greatly assists in this. As shielded Outsiders are common, you&#039;ll likeley get this sometime on your frist playthrough.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Leader_of_Man_(Bureau).jpg]]  &lt;br /&gt;
! Leader of Man&lt;br /&gt;
|Give 150 commands to agents while Battle Focus within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Are_You_Without_Your_Armor_(Bureau).jpg]]  &lt;br /&gt;
! What Are You Without Your Armor&lt;br /&gt;
|Strip all of the armor off of 5 [[Mutons (Bureau)|Mutons]] before killing them within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Armor Peicer or Rupture Pack. Catching a Muton in an explosion helps, too. Armor on each limb, body armor, and helmet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Last_Suit_You&#039;ll_Ever_Wear_(Bureau).jpg]]  &lt;br /&gt;
! The Last Suit You&#039;ll Ever Wear&lt;br /&gt;
|Customize an agent&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Men in Black.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy_Within_(Bureau).jpg]]  &lt;br /&gt;
! Enemy Within&lt;br /&gt;
|Have Mind Controlled enemies get a total of 15 kills within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Reference to the new [[Enemy Unknown (2012)|Enemy Unknown]] [[XCOM: Enemy Within DLC (EU2012)|DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Clever_Girl_(Bureau).jpg]]  &lt;br /&gt;
! Clever Girl&lt;br /&gt;
|Get 40 kills on Flanked enemies within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Jurrasic Park [http://www.youtube.com/watch?v=TO5wryDdEI0]&lt;br /&gt;
Often when entering the &#039;arena&#039; for an engagment, enemies, such as low-level Outsiders will be wandering around unalerted. Take initiative with a careful headshot with any scoped weapon you may have, such as the Sniper Rifle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Secret Achievements===&lt;br /&gt;
There are 11 Secret Achievements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bringing Down Goliath_(Bureau).jpg]]&lt;br /&gt;
! Bringing Down Goliath&lt;br /&gt;
| Defeat a [[Muton (Bureau)|Muton]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Is He Old Enough to Drive_(Bureau).jpg]]&lt;br /&gt;
! Is He Old Enough to Drive?&lt;br /&gt;
| Defeat a [[Sectopod (Bureau)|Sectopod]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Dish Best Served Cold_(Bureau).jpg]]&lt;br /&gt;
! A Dish Best Served Cold&lt;br /&gt;
| Defeat a [[Titan (Bureau)|Titan]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exorcised the Demon (Bureau).jpg]]&lt;br /&gt;
! Exorcised the Demon&lt;br /&gt;
| Retrieve and escape with information on the enemy base&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:... And the Body Dies_(Bureau).jpg]] &lt;br /&gt;
! ...And the Body Dies&lt;br /&gt;
| Confront the Outsider leader&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Story of Axis and Allies_(Bureau).jpg]] &lt;br /&gt;
! A Story of Axis and Allies&lt;br /&gt;
| Closure&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Storyline mission pun on WWII&#039;s Axis Powers and Allied Powers, and alien Commander &amp;quot;[[Axis (Bureau)|Axis]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Fat Lady Has Sung (Bureau).jpg]]&lt;br /&gt;
! The Fat Lady has Sung&lt;br /&gt;
| Now it&#039;s time to end this&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All That Remains_(Bureau).jpg]]  &lt;br /&gt;
! All That Remains&lt;br /&gt;
| Escaped Groom Range&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Devil&#039;s Tower_(Bureau).jpg]]  &lt;br /&gt;
! The Devil&#039;s Tower&lt;br /&gt;
| Infiltrated the Outsider Tower&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:So Just Let Me Introduce Myself_(Bureau).jpg]]  &lt;br /&gt;
! So Just Let Me Introduce Myself&lt;br /&gt;
| Secured the package&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We Will Fight Like Lions!_(Bureau).jpg]]  &lt;br /&gt;
! We Will Fight Like Lions&lt;br /&gt;
| Defeat all the outsiders before escaping on the Skyranger&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| On the intro level, you fight on a Fatman bomb test platform, and set the timer. The Skyranger (helicopter) will land behind you. Kill the attacking aliens before the nuke goes off, then escape on the Skyranger&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hangar 6: R&amp;amp;D===&lt;br /&gt;
====Visible Hangar Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind Blown_(Bureau).jpg]]&lt;br /&gt;
! Mind Blown&lt;br /&gt;
| Destroy 60 enemies with DaSilva&#039;s Demo Charges within a single Hangar 6 R&amp;amp;D campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Conscientious Objector_(Bureau).jpg]]&lt;br /&gt;
! Conscientious Objector&lt;br /&gt;
| Beat Hangar 6 R&amp;amp;D without firing any alien weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| The Microwave Gun counts as a conventional human weapon. Have fun with Muton Elites.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Know Your Groceries_(Bureau).jpg]]&lt;br /&gt;
! Know Your Groceries&lt;br /&gt;
| Take a level 5 agent of every class into the field within a single Hangar 6 R&amp;amp;D campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Only a Man_(Bureau).jpg]]&lt;br /&gt;
! Only a Man&lt;br /&gt;
| Complete DaSilva&#039;s perk tree without choosing Lift, Drone, or Mind Control&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Secret Hangar 6: R&amp;amp;D Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Conduit Connection_(Bureau).jpg]]&lt;br /&gt;
! Conduit Connection&lt;br /&gt;
| Complete the first trial in Hangar 01&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drive Through_(Bureau).jpg]]&lt;br /&gt;
! Drive Through&lt;br /&gt;
| Trigger the Invasion of Hangar 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Its In The Air_(Bureau).jpg]]&lt;br /&gt;
! Its in the Air&lt;br /&gt;
| Defeat the Hangar 6 R&amp;amp;D Invaders&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Bureau (2013)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Achievements_(Bureau)&amp;diff=62405</id>
		<title>Achievements (Bureau)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Achievements_(Bureau)&amp;diff=62405"/>
		<updated>2014-12-15T10:34:38Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All Achievements are the same regardless of console, with the exception of Completionist which is exclusive to the PS3 version. All Achievements from the main game are obtainable in the DLC Campaign as well.&lt;br /&gt;
===Visible Achievements===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Completionist (Bureau).jpg]]&lt;br /&gt;
! Completionist&lt;br /&gt;
| Obtain all Trophies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Platinum&lt;br /&gt;
| PS3 Only&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Not_Playing_Favorites_(Bureau).jpg]]&lt;br /&gt;
! Not Playing Favorites&lt;br /&gt;
|Take and agent of every class into the field within a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Top._Men._(Bureau).jpg]]&lt;br /&gt;
! Top. Men.&lt;br /&gt;
|Get an agent of each class to Rank 5 within a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
|Indiana Jones and the Raiders of the Lost Ark [http://www.youtube.com/watch?v=Fdjf4lMmiiI].&lt;br /&gt;
Incidentally, Crystal Skull shows that the warehouse is, in fact, Area 51--- also known as Groom Lake Base: the game&#039;s first level.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Always_Team_(Bureau).jpg]]&lt;br /&gt;
! Away Team&lt;br /&gt;
| Complete your first [[Minor Operation (Bureau)|Minor Operation]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Spring_Cleaning_(Bureau).jpg]]&lt;br /&gt;
! Spring Cleaning&lt;br /&gt;
|Complete all Investigations in the base within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| After every major operation, talk to people around the base. Once you get an Investigation underway, use F5 and follow the blue icons to find the objective. Don&#039;t forget that you can hit space to go into Battle Focus at any time, and &amp;quot;O&amp;quot; to see current Operations.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:No_One_Left_Behind_(Bureau).jpg]] &lt;br /&gt;
! No One Left Behind&lt;br /&gt;
|Complete the game without a single agent bleeding out.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| Can be gained in both the main Campaign and the [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6 DLC]].&lt;br /&gt;
Motto of armed forces around the world, common game achievement. &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Can&#039;t_Be_Everywhere_at_Once_(Bureau).jpg]] &lt;br /&gt;
! Can&#039;t Be Everywhere at Once&lt;br /&gt;
|Complete 6 [[Dispatch Missions (Bureau)|Dispatch Missions]] within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:See_the_World_They_Said..._(Bureau).jpg]]&lt;br /&gt;
! See the World They Said...&lt;br /&gt;
|Complete 6 Minor Operations within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Glad_My_Trust_Wasn&#039;t_Misplaced_(Bureau).jpg]]  &lt;br /&gt;
! Glad My Trust Wasn&#039;t Misplaced&lt;br /&gt;
|Complete your first Dispatch Mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Let_the_Boys_Have_Their_Fun_(Bureau).jpg]]  &lt;br /&gt;
! Let the Boys Have Their Fun&lt;br /&gt;
| Complete an entire Operation without the player firing a weapon or using a grenade&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Carter&#039;s use of abilities does &#039;&#039;&#039;not&#039;&#039; disqualify (ie, Heal, Lift, Drones, Sillacoids, Mind Control). Take Packs that reduce Ability reload times. Reccomend to try on smaller Minor Operation maps.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Vigilo_Confido_(Bureau).jpg]]  &lt;br /&gt;
! Vigilo Confido&lt;br /&gt;
|Beat the game on [[Difficulty (Bureau)#Commander|Commander Difficulty]] without ever changing it&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| On the Emblem of [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]]. Easily done using the shorter and easier Hangar 6: R&amp;amp;D DLC, and remember, Explosives are your friends.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Don&#039;t_Run._You&#039;ll Just Die Tired_(Bureau).jpg]]  &lt;br /&gt;
! Don&#039;t Run. You&#039;ll Just Die Tired&lt;br /&gt;
|Attach 10 Sticky Grenades onto Outsider enemies within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Specifically: on any Zudjari (ie: not Sectoids, Mutons or Sectopods). Try for any Outsiders that seem to be operating consoles. If not, the other best method is to hoist it with Lift, and set it on that one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Dead_Head_(Bureau).jpg]]  &lt;br /&gt;
! Dead Head&lt;br /&gt;
|Get 20 Headshot Kills with any gun in a single Campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Welcome_to_Earth_(Bureau).jpg]]  &lt;br /&gt;
! Welcome to Earth&lt;br /&gt;
|Finish off 20 aliens using melee attacks within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Independence Day [http://www.youtube.com/watch?v=OfPWpEKhgfk].&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Ready_for_Anything_(Bureau).jpg]] &lt;br /&gt;
! Ready for Anything&lt;br /&gt;
|Reach Rank 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They_Wont_Know_What_Hit_Them_(Bureau).jpg]]  &lt;br /&gt;
! They Wont Know What Hit Them&lt;br /&gt;
|Use all of the agent and player abilities in the field within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Gold&lt;br /&gt;
| This will require at least two of every class, and to level Carter enough to learn Mind Control. Make a checklist at the start of a campain if you want to go for this one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:I&#039;ve_Seen_Better,_But_not_Many_(Bureau).jpg]]  &lt;br /&gt;
! I&#039;ve Seen better, But Not Many&lt;br /&gt;
|Reach Rank 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Sight_Beyond_Sight_(Bureau).jpg]]  &lt;br /&gt;
! Sight Beyond Sight&lt;br /&gt;
|Perform 15 unique scans within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Thundercats. While in Focus mode, hold F to angle the camera and scan aliens, weapons, ect.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bursting_the_Bubble_(Bureau).jpg]]  &lt;br /&gt;
! Bursting the Bubble&lt;br /&gt;
|Take down 20 Outsider Shields using laser-based guns within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Natrually, the Shield Disruptor Pack (or the Rupture Pack) greatly assists in this. As shielded Outsiders are common, you&#039;ll likeley get this sometime on your frist playthrough.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Leader_of_Man_(Bureau).jpg]]  &lt;br /&gt;
! Leader of Man&lt;br /&gt;
|Give 150 commands to agents while Battle Focus within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:What_Are_You_Without_Your_Armor_(Bureau).jpg]]  &lt;br /&gt;
! What Are You Without Your Armor&lt;br /&gt;
|Strip all of the armor off of 5 [[Mutons (Bureau)|Mutons]] before killing them within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| Armor Peicer or Rupture Pack. Catching a Muton in an explosion helps, too. Armor on each limb, body armor, and helmet.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The_Last_Suit_You&#039;ll_Ever_Wear_(Bureau).jpg]]  &lt;br /&gt;
! The Last Suit You&#039;ll Ever Wear&lt;br /&gt;
|Customize an agent&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|Men in Black.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy_Within_(Bureau).jpg]]  &lt;br /&gt;
! Enemy Within&lt;br /&gt;
|Have Mind Controlled enemies get a total of 15 kills within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Reference to the new [[Enemy Unknown (2012)|Enemy Unknown]] [[XCOM: Enemy Within DLC (EU2012)|DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Clever_Girl_(Bureau).jpg]]  &lt;br /&gt;
! Clever Girl&lt;br /&gt;
|Get 40 kills on Flanked enemies within a single campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|Jurrasic Park [http://www.youtube.com/watch?v=TO5wryDdEI0]&lt;br /&gt;
Often when entering the &#039;arena&#039; for an engagment, enemies, such as low-level Outsiders will be wandering around unalerted. Take initiative with a careful headshot with any scoped weapon you may have, such as the Sniper Rifle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Secret Achievements===&lt;br /&gt;
There are 11 Secret Achievements.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Bringing Down Goliath_(Bureau).jpg]]&lt;br /&gt;
! Bringing Down Goliath&lt;br /&gt;
| Defeat a [[Muton (Bureau)|Muton]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Is He Old Enough to Drive_(Bureau).jpg]]&lt;br /&gt;
! Is He Old Enough to Drive?&lt;br /&gt;
| Defeat a [[Sectopod (Bureau)|Sectopod]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Dish Best Served Cold_(Bureau).jpg]]&lt;br /&gt;
! A Dish Best Served Cold&lt;br /&gt;
| Defeat a [[Titan (Bureau)|Titan]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exorcised the Demon (Bureau).jpg]]&lt;br /&gt;
! Exorcised the Demon&lt;br /&gt;
| Retrieve and escape with information on the enemy base&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 45 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:... And the Body Dies_(Bureau).jpg]] &lt;br /&gt;
! ...And the Body Dies&lt;br /&gt;
| Confront the Outsider leader&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Story of Axis and Allies_(Bureau).jpg]] &lt;br /&gt;
! A Story of Axis and Allies&lt;br /&gt;
| Closure&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 35 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| Storyline mission pun on WWII&#039;s Axis Powers and Allied Powers, and alien Commander &amp;quot;[[Axis (Bureau)|Axis]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The Fat Lady Has Sung (Bureau).jpg]]&lt;br /&gt;
! The Fat Lady has Sung&lt;br /&gt;
| Now it&#039;s time to end this&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All That Remains_(Bureau).jpg]]  &lt;br /&gt;
! All That Remains&lt;br /&gt;
| Escaped Groom Range&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Devil&#039;s Tower_(Bureau).jpg]]  &lt;br /&gt;
! The Devil&#039;s Tower&lt;br /&gt;
| Infiltrated the Outsider Tower&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:So Just Let Me Introduce Myself_(Bureau).jpg]]  &lt;br /&gt;
! So Just Let Me Introduce Myself&lt;br /&gt;
| Secured the package&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:We Will Fight Like Lions!_(Bureau).jpg]]  &lt;br /&gt;
! We Will Fight Like Lions&lt;br /&gt;
| Defeat all the outsiders before escaping on the Skyranger&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| On the intro level, you fight on a Fatman bomb test platform, and set the timer. The Skyranger (helicopter) will land behind you. Kill the attacking aliens before the nuke goes off, then escape on the Skyranger&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hangar 6: R&amp;amp;D===&lt;br /&gt;
====Visible Hangar Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind Blown_(Bureau).jpg]]&lt;br /&gt;
! Mind Blown&lt;br /&gt;
| Destroy 60 enemies with DaSilva&#039;s Demo Charges within a single Hangar 6 R&amp;amp;D campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Conscientious Objector_(Bureau).jpg]]&lt;br /&gt;
! Conscientious Objector&lt;br /&gt;
| Beat Hangar 6 R&amp;amp;D without firing any alien weapons&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| The Microwave Gun counts as a conventional human weapon. Have fun with Muton Elites.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Know Your Groceries_(Bureau).jpg]]&lt;br /&gt;
! Know Your Groceries&lt;br /&gt;
| Take a level 5 agent of every class into the field within a single Hangar 6 R&amp;amp;D campaign&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Only a Man_(Bureau).jpg]]&lt;br /&gt;
! Only a Man&lt;br /&gt;
| Complete DaSilva&#039;s perk tree without choosing Lift, Drone, or Mind Control&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Secret Hangar 6: R&amp;amp;D Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Conduit Connection_(Bureau).jpg]]&lt;br /&gt;
! Conduit Connection&lt;br /&gt;
| Complete the first trial in Hangar 01&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Drive Through_(Bureau).jpg]]&lt;br /&gt;
! Drive Through&lt;br /&gt;
| Trigger the Invasion of Hangar 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Bronze&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Its In The Air_(Bureau).jpg]]&lt;br /&gt;
! Its in the Air&lt;br /&gt;
| Defeat the Hangar 6 R&amp;amp;D Invaders&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Silver&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Bureau (2013)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=62281</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=62281"/>
		<updated>2014-12-09T06:22:50Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long War makes several changes to weapons:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in long war expense of gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM weapon models. &lt;br /&gt;
&lt;br /&gt;
Note: There are plans to give this tier of weaponry additional damage reduction penetration in &#039;&#039;&#039;future editions&#039;&#039;&#039; of the mod. (b14)&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry.&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build.&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; === &lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Pistol&#039;&#039;&#039; ||  1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 30 || {{No Icon}} ||Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0 ||None ||colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || +7 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 3 || 0 || 0 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || 3-5 (4) || 0% || 5-7 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90|| Compact Plasma Weapons || 175 || 25 || 20 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;=== &lt;br /&gt;
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Machine pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Machine Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || -10 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heater Long War.png|center|128x64px]]&#039;&#039;&#039;Heater&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -3 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons  || 30 || 3 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Autopistol Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -10 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 28 || Gauss Weapons || 40 || 4 || 1 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster&#039;&#039;&#039;  || 4-6 (5) || 10% || 6-9 || -10 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 12 || 8 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Mauler Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Mauler&#039;&#039;&#039;  || 4-8 (6) || 0% || 8-11 || -10 || -2 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 230|| 30 || 20 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SMG&#039;&#039;&#039;=== &lt;br /&gt;
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:SMG Long War.png|center|128x64px]]&#039;&#039;&#039;Submachine Gun&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 0|| None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Shatterray Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Shatterray&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || +7 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 35 || 3 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Stuttergun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Stuttergun&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || +3 || 3+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 28 || Gauss Weapons || 75 || 6 || 1 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Stengun Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Stengun&#039;&#039;&#039; || 4-8 (6) || 10% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 15 || 10 || 0 ||12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Stormgun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stormgun&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 30 || 20 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Carbines&#039;&#039;&#039;===&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus.  They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039; || 2-4 (3) || 5% || 4-5 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039; || 3-5 (4) || 5% || 5-7 || +15 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 40 || 3 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039; || 4-6 (5) || 5% || 6-9 || +7 || +1 || 4+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 30 || Gauss Weapons || 95 || 8 || 2 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 4-8 (6) || 15% || 8-11 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 15 || 15 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039; || 5-9 (7) || 5% || 9-12 || +7 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 280 || 30 || 25 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;===&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO&#039;s with capable soldiers and plenty of arc thrower uses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; || 3-5 (4) || 10% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039; || 4-6 (5) || 10% || 6-9 || +7 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 50 || 3 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039; || 4-8 (6) || 10% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || .33 DR reduction || All || 30 || Gauss Weapons || 100 || 12 || 2 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 5-9 (7) || 20% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 60 || Pulse Lasers || 200 || 20 || 15 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039; || 6-10 (8) || 10% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 380 || 40 || 30 || 2 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; || 1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 200 (30) || {{No Icon}} || Grants Disabling Shot, Cannot fire after any costly action || All except Gunners and Rocketeers || 25 || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 60 || 2 || 2 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;===&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty.  They are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | Battle Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Battle Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039; || 4-6 (5) || 10% || 6-9 || -15 || -1 || 4+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Laser Rifle&#039;&#039;&#039; || 4-8 (6) || 15% || 8-11 || -8 || -1 || 4+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 20 || Advanced Beam Lasers || 70 || 4 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Gauss Rifle&#039;&#039;&#039; || 5-9 (7) || 15% || 9-12 || -15 || -1 || 5+1 || 30 || {{Yes Icon}} || .33 DR reduction || Infantry, Assault, Scout, Medic, Engineer || 40 || Advanced Gauss Weapons || 140 || 15 || 5 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Pulse Rifle&#039;&#039;&#039; || 6-10 (8) || 25% || 10-14 || -15 || -1 || 4+1|| 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 67 || Advanced Pulse Lasers || 220 || 25 || 20 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Heavy Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Plasma Rifle&#039;&#039;&#039; || 7-11 (9) || 15% || 11-16 || -15 || -1 || 4+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 105 || Heavy Plasma Weapons || 400 || 40 || 28 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shotgun&#039;&#039;&#039;===&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.  Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility.  It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Shotgun&#039;&#039;&#039; || 4-8 (6) || 20% || 8-11 || 0 || 0 || 5+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sawed-off Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Sawed-Off Shotgun&#039;&#039;&#039; || 4-8 (6) || 5% || 8-11 || -15 || -1 || 1 || 3 || {{No Icon}} || Sidearm. Confers -1 mobility. &amp;lt;br&amp;gt; Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || 1 || None || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039; || 5-9 (7) || 20% || 9-12 || +7 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 18 || Advanced Beam Weapons || 80 || 3 || 0 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Cannon&#039;&#039;&#039; || 6-10 (8) || 20% || 10-14 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&amp;lt;br&amp;gt;.33 DR reduction&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 32 || Advanced Gauss Weapons || 150 || 18 || 5 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Blaster&#039;&#039;&#039; || 7-11 (9) || 30% || 11-16 || 0 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 62 || Advanced Pulse Weapons || 250 || 20 || 20 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Cannon&#039;&#039;&#039; || 7-13 (10) || 20% || 13-18 || 0 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 102 || Sectopod Autopsy || 500 || 40 || 30 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;===&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don&#039;t have snapshot training).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039; || 4-6 (5) || 25% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 0 ||None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039; || 4-8 (6) || 25% || 8-11 || +7 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 4 || 0 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039; || 5-9 (7) || 10% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk.&amp;lt;br&amp;gt;.33 DR reduction || Sniper || 35 || Advanced Gauss Weapons || 250 || 15 || 5 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039; || 6-10 (8) || 35% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 25|| 20 || 0|| 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039; || 7-11 (9) || 25% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 105 || Precision Plasma Weapons || 500 || 45 || 30 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;===&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving.  Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can  fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039; || 4-6 (5) || 15% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039; || 4-8 (6) || 15% || 8-11 || +7 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 50 || 3 || 0 || 0 || 12&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Strike Rifle&#039;&#039;&#039; || 5-9 (7) || 15% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty&amp;lt;br&amp;gt;.33 DR reduction || Scout, Sniper || 35 || Advanced Gauss Weapons || 120 || 15 || 3 || 0 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Rifle&#039;&#039;&#039; || 6-10 (8) || 25% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 25 || 20 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Rifle&#039;&#039;&#039; || 7-11 (9) || 15% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 102 || Precision Plasma Weapons || 450 || 40 || 30 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;===&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SAW Long War.png|center|128x64px]]&#039;&#039;&#039;SAW&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autolaser Long War.png|center|128x64px]]&#039;&#039;&#039;Autolaser&#039;&#039;&#039; || 4-8 (6) || 0% || 8-11 || +7 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Beam Weapons || 60 || 4 || 0 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || .33 DR reduction || Gunner || 32 || Gauss Weapons || 110 || 15 || 2 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Autoblaster&#039;&#039;&#039; || 6-10 (8) || 10% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 30 || 20 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Novagun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 500 || 45 || 30 || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;===&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: LMG Long War.png|center|128x64px]]&#039;&#039;&#039;LMG&#039;&#039;&#039; || 4-8 (6) || 5% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Laser&#039;&#039;&#039; || 5-9 (7) || 5% || 9-12 || +7 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 18 || Beam weapons || 60 || 5 || 0 || 0 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039; || 6-10 (8) || 5% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight&amp;lt;br&amp;gt;.33 DR reduction || Gunner || 40 || Gauss Weapons || 140 || 16 || 3 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Pulser&#039;&#039;&#039; || 7-11 (9) || 15% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 64 || Pulse Lasers || 215 || 35 || 22 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Dragon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039; || 7-13 (10) || 5% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 105 || Heavy Plasma Weapons || 500 || 48 || 32 || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Rocket Launchers&#039;&#039;&#039;===&lt;br /&gt;
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier&#039;s Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; || 4-10 (7) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || - || Rocketeer|| 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039; || 6-12 (9) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || .33 DR reduction|| Rocketeer|| 35 || Advanced Gauss Weapons || 100 || 25 || 3 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039; || 8-16 (12) || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || - || Rocketeer|| 110 || Fusion Weapons || 600 || 60 || 65 || 2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;===&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Minigun Long War.png|center|128x64px]]&#039;&#039;&#039;Minigun&#039;&#039;&#039; || 6-10 (8) || 10% || 10-14 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Lance&#039;&#039;&#039; || 7-11 (9) || 10% || 11-16 || +7 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers || 80 || 5 || 0 || 10 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Railgun Long War.png|center|128x64px]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; || 7-13 (10) || 10% || 13-18 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || .33 DR reduction, no suppression || MEC || 35 || Advanced Gauss Weapons || 120 || 25 || 3 || 15 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039; || 7-13 (10) || 20% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers || 240 || 35 || 24 || 30 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Particle Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Particle Cannon&#039;&#039;&#039; || 8-14 (11) || 10% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression || MEC || 105 || Heavy Plasma Weapons || 450 || 45 || 40 || 35 || 14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Seconday Weapons&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
With each upgrade of the MEC suit the number of utility items decreases while the number of secondary weapon systems increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flamethrower Long War.png|center|128x64px]]&#039;&#039;&#039;Flamethrower&#039;&#039;&#039; || 4-10 (7) || 0% || 8-11 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic || MEC || 20 || MEC Warfare Systems || 85 || 0 || 0 || 10 || 7&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039; || 9-15 (12) || 0% || 15-21 || - || -1 || ∞ || Melee || {{No Icon}} || Close combat weapon || MEC || 22 || Floater Autopsy || 200 || 15 || 2 || 18 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Grenade Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; || 3-7 (10) || 0% || - || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 35 || Gauss Weapons || 150 || 12 || 0 || 12 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Prox. Mine Launcher&#039;&#039;&#039; || 6-12 (9) || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 40 || Advanced Gauss Weapons || 150 || 12 || 0 ||  20 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Restorative Mist Long War.png|center|128x64px]]&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039; || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy || 120 || 0 || 0 || 20 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Electro Pulse Long War.png|center|128x64px]]&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039; || 3-9 (6) || 0% || - || - || -1 || ∞ || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons || 180 || 15 || 15 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;===&lt;br /&gt;
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;18&amp;quot; | SHIV Turrets &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autocannon Long War.png|center|128x64px]]&#039;&#039;&#039;Autocannon&#039;&#039;&#039; || 5-9 (7) || 10% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None  || colspan=&amp;quot;5&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Laser&#039;&#039;&#039; || 6-10 (8) || 10% || 10-14 || +7 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 80|| 5 || 0 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sentry Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Sentry Gun&#039;&#039;&#039; || 7-11 (9) || 10% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || .33 DR reduction || SHIV || 35 || Gauss Weapons || 120|| 15 || 3 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Pulser&#039;&#039;&#039; || 7-13 (10) || 20% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300|| 35 || 25 || 0 || 14&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Plasma&#039;&#039;&#039;  || 8-14 (11) || 10% || 14-19 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 500|| 45 || 40 ||3 || 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.  Rockets can not change height through scatter.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. &amp;quot;Scatter&amp;quot; instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation.  Rockets can exceed even this degree of deviation, but the chance is negligible.&lt;br /&gt;
&lt;br /&gt;
Unblocked (no &amp;quot;Shot is Blocked&amp;quot; warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process.  If they encounter an allied or enemy pawn, they will detonate immediately. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=61732</id>
		<title>Unused Features (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=61732"/>
		<updated>2014-11-26T01:27:10Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Disabled/Unused Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=INT Files=&lt;br /&gt;
All of the code/data on this page is taken from legacy code present in the following game files:&lt;br /&gt;
* XComGame.INT&lt;br /&gt;
* XComStrategyGame.INT&lt;br /&gt;
&lt;br /&gt;
There are differences between these files on the demo and the latest patch. Demo code is listed in &#039;&#039;italics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Various stages of development and features can be extrapolated from the data. Other references can be assumed to be related to the dropped &#039;Prestige&#039; versions of the soldier classes (mentioned by Ananda Gupta on this [https://www.youtube.com/watch?v=iwfoDiv9biU&amp;amp;list=PL-lTq9LJCHpRP88U3dngU2P6GhJ8KqEjP&amp;amp;index=6 video]), which suggest that their development did go quite a bit farther than just the planning stages, and that some measure of programming into their abilites was in progress before the &#039;Prestige&#039; versions of each class were dropped entirely.&lt;br /&gt;
&lt;br /&gt;
==Additional Continent and Bonus==&lt;br /&gt;
Most likely for Australia - probably dropped for game balance/design.&lt;br /&gt;
*ContinentBonusNames[eCB_Panic]=&amp;quot;\&amp;quot;Tireless Diplomacy\&amp;quot;&amp;quot;&lt;br /&gt;
*ContinentBonusDesc[eCB_Panic]=&amp;quot;The rise of panic is slowed worldwide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Status==&lt;br /&gt;
Additional soldier status while in the Barracks? Most likely was intended as a push to use a number of soldiers, rather than relying on a single elite squad (which might&#039;ve helped players from getting stuck if said team was TPK&#039;ed).&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Fatigued]=&amp;quot;Tired&amp;quot;&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Exhausted]=&amp;quot;Exhausted&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Attitude==&lt;br /&gt;
An uncertain modifier, possibly related to different style of voice clips used by soldiers.&lt;br /&gt;
&lt;br /&gt;
*m_strAttitudeProfessional=PROFESSIONAL&lt;br /&gt;
*m_strAttitudeBrash=BRASH&lt;br /&gt;
&lt;br /&gt;
==Staff Monthly Costs==&lt;br /&gt;
As in the original game but it seems that it was later dropped. &lt;br /&gt;
*m_strSalary=&amp;quot;Staff Salaries&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Game Objectives==&lt;br /&gt;
Most likely there was a requirement for a certain number of Shards before being able to research them and unlock the Alien Base. It may be also possible that there was more than 1 Alien Base present during the game. &lt;br /&gt;
*GameObjectiveNames[eObj_ObtainShards]=&amp;quot;Obtain More Outsider shards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Transfer Jets to Nation==&lt;br /&gt;
The same way that nations offer credits for the transfer of satellites, the same happened for interceptors. &lt;br /&gt;
*m_strLabelFCFinishedJetTransfer=&amp;quot;A Jet transfer has successfully taken place in &amp;lt;XGParam:StrValue0/&amp;gt;. Return to the Situation Room to claim your reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Extra aircraft weapons==&lt;br /&gt;
The Stingray was a craft weapon from the original game. The UFO weapons may be used in the Overseer. &lt;br /&gt;
*ShipWeaponNames[eShipWeapon_Stingray]=Stingray&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]=&amp;quot;UFO Weapon I&amp;quot;&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaII]=&amp;quot;UFO Weapon II&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==End Game Stats include Playstyle==&lt;br /&gt;
Additional end game stats. Seems to be determined regarding a player&#039;s priorites while playing. &lt;br /&gt;
*m_strPlayLabel=&amp;quot;Playstyle:&amp;quot;&lt;br /&gt;
**m_strSummTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**m_strCombatTitle=&amp;quot;Combat&amp;quot;&lt;br /&gt;
**m_strSpecialistsTitle=&amp;quot;Science/Engineering&amp;quot;&lt;br /&gt;
**m_strResourcesTitle=&amp;quot;Resources&amp;quot;&lt;br /&gt;
**m_strLossTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**DAYS=&amp;quot;Days&amp;quot;&lt;br /&gt;
**PCT=&amp;quot;%&amp;quot;&lt;br /&gt;
**m_strWin=&amp;quot;Victory&amp;quot;&lt;br /&gt;
**m_strLose=&amp;quot;Defeat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_PerfectHero]=&amp;quot;Immortal Hero&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Underdog]=&amp;quot;Underdog&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Science]=&amp;quot;Genius&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Combat]=&amp;quot;Warlord&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Money]=&amp;quot;Magnate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Theses lines of code suggest that there was a complex player analysis planned instead of the Player/World results screen seen at the end of the full game: Immortal Hero may have been for a campaign completed without a single KIA, or with long strings of victorious missions, Underdog for heavy losses, Genius for high numbers of Scientists and Engineers, Warlord with large number of item/weapon builds, and [[wikipedia:Magnate|Magnate]] for high levels of rescources/credits.&lt;br /&gt;
&lt;br /&gt;
==Different Research Path==&lt;br /&gt;
===Additional steps to rech Alien Materials, Alien Weapons and New Fightercraft===&lt;br /&gt;
There are separate entries for Alien Alloys and Alien Materials, so it seems that there was an additional step for researching them. The same happens with UFO Flight, which was a research topic on the original game (UFO Construction) necessary before researching New Fighter Craft.&lt;br /&gt;
&lt;br /&gt;
*TechTypeCodeName[eTech_UFOFlight]=&amp;quot;UFO Flight&amp;quot;&lt;br /&gt;
*TechTypeNames[eTech_AlienAlloys]=&amp;quot;Alien Alloys&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienAlloys]=&amp;quot;\&amp;quot;The alloys used in the fabrication of the alien weapons and technology are like nothing we&#039;ve ever seen. Light, flexible, and considerably stronger than any known material.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienWeaponry]=&amp;quot;\&amp;quot;These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Individual Research for Laser weaponry===&lt;br /&gt;
Instead of the grouping of Laser Pistol and Laser Rifle into Laser Weapons, Laser Sniper Rifle and Scatter Laser into Precision Lasers and Heavy Laser and Laser Cannon into Heavy Lasers, all of them seem to have been separate research topics. &lt;br /&gt;
*TechTypeSummary[eTech_Laser_Pistol]=&amp;quot;\&amp;quot;The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we&#039;ve already gained important insights into portable laser technology.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Rifle]=&amp;quot;\&amp;quot;Based on our research into the alien weapon fragments, we believe it&#039;s possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Shotgun]=&amp;quot;\&amp;quot;Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we&#039;ve theorized a number of other interesting variations. One of our more promising concepts is a  hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Heavy]=&amp;quot;\&amp;quot;Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Sniper]=&amp;quot;\&amp;quot;With our continued advancement in the field of laser optics, we believe we&#039;ve devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Cannon]=&amp;quot;\&amp;quot;We&#039;ve finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Unit Weapons and Items==&lt;br /&gt;
===Weapons and Equipment===&lt;br /&gt;
Bait Grenade most likely is another name for Flash Bang Grenade. Possibly some kind of area-of-effect, accuracy-reducing item, akin (but in reverse application) to &#039;&#039;&#039;TK Field&#039;&#039;&#039; and &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[XGAmmo_BaitGrenade]&lt;br /&gt;
*m_aItemNames[eItem_FlashBang]=&amp;quot;Flash Grenade&amp;quot;&lt;br /&gt;
*m_strPenaltyFlashBang=Flash Bang&lt;br /&gt;
Hand to Hand combat?&lt;br /&gt;
*[XGAmmo_PlasmaBlade]&lt;br /&gt;
**m_strWeapon=&amp;quot;Plasma Blade&amp;quot;&lt;br /&gt;
For science missions?&lt;br /&gt;
*[XGAmmo_ScienceDevice]&lt;br /&gt;
There are separate entries for [[Stun Rod]] (from the original game) and Arc Thrower.&lt;br /&gt;
*[XGAmmo_Stun Rod]&lt;br /&gt;
Battle Scanner seems to have been an item rather than an ability at one point. &lt;br /&gt;
*m_aItemNames[eItem_BattleScanner]=&amp;quot;Battle Scanner&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_BattleScanner]=&amp;quot;Battle Scanners&amp;quot;&lt;br /&gt;
Additional Grenades (Including [[Psi-Amp]] from the original game)&lt;br /&gt;
*m_aItemNames[eItem_NeutronGrenade]=&amp;quot;Neutron Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_SectoidGrenade]=&amp;quot;Sectoid Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_FloaterGrenade]=&amp;quot;Floater Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ThinManGrenade]=&amp;quot;Thin Man Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_PsiGrenade]=&amp;quot;Psi Grenade&amp;quot;&lt;br /&gt;
*&#039;&#039;m_aItemNames[eItem_PsiAmp]=&amp;quot;Psi Amp&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Each advanced armor seems to have had several different versions, each with unique abilities. Note that the 3 versions of Carapace Armor are listed as &amp;quot;Level 2&amp;quot;, and the Golem, Titan, Ghost, and Archangel were all &amp;quot;Level 3&amp;quot;. For refrence; the Assault&#039;s &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; ability gives bonus health in addition to each armor&#039;s normal Hit Point increase, in relation to the armor&#039;s level. In the full game, that ability gives the starting Body Armor 1 additional point of health, the Ghost Armor is actually considered a &amp;quot;Level 2&amp;quot; armor and gives another 2 points, and only the Titan and Archangel give 4 more to Assaults. &lt;br /&gt;
&lt;br /&gt;
And while problably unrelated, note the &amp;quot;Goliath&amp;quot; armor: the Alloy S.H.I.V.s, when constructed, are named &amp;quot;GOLIATH-&amp;lt;production number&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[XGArmor_LevelIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Heavy Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once.  Inventory and mobility, however, are severly restricted.&amp;quot;&lt;br /&gt;
***Implies that either equipping a pistol, on top of the primary weapon, was origionally to be &amp;quot;unlocked&amp;quot; thusly, or that two primary weapons could have been dual-weilded somehow. Interestingly, the description audio that Dr. Shen gives when you first equip the Titan Armor still has has a mention of carrying additional firepower. But then an Assault with two shotguns would be &#039;&#039;Contra 3&#039;&#039;, not XCOM.&lt;br /&gt;
*[XGArmor_LevelIILight]&lt;br /&gt;
**m_strName=&amp;quot;Light Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons.  A soldier in this armor can climb almost any surface, though they cannot carry as much gear.&amp;quot;&lt;br /&gt;
***Almost certainly the concept for the Skeleton Armor, which gives 1 less hit point than the Carapace, and contains the grappling hook.&lt;br /&gt;
*[XGArmor_LevelIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Golem is impervious to damage.&amp;quot;&lt;br /&gt;
**m_aItemNames[eItem_ArmorGolem]=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIILight]&lt;br /&gt;
**m_strName=&amp;quot;Ghost Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Ghost is capable of vanishing from sight.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Titan Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Titan armor provides an excellent defense against alien weapons.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMediumAir]&lt;br /&gt;
**m_strName=&amp;quot;Archangel Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Archangel is capable of flight.&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ArmorGoliath]=&amp;quot;Goliath Armor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Alien Artifacts===&lt;br /&gt;
Additional alien artifacts present during missions. &lt;br /&gt;
*[XGArtifact_MummyPod]&lt;br /&gt;
**m_strName=&amp;quot;Mummy Pod&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MummyPod]=&amp;quot;Mummy Pods&amp;quot;&lt;br /&gt;
*[XGArtifact_Technology]&lt;br /&gt;
m_strName=&amp;quot;Alien Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_CommunicationsDevice]&lt;br /&gt;
**m_strName=&amp;quot;Alien Communication Device&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will give +2 to the soldiers TAC for the remainder of combat.  If not used, loot can be disassembled for parts back at HQ.&lt;br /&gt;
*[XGArtifact_AlienSalvage_Food]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Food&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Technology]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Entertainment]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Entertainment&amp;quot;&lt;br /&gt;
*[XGArtifact_MedicalStation]&lt;br /&gt;
**m_strName=&amp;quot;Alien Medical Station&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will fully restore a soldier&#039;s hit points. If not used, loot can be disassembled for parts back at HQ.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MedicalStation]=&amp;quot;Medical Stations&amp;quot;&lt;br /&gt;
*[XGArtifact_Alien_Beacon]&lt;br /&gt;
**m_strName=&amp;quot;Alien Beacon&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Use this beacon to deactivate the power core.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Beacon]=&amp;quot;Alien Beacons&amp;quot;&lt;br /&gt;
*[XGArtifact_Interact]&lt;br /&gt;
**m_strName=&amp;quot;Alien Console&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Hack this console.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Console]=&amp;quot;Alien Consoles&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Interact]=&amp;quot;Alien Interactions&amp;quot;&lt;br /&gt;
*[XGArtifact_Salvage]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Take this salvage back to your base.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Salvage]=&amp;quot;Alien Salvages&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_I]&lt;br /&gt;
m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_II]&lt;br /&gt;
**m_strName=&amp;quot;Hyperwave Transmitter&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_III]&lt;br /&gt;
**m_strName=&amp;quot;Plasma Cannons&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_IV]&lt;br /&gt;
**m_strName=&amp;quot;UFO Power Core&amp;quot;&lt;br /&gt;
[XGArtifact_UFO_V]&lt;br /&gt;
**m_strName=&amp;quot;Psi Link&amp;quot;&lt;br /&gt;
**m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienIntelligence]&lt;br /&gt;
**m_strName=&amp;quot;Alien Intelligence&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_AlienIntel]=&amp;quot;Alien Intel&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_CommStation]=&amp;quot;Comm Stations&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_Alien_WeaponsLocker]=&amp;quot;Alien Weapons Lockers&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_FogPod]=&amp;quot;Alien Fog Devices&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Storage]=&amp;quot;Alien Storage&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Bomb]=&amp;quot;Alien Bombs&amp;quot;&lt;br /&gt;
*XGAlienLoot]&lt;br /&gt;
**m_strAlienDeviceDefused=Alien Device has been defused!&lt;br /&gt;
**m_strSFXBoom=... (BOOM) ...&lt;br /&gt;
**m_strSelfBlowSingular=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strSelfBlowPlural=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strFoundAlienDevice=&amp;lt;XGParam:StrValue0/&amp;gt; found an Alien Device!&lt;br /&gt;
&lt;br /&gt;
===Item Properties===&lt;br /&gt;
This property may actually be used with the Total Loss option of Second Wave&lt;br /&gt;
*m_strArmorExplodeFragments=&amp;lt;XGParam:StrValue0/&amp;gt; armor explodes into fragments!&lt;br /&gt;
&lt;br /&gt;
==Battle Results==&lt;br /&gt;
*m_strUFO=&amp;quot;UFO Intercepted!&amp;quot;&lt;br /&gt;
*m_strTerror=&amp;quot;City Defended!&amp;quot;&lt;br /&gt;
*m_strActI=&amp;quot;Alien Base Destroyed!&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_strActII=&amp;quot;Alien Destroyer Neutralized!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sAliensKilled=&amp;quot;Aliens killed:&amp;quot;&lt;br /&gt;
*m_sXComKilled=&amp;quot;XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strPanicReduced=&amp;quot;Panic Level Reduced by&amp;quot;&lt;br /&gt;
*m_strPanicUnchanged=&amp;quot;Panic Level Unchanged.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_sBonusShortMission=&amp;quot;Mission completed in 10 turns:&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sBonusNoCasualties=&amp;quot;No XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strBonus=&amp;quot;Bonus!&amp;quot;&lt;br /&gt;
*m_strPaniHelp=&amp;quot;Shooting down UFOs is the easiest way to reduce panic.&amp;quot;&lt;br /&gt;
**Replaced with a straight grading in the Mission Results after loss/victory, as most missions don&#039;t involve the number of turns taken. There is an achievement for completing a Very Difficult abduction mission in 5 turns in Classic/Impossible difficulty: but like all achievements it does not affect gameplay.&lt;br /&gt;
&#039;&#039;&#039;*m_sArtifactsRecovered=&amp;quot;Total Alien Artifacts Recovered:&amp;quot;&lt;br /&gt;
*m_sArtifactTip=&amp;quot;The Engineering facility can break down Alien Artifacts into parts.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
**Somewhat implies that non-reasearch artifacts (ie: Alien Surgury, Alien Stasis Tank) may have had parts to &#039;harvest&#039; for research or engineering, or perhaps could have been broken for your Alien Alloy stores.&lt;br /&gt;
&lt;br /&gt;
==Inventory Item Slots==&lt;br /&gt;
&lt;br /&gt;
Several of the Unused Armor descriptions suggest that an individual soldier&#039;s inventory size used to be modular, and/or had body-part-specific item slots, similar to the original game.&lt;br /&gt;
&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBack]=&amp;quot;Right Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBack]=&amp;quot;Left Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightHand]=&amp;quot;Right Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftHand]=&amp;quot;Left Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Grapple]=&amp;quot;Grapple&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightThigh]=&amp;quot;Right Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftThigh]=&amp;quot;Left Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBelt]=&amp;quot;Left Belt&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBoot]=&amp;quot;Left Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBoot]=&amp;quot;Right Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightChest]=&amp;quot;Right Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftChest]=&amp;quot;Left Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightForearm]=&amp;quot;Right Forearm&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightSling]=&amp;quot;Right Sling&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RearBackPack]=&amp;quot;Rear BackPack&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_PsiSource]=&amp;quot;Psi Source&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Head]=&amp;quot;Head&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_CenterChest]=&amp;quot;Center Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_ChestCannon]=&amp;quot;Chest Cannon&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_None]=&amp;quot;None&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Alien Flora==&lt;br /&gt;
An unused [[Vahlen (EU2012)|Dr.Vahlen]] comment directed at some kind of alien flora and how it implies that the aliens may be trying to establish a long-term colony on Earth. This is likely cut because conquering Earth and establishing a colony contradicts the aliens&#039; true motives.&lt;br /&gt;
&lt;br /&gt;
[CS_ABM_Alien_Flora SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Zombie Autopsy==&lt;br /&gt;
An unused research proposal, the research project itself was left blank, implying that this research option was cut early on. (Which is understandable. To autopsy zombies, you have to recover zombie corpses first. And if zombies have corpses, that means you&#039;ll be able to sell them in the Grey Market. Would you really want to sell the rotten, decaying corpses of random civilians/your former soldiers?)&lt;br /&gt;
&lt;br /&gt;
TechTypeSummary[eTech_AutopsyZombie]=&amp;quot;\&amp;quot;It&#039;s not clear what tangible benefits might come from investigating the human remains of the spider-like alien&#039;s victim, although the mechanism by which our troops are infected is worth studying.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Grey Market Facility==&lt;br /&gt;
In the full game, the Grey Market is still technically &amp;quot;unlocked&amp;quot; when the Situation Room tab itself is unlocked, after the first Abduction mission&lt;br /&gt;
&lt;br /&gt;
[Council_GreyMarketUnlock SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Second Wave==&lt;br /&gt;
Additional option: an increase of cities attacked under Abduction mission, probably removed for difficulty balance.&lt;br /&gt;
&lt;br /&gt;
m_arrGameplayToggleTitle[eGO_MoreAbductionSites]=The Blitz&lt;br /&gt;
m_arrGameplayToggleDesc[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack.&lt;br /&gt;
&lt;br /&gt;
==Additional Abilities==&lt;br /&gt;
*m_arrCategoryNames[eCat_Ability]=&amp;quot;Ability&amp;quot;&lt;br /&gt;
*m_arrCategoryNames[eCat_NewPerks]=&amp;quot;New Perks&amp;quot;&lt;br /&gt;
*AbilityAvailableMessages[eAAvailable_ErrRequiresPerks]=&amp;quot;This ability requires training this soldier does not possess.&amp;quot;&lt;br /&gt;
**This entry suggests that Abilities were once set in distinct skill trees, akin to various RPGs (like the &#039;&#039;Diablo&#039;&#039; series), and that high-level skills required prerequisite abilities to be chosen (which itself suggests that both (more?) of a Class&#039; Rank&#039;s ability could have been acquired).&lt;br /&gt;
&lt;br /&gt;
==Close Combat Mode==&lt;br /&gt;
m_aExpandedLocalizedStrings[eELS_UnitInCloseCombat]=&amp;quot;NOT USED ANYMORE: &amp;lt;XGParam:StrValue0/&amp;gt; entered close combat!&amp;quot;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
*Along with the dropped Plasma Blade item, this suggests that melee combat was once planned.&lt;br /&gt;
&lt;br /&gt;
=UPK Files=&lt;br /&gt;
===XComStrategyGame.upk===&lt;br /&gt;
&#039;&#039;&#039;XGShip_Dropship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists upgrades for the Skyranger: &lt;br /&gt;
 enum EDropshipUpgrade&lt;br /&gt;
 {&lt;br /&gt;
 	eDU_UFOPowerSource,&lt;br /&gt;
  	eDU_UFOEngine,&lt;br /&gt;
 	eDU_Mortar,&lt;br /&gt;
 	eDU_MAX&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XGWander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists terrain types:&lt;br /&gt;
&lt;br /&gt;
 enum eTerrainType&lt;br /&gt;
 {&lt;br /&gt;
 	eTerrain_None,&lt;br /&gt;
 	eTerrain_WaterDeep,&lt;br /&gt;
 	eTerrain_WaterShallow,&lt;br /&gt;
 	eTerrain_Beach,&lt;br /&gt;
 	eTerrain_Grass,&lt;br /&gt;
  	eTerrain_Hills,&lt;br /&gt;
 	eTerrain_Mountains,&lt;br /&gt;
 	eTerrain_MAX&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
=Disabled/Unused Abilities=&lt;br /&gt;
These abilities are presented/mentioned on the game code but they are deactivated - most don&#039;t seem to work and are merely listed for documentation. &lt;br /&gt;
The activities whose status is Inactive can be activated through a game mod. For more details check this link [http://forums.nexusmods.com/index.php?/topic/818540-the-flamers-torch-and-other-new-abilities/].&lt;br /&gt;
&lt;br /&gt;
Ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;. The icons are taken from the textures present in the game files and are educated guesses based on the Abilities&#039; name and description. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Status&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Notes &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_AIM.png|32px|left]] &#039;&#039;&#039;Aim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;Increase Aim by 20 for 2 turns&#039;&#039; || Holo-Targeting cousin/prototype?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_TORCH.png|32px|left]] &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; || Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_COMMAND.png|32px|left]]&#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039; || Probably dropped due to potential abuse: 5 soldiers could make 1 well-equipped soldier move and attack an absurd number of times.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_HEATWAVE.png|32px|left]]&#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.&#039;&#039; || Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY READYFORANYTHING.png|32px|left]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; || Description suggests something similar to how the [[Sectopod_(EU2012)|Sectopod]]&#039;s &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; ability grants free Overwatch.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_TOOCLOSE.png|32px|left]]&#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039; || Possibly a precursor to the Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; ability. Almost certainly an unused Sniper ability, as Sniper Rifles are the only weapon that suffer a proximity penalty. Perhaps replaced with &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;, due to the relatively minor difference in aim it would make.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_MARK.png|32px|left]]&#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; ||  Has icon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; || Almost certainly a precursor to &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;, perhaps renamed to remove religious connotation?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:SNIPER_BATTLESCANNER.png|32px|left]]&#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; || Early version of &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_PAINTSHOTTARGET.png|32px|left]]&#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; || Early &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;? - Has icon &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_PAINTSHOTDEFENSE.png|32px|left]]&#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; ||A mass &#039;&#039;&#039;Suppression&#039;&#039;&#039; command?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Bottom Up&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Apparently Sniper class&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_DAMAGECOVER.png|32px|left]]&#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039; || Evidently, an ability to intentionally (and reliably) destroy enemy cover with the primary weapon (since doing it on purpose with non-explosive weapons is near-random). This later became the [[MEC Trooper (EU2012)|MEC Trooper]] class&#039; &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability in the Enemy Within DLC&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FIRSTBLOOD.png|32px|left]]&#039;&#039;&#039;First Blood&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; in each mission.&#039;&#039; ||  Original name for &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; ability.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;HEAT Rockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;All attacks do double damage against robotic enemies.&#039;&#039; ||  Original name for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; ability. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FLAMEON.png|32px|left]]&#039;&#039;&#039;Flame On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. Later became the MEC Trooper class&#039; &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; ability in the Enemy Within DLC. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_VENGEANCE.png|32px|left]]&#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; |  &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it. You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_MOVE.png|32px|left]]&#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Fly&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;FlyUp&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;FlyDown&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot SuppressII&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot SuppressArea&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_DESTROY TERRAIN.png|32px|left]]&#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039; ||Another early version of &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Tesla Hammer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Melee weapon?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Hot Potato&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Possibly related to the tactic on the original game of tossing a primed grenade between soldiers to increase its range.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || PFG = Primed Frag Grenade?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG Dropped&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG CookedOff&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Equip Weapon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Unequip the current weapon, and equip the &amp;lt;XGAbility:WeaponName/&amp;gt;&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bolt II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possible original name for &#039;&#039;&#039;Rift&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;War Cry&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possible original name for &#039;&#039;&#039;Blood Call&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_BERSERK.png|32px|left]]&#039;&#039;&#039;Berserk&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; |  ||Has icon. Possibly a soldier&#039;s version of the Berserker&#039;s &#039;&#039;&#039;Blood Lust&#039;&#039;&#039; ability?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Reanimate Ally&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Reanimate Enemy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FLARESHOT.png|32px|left]]&#039;&#039;&#039;Flare Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_SHIVCOVER.png|32px|left]]&#039;&#039;&#039;SHIV Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled? || align=&amp;quot;center&amp;quot; | || Probably cut and replaced with the Alloy SHIV&#039;s ability to provide half-cover.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039;|| Description suggests a moveable cover device: probably cut and replaced with the Alloy SHIV&#039;s ability to provide half-cover.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled  || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Flashbang&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Recycled for the Enemy Within DLC.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following icons are also present in the game textures. Several of those were replaced in the Enemy Within DLC. &lt;br /&gt;
&lt;br /&gt;
[[File:ABILITY_UNKNOWN1.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN2.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN3.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN4.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN5.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN6.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN7.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN8.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN9.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN10.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN11.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN12.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN13.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN14.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN15.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN16.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN17.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN18.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN19.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN20.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN21.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN22.png|32px]]&lt;br /&gt;
&lt;br /&gt;
=Skirmish Mode=&lt;br /&gt;
&lt;br /&gt;
Skirmish mode can be used when activating the Developer&#039;s Console, so it is not a regular game feature. It allows to create single fights, choosing the squad, map and opponents.  &lt;br /&gt;
&lt;br /&gt;
Of note is that only the United States is in the list, and the State list is somewhat random in geographic location. Note that city #3 is G&#039;&#039;&#039;a&#039;&#039;&#039;llop, and not [[Gollop_Chamber_(EU2012)|Gollop]] .&lt;br /&gt;
*[XGBattleDesc]&lt;br /&gt;
**m_strSkirmishOpName=&amp;quot;Tactical Skirmish&amp;quot;&lt;br /&gt;
**m_sLocation=&amp;quot;%sCITY, %sSTATE %sCOUNTRY&amp;quot;&lt;br /&gt;
**m_aCities[0]=&amp;quot;Animosa&amp;quot;&lt;br /&gt;
**m_aCities[1]=&amp;quot;Liberty&amp;quot;&lt;br /&gt;
**m_aCities[2]=&amp;quot;Grapevine&amp;quot;&lt;br /&gt;
**m_aCities[3]=&amp;quot;Gallop&amp;quot;&lt;br /&gt;
**m_aCities[4]=&amp;quot;Kearney&amp;quot;&lt;br /&gt;
**m_aCities[5]=&amp;quot;Neosho&amp;quot;&lt;br /&gt;
**m_aCities[6]=&amp;quot;Oxford&amp;quot;&lt;br /&gt;
**m_aCities[7]=&amp;quot;Enid&amp;quot;&lt;br /&gt;
**m_aCities[8]=&amp;quot;Hayes&amp;quot;&lt;br /&gt;
**m_aCities[9]=&amp;quot;Woodall&amp;quot;&lt;br /&gt;
**m_aCities[10]=&amp;quot;Goodland&amp;quot;&lt;br /&gt;
**m_aCities[11]=&amp;quot;Excelsior Springs&amp;quot;&lt;br /&gt;
**m_aCities[12]=&amp;quot;Lexington&amp;quot;&lt;br /&gt;
**m_aCities[13]=&amp;quot;Empire Falls&amp;quot;&lt;br /&gt;
**m_aStates[0]=&amp;quot;Missouri&amp;quot;&lt;br /&gt;
**m_aStates[1]=&amp;quot;Iowa&amp;quot;&lt;br /&gt;
**m_aStates[2]=&amp;quot;Kansas&amp;quot;&lt;br /&gt;
**m_aStates[3]=&amp;quot;Nebraska&amp;quot;&lt;br /&gt;
**m_aStates[4]=&amp;quot;Minnesota&amp;quot;&lt;br /&gt;
**m_aStates[5]=&amp;quot;Michigan&amp;quot;&lt;br /&gt;
**m_aStates[6]=&amp;quot;Wisconsin&amp;quot;&lt;br /&gt;
**m_aStates[7]=&amp;quot;Oklahoma&amp;quot;&lt;br /&gt;
**m_aStates[8]=&amp;quot;Arkansas&amp;quot;&lt;br /&gt;
**m_aStates[9]=&amp;quot;Texas&amp;quot;&lt;br /&gt;
**m_aStates[10]=&amp;quot;Colorado&amp;quot;&lt;br /&gt;
**m_aStates[11]=&amp;quot;Utah&amp;quot;&lt;br /&gt;
**m_aStates[12]=&amp;quot;Idaho&amp;quot;&lt;br /&gt;
**m_aCountries[0]=&amp;quot;U.S.A&amp;quot;&lt;br /&gt;
**m_aCountries[1]=&amp;quot;U.S.A&amp;quot;&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=61731</id>
		<title>Unused Features (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unused_Features_(EU2012)&amp;diff=61731"/>
		<updated>2014-11-26T01:25:32Z</updated>

		<summary type="html">&lt;p&gt;M-Tails-P: /* Disabled/Unused Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=INT Files=&lt;br /&gt;
All of the code/data on this page is taken from legacy code present in the following game files:&lt;br /&gt;
* XComGame.INT&lt;br /&gt;
* XComStrategyGame.INT&lt;br /&gt;
&lt;br /&gt;
There are differences between these files on the demo and the latest patch. Demo code is listed in &#039;&#039;italics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Various stages of development and features can be extrapolated from the data. Other references can be assumed to be related to the dropped &#039;Prestige&#039; versions of the soldier classes (mentioned by Ananda Gupta on this [https://www.youtube.com/watch?v=iwfoDiv9biU&amp;amp;list=PL-lTq9LJCHpRP88U3dngU2P6GhJ8KqEjP&amp;amp;index=6 video]), which suggest that their development did go quite a bit farther than just the planning stages, and that some measure of programming into their abilites was in progress before the &#039;Prestige&#039; versions of each class were dropped entirely.&lt;br /&gt;
&lt;br /&gt;
==Additional Continent and Bonus==&lt;br /&gt;
Most likely for Australia - probably dropped for game balance/design.&lt;br /&gt;
*ContinentBonusNames[eCB_Panic]=&amp;quot;\&amp;quot;Tireless Diplomacy\&amp;quot;&amp;quot;&lt;br /&gt;
*ContinentBonusDesc[eCB_Panic]=&amp;quot;The rise of panic is slowed worldwide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Status==&lt;br /&gt;
Additional soldier status while in the Barracks? Most likely was intended as a push to use a number of soldiers, rather than relying on a single elite squad (which might&#039;ve helped players from getting stuck if said team was TPK&#039;ed).&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Fatigued]=&amp;quot;Tired&amp;quot;&lt;br /&gt;
*m_arrSoldierStatus[eStatus_Exhausted]=&amp;quot;Exhausted&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Soldier Attitude==&lt;br /&gt;
An uncertain modifier, possibly related to different style of voice clips used by soldiers.&lt;br /&gt;
&lt;br /&gt;
*m_strAttitudeProfessional=PROFESSIONAL&lt;br /&gt;
*m_strAttitudeBrash=BRASH&lt;br /&gt;
&lt;br /&gt;
==Staff Monthly Costs==&lt;br /&gt;
As in the original game but it seems that it was later dropped. &lt;br /&gt;
*m_strSalary=&amp;quot;Staff Salaries&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Game Objectives==&lt;br /&gt;
Most likely there was a requirement for a certain number of Shards before being able to research them and unlock the Alien Base. It may be also possible that there was more than 1 Alien Base present during the game. &lt;br /&gt;
*GameObjectiveNames[eObj_ObtainShards]=&amp;quot;Obtain More Outsider shards.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Transfer Jets to Nation==&lt;br /&gt;
The same way that nations offer credits for the transfer of satellites, the same happened for interceptors. &lt;br /&gt;
*m_strLabelFCFinishedJetTransfer=&amp;quot;A Jet transfer has successfully taken place in &amp;lt;XGParam:StrValue0/&amp;gt;. Return to the Situation Room to claim your reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Extra aircraft weapons==&lt;br /&gt;
The Stingray was a craft weapon from the original game. The UFO weapons may be used in the Overseer. &lt;br /&gt;
*ShipWeaponNames[eShipWeapon_Stingray]=Stingray&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]=&amp;quot;UFO Weapon I&amp;quot;&lt;br /&gt;
*ShipWeaponNames[eShipWeapon_UFOPlasmaII]=&amp;quot;UFO Weapon II&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==End Game Stats include Playstyle==&lt;br /&gt;
Additional end game stats. Seems to be determined regarding a player&#039;s priorites while playing. &lt;br /&gt;
*m_strPlayLabel=&amp;quot;Playstyle:&amp;quot;&lt;br /&gt;
**m_strSummTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**m_strCombatTitle=&amp;quot;Combat&amp;quot;&lt;br /&gt;
**m_strSpecialistsTitle=&amp;quot;Science/Engineering&amp;quot;&lt;br /&gt;
**m_strResourcesTitle=&amp;quot;Resources&amp;quot;&lt;br /&gt;
**m_strLossTitle=&amp;quot;Game Summary&amp;quot;&lt;br /&gt;
**DAYS=&amp;quot;Days&amp;quot;&lt;br /&gt;
**PCT=&amp;quot;%&amp;quot;&lt;br /&gt;
**m_strWin=&amp;quot;Victory&amp;quot;&lt;br /&gt;
**m_strLose=&amp;quot;Defeat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_PerfectHero]=&amp;quot;Immortal Hero&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Underdog]=&amp;quot;Underdog&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Science]=&amp;quot;Genius&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Combat]=&amp;quot;Warlord&amp;quot;&lt;br /&gt;
**m_aPlaystyleDesc[ePlaystyle_Money]=&amp;quot;Magnate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Theses lines of code suggest that there was a complex player analysis planned instead of the Player/World results screen seen at the end of the full game: Immortal Hero may have been for a campaign completed without a single KIA, or with long strings of victorious missions, Underdog for heavy losses, Genius for high numbers of Scientists and Engineers, Warlord with large number of item/weapon builds, and [[wikipedia:Magnate|Magnate]] for high levels of rescources/credits.&lt;br /&gt;
&lt;br /&gt;
==Different Research Path==&lt;br /&gt;
===Additional steps to rech Alien Materials, Alien Weapons and New Fightercraft===&lt;br /&gt;
There are separate entries for Alien Alloys and Alien Materials, so it seems that there was an additional step for researching them. The same happens with UFO Flight, which was a research topic on the original game (UFO Construction) necessary before researching New Fighter Craft.&lt;br /&gt;
&lt;br /&gt;
*TechTypeCodeName[eTech_UFOFlight]=&amp;quot;UFO Flight&amp;quot;&lt;br /&gt;
*TechTypeNames[eTech_AlienAlloys]=&amp;quot;Alien Alloys&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienAlloys]=&amp;quot;\&amp;quot;The alloys used in the fabrication of the alien weapons and technology are like nothing we&#039;ve ever seen. Light, flexible, and considerably stronger than any known material.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_AlienWeaponry]=&amp;quot;\&amp;quot;These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Individual Research for Laser weaponry===&lt;br /&gt;
Instead of the grouping of Laser Pistol and Laser Rifle into Laser Weapons, Laser Sniper Rifle and Scatter Laser into Precision Lasers and Heavy Laser and Laser Cannon into Heavy Lasers, all of them seem to have been separate research topics. &lt;br /&gt;
*TechTypeSummary[eTech_Laser_Pistol]=&amp;quot;\&amp;quot;The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we&#039;ve already gained important insights into portable laser technology.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Rifle]=&amp;quot;\&amp;quot;Based on our research into the alien weapon fragments, we believe it&#039;s possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Shotgun]=&amp;quot;\&amp;quot;Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we&#039;ve theorized a number of other interesting variations. One of our more promising concepts is a  hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Heavy]=&amp;quot;\&amp;quot;Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Sniper]=&amp;quot;\&amp;quot;With our continued advancement in the field of laser optics, we believe we&#039;ve devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\&amp;quot;&amp;quot;&lt;br /&gt;
*TechTypeSummary[eTech_Laser_Cannon]=&amp;quot;\&amp;quot;We&#039;ve finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Unit Weapons and Items==&lt;br /&gt;
===Weapons and Equipment===&lt;br /&gt;
Bait Grenade most likely is another name for Flash Bang Grenade. Possibly some kind of area-of-effect, accuracy-reducing item, akin (but in reverse application) to &#039;&#039;&#039;TK Field&#039;&#039;&#039; and &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[XGAmmo_BaitGrenade]&lt;br /&gt;
*m_aItemNames[eItem_FlashBang]=&amp;quot;Flash Grenade&amp;quot;&lt;br /&gt;
*m_strPenaltyFlashBang=Flash Bang&lt;br /&gt;
Hand to Hand combat?&lt;br /&gt;
*[XGAmmo_PlasmaBlade]&lt;br /&gt;
**m_strWeapon=&amp;quot;Plasma Blade&amp;quot;&lt;br /&gt;
For science missions?&lt;br /&gt;
*[XGAmmo_ScienceDevice]&lt;br /&gt;
There are separate entries for [[Stun Rod]] (from the original game) and Arc Thrower.&lt;br /&gt;
*[XGAmmo_Stun Rod]&lt;br /&gt;
Battle Scanner seems to have been an item rather than an ability at one point. &lt;br /&gt;
*m_aItemNames[eItem_BattleScanner]=&amp;quot;Battle Scanner&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_BattleScanner]=&amp;quot;Battle Scanners&amp;quot;&lt;br /&gt;
Additional Grenades (Including [[Psi-Amp]] from the original game)&lt;br /&gt;
*m_aItemNames[eItem_NeutronGrenade]=&amp;quot;Neutron Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_SectoidGrenade]=&amp;quot;Sectoid Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_FloaterGrenade]=&amp;quot;Floater Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ThinManGrenade]=&amp;quot;Thin Man Grenade&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_PsiGrenade]=&amp;quot;Psi Grenade&amp;quot;&lt;br /&gt;
*&#039;&#039;m_aItemNames[eItem_PsiAmp]=&amp;quot;Psi Amp&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Each advanced armor seems to have had several different versions, each with unique abilities. Note that the 3 versions of Carapace Armor are listed as &amp;quot;Level 2&amp;quot;, and the Golem, Titan, Ghost, and Archangel were all &amp;quot;Level 3&amp;quot;. For refrence; the Assault&#039;s &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; ability gives bonus health in addition to each armor&#039;s normal Hit Point increase, in relation to the armor&#039;s level. In the full game, that ability gives the starting Body Armor 1 additional point of health, the Ghost Armor is actually considered a &amp;quot;Level 2&amp;quot; armor and gives another 2 points, and only the Titan and Archangel give 4 more to Assaults. &lt;br /&gt;
&lt;br /&gt;
And while problably unrelated, note the &amp;quot;Goliath&amp;quot; armor: the Alloy S.H.I.V.s, when constructed, are named &amp;quot;GOLIATH-&amp;lt;production number&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*[XGArmor_LevelIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Heavy Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once.  Inventory and mobility, however, are severly restricted.&amp;quot;&lt;br /&gt;
***Implies that either equipping a pistol, on top of the primary weapon, was origionally to be &amp;quot;unlocked&amp;quot; thusly, or that two primary weapons could have been dual-weilded somehow. Interestingly, the description audio that Dr. Shen gives when you first equip the Titan Armor still has has a mention of carrying additional firepower. But then an Assault with two shotguns would be &#039;&#039;Contra 3&#039;&#039;, not XCOM.&lt;br /&gt;
*[XGArmor_LevelIILight]&lt;br /&gt;
**m_strName=&amp;quot;Light Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons.  A soldier in this armor can climb almost any surface, though they cannot carry as much gear.&amp;quot;&lt;br /&gt;
***Almost certainly the concept for the Skeleton Armor, which gives 1 less hit point than the Carapace, and contains the grappling hook.&lt;br /&gt;
*[XGArmor_LevelIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Carapace Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIHeavy]&lt;br /&gt;
**m_strName=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Golem is impervious to damage.&amp;quot;&lt;br /&gt;
**m_aItemNames[eItem_ArmorGolem]=&amp;quot;Golem Armor&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIILight]&lt;br /&gt;
**m_strName=&amp;quot;Ghost Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Ghost is capable of vanishing from sight.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMedium]&lt;br /&gt;
**m_strName=&amp;quot;Titan Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Titan armor provides an excellent defense against alien weapons.&amp;quot;&lt;br /&gt;
*[XGArmor_LevelIIIMediumAir]&lt;br /&gt;
**m_strName=&amp;quot;Archangel Armor&amp;quot;&lt;br /&gt;
**m_strNotes=&amp;quot;The Archangel is capable of flight.&amp;quot;&lt;br /&gt;
*m_aItemNames[eItem_ArmorGoliath]=&amp;quot;Goliath Armor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Alien Artifacts===&lt;br /&gt;
Additional alien artifacts present during missions. &lt;br /&gt;
*[XGArtifact_MummyPod]&lt;br /&gt;
**m_strName=&amp;quot;Mummy Pod&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MummyPod]=&amp;quot;Mummy Pods&amp;quot;&lt;br /&gt;
*[XGArtifact_Technology]&lt;br /&gt;
m_strName=&amp;quot;Alien Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_CommunicationsDevice]&lt;br /&gt;
**m_strName=&amp;quot;Alien Communication Device&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will give +2 to the soldiers TAC for the remainder of combat.  If not used, loot can be disassembled for parts back at HQ.&lt;br /&gt;
*[XGArtifact_AlienSalvage_Food]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Food&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Technology]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Technology&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienSalvage_Entertainment]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage Entertainment&amp;quot;&lt;br /&gt;
*[XGArtifact_MedicalStation]&lt;br /&gt;
**m_strName=&amp;quot;Alien Medical Station&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Using this loot will fully restore a soldier&#039;s hit points. If not used, loot can be disassembled for parts back at HQ.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_MedicalStation]=&amp;quot;Medical Stations&amp;quot;&lt;br /&gt;
*[XGArtifact_Alien_Beacon]&lt;br /&gt;
**m_strName=&amp;quot;Alien Beacon&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Use this beacon to deactivate the power core.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Beacon]=&amp;quot;Alien Beacons&amp;quot;&lt;br /&gt;
*[XGArtifact_Interact]&lt;br /&gt;
**m_strName=&amp;quot;Alien Console&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Hack this console.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Console]=&amp;quot;Alien Consoles&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Interact]=&amp;quot;Alien Interactions&amp;quot;&lt;br /&gt;
*[XGArtifact_Salvage]&lt;br /&gt;
**m_strName=&amp;quot;Alien Salvage&amp;quot;&lt;br /&gt;
**m_strHelp=&amp;quot;Take this salvage back to your base.&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Salvage]=&amp;quot;Alien Salvages&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_I]&lt;br /&gt;
m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_II]&lt;br /&gt;
**m_strName=&amp;quot;Hyperwave Transmitter&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_III]&lt;br /&gt;
**m_strName=&amp;quot;Plasma Cannons&amp;quot;&lt;br /&gt;
*[XGArtifact_UFO_IV]&lt;br /&gt;
**m_strName=&amp;quot;UFO Power Core&amp;quot;&lt;br /&gt;
[XGArtifact_UFO_V]&lt;br /&gt;
**m_strName=&amp;quot;Psi Link&amp;quot;&lt;br /&gt;
**m_strName=&amp;quot;UFO Hull Section&amp;quot;&lt;br /&gt;
*[XGArtifact_AlienIntelligence]&lt;br /&gt;
**m_strName=&amp;quot;Alien Intelligence&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_AlienIntel]=&amp;quot;Alien Intel&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_CommStation]=&amp;quot;Comm Stations&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_Alien_WeaponsLocker]=&amp;quot;Alien Weapons Lockers&amp;quot;&lt;br /&gt;
*m_aItemNamesPlural[eItem_FogPod]=&amp;quot;Alien Fog Devices&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Storage]=&amp;quot;Alien Storage&amp;quot;&lt;br /&gt;
**m_aItemNamesPlural[eItem_Alien_Bomb]=&amp;quot;Alien Bombs&amp;quot;&lt;br /&gt;
*XGAlienLoot]&lt;br /&gt;
**m_strAlienDeviceDefused=Alien Device has been defused!&lt;br /&gt;
**m_strSFXBoom=... (BOOM) ...&lt;br /&gt;
**m_strSelfBlowSingular=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strSelfBlowPlural=Turns until alien device self-destructs: &amp;lt;XGParam:IntValue0/&amp;gt;&lt;br /&gt;
**m_strFoundAlienDevice=&amp;lt;XGParam:StrValue0/&amp;gt; found an Alien Device!&lt;br /&gt;
&lt;br /&gt;
===Item Properties===&lt;br /&gt;
This property may actually be used with the Total Loss option of Second Wave&lt;br /&gt;
*m_strArmorExplodeFragments=&amp;lt;XGParam:StrValue0/&amp;gt; armor explodes into fragments!&lt;br /&gt;
&lt;br /&gt;
==Battle Results==&lt;br /&gt;
*m_strUFO=&amp;quot;UFO Intercepted!&amp;quot;&lt;br /&gt;
*m_strTerror=&amp;quot;City Defended!&amp;quot;&lt;br /&gt;
*m_strActI=&amp;quot;Alien Base Destroyed!&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_strActII=&amp;quot;Alien Destroyer Neutralized!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sAliensKilled=&amp;quot;Aliens killed:&amp;quot;&lt;br /&gt;
*m_sXComKilled=&amp;quot;XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strPanicReduced=&amp;quot;Panic Level Reduced by&amp;quot;&lt;br /&gt;
*m_strPanicUnchanged=&amp;quot;Panic Level Unchanged.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;*m_sBonusShortMission=&amp;quot;Mission completed in 10 turns:&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*m_sBonusNoCasualties=&amp;quot;No XCOM Casualties:&amp;quot;&lt;br /&gt;
*m_strBonus=&amp;quot;Bonus!&amp;quot;&lt;br /&gt;
*m_strPaniHelp=&amp;quot;Shooting down UFOs is the easiest way to reduce panic.&amp;quot;&lt;br /&gt;
**Replaced with a straight grading in the Mission Results after loss/victory, as most missions don&#039;t involve the number of turns taken. There is an achievement for completing a Very Difficult abduction mission in 5 turns in Classic/Impossible difficulty: but like all achievements it does not affect gameplay.&lt;br /&gt;
&#039;&#039;&#039;*m_sArtifactsRecovered=&amp;quot;Total Alien Artifacts Recovered:&amp;quot;&lt;br /&gt;
*m_sArtifactTip=&amp;quot;The Engineering facility can break down Alien Artifacts into parts.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
**Somewhat implies that non-reasearch artifacts (ie: Alien Surgury, Alien Stasis Tank) may have had parts to &#039;harvest&#039; for research or engineering, or perhaps could have been broken for your Alien Alloy stores.&lt;br /&gt;
&lt;br /&gt;
==Inventory Item Slots==&lt;br /&gt;
&lt;br /&gt;
Several of the Unused Armor descriptions suggest that an individual soldier&#039;s inventory size used to be modular, and/or had body-part-specific item slots, similar to the original game.&lt;br /&gt;
&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBack]=&amp;quot;Right Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBack]=&amp;quot;Left Back&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightHand]=&amp;quot;Right Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftHand]=&amp;quot;Left Hand&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Grapple]=&amp;quot;Grapple&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightThigh]=&amp;quot;Right Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftThigh]=&amp;quot;Left Thigh&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBelt]=&amp;quot;Left Belt&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftBoot]=&amp;quot;Left Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightBoot]=&amp;quot;Right Boot&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightChest]=&amp;quot;Right Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_LeftChest]=&amp;quot;Left Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightForearm]=&amp;quot;Right Forearm&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RightSling]=&amp;quot;Right Sling&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_RearBackPack]=&amp;quot;Rear BackPack&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_PsiSource]=&amp;quot;Psi Source&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_Head]=&amp;quot;Head&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_CenterChest]=&amp;quot;Center Chest&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_ChestCannon]=&amp;quot;Chest Cannon&amp;quot;&lt;br /&gt;
*m_arrLocationNames[eSlot_None]=&amp;quot;None&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Alien Flora==&lt;br /&gt;
An unused [[Vahlen (EU2012)|Dr.Vahlen]] comment directed at some kind of alien flora and how it implies that the aliens may be trying to establish a long-term colony on Earth. This is likely cut because conquering Earth and establishing a colony contradicts the aliens&#039; true motives.&lt;br /&gt;
&lt;br /&gt;
[CS_ABM_Alien_Flora SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Zombie Autopsy==&lt;br /&gt;
An unused research proposal, the research project itself was left blank, implying that this research option was cut early on. (Which is understandable. To autopsy zombies, you have to recover zombie corpses first. And if zombies have corpses, that means you&#039;ll be able to sell them in the Grey Market. Would you really want to sell the rotten, decaying corpses of random civilians/your former soldiers?)&lt;br /&gt;
&lt;br /&gt;
TechTypeSummary[eTech_AutopsyZombie]=&amp;quot;\&amp;quot;It&#039;s not clear what tangible benefits might come from investigating the human remains of the spider-like alien&#039;s victim, although the mechanism by which our troops are infected is worth studying.\&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Grey Market Facility==&lt;br /&gt;
In the full game, the Grey Market is still technically &amp;quot;unlocked&amp;quot; when the Situation Room tab itself is unlocked, after the first Abduction mission&lt;br /&gt;
&lt;br /&gt;
[Council_GreyMarketUnlock SoundNodeWave]&lt;br /&gt;
SpokenText=&amp;quot;The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Second Wave==&lt;br /&gt;
Additional option: an increase of cities attacked under Abduction mission, probably removed for difficulty balance.&lt;br /&gt;
&lt;br /&gt;
m_arrGameplayToggleTitle[eGO_MoreAbductionSites]=The Blitz&lt;br /&gt;
m_arrGameplayToggleDesc[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack.&lt;br /&gt;
&lt;br /&gt;
==Additional Abilities==&lt;br /&gt;
*m_arrCategoryNames[eCat_Ability]=&amp;quot;Ability&amp;quot;&lt;br /&gt;
*m_arrCategoryNames[eCat_NewPerks]=&amp;quot;New Perks&amp;quot;&lt;br /&gt;
*AbilityAvailableMessages[eAAvailable_ErrRequiresPerks]=&amp;quot;This ability requires training this soldier does not possess.&amp;quot;&lt;br /&gt;
**This entry suggests that Abilities were once set in distinct skill trees, akin to various RPGs (like the &#039;&#039;Diablo&#039;&#039; series), and that high-level skills required prerequisite abilities to be chosen (which itself suggests that both (more?) of a Class&#039; Rank&#039;s ability could have been acquired).&lt;br /&gt;
&lt;br /&gt;
==Close Combat Mode==&lt;br /&gt;
m_aExpandedLocalizedStrings[eELS_UnitInCloseCombat]=&amp;quot;NOT USED ANYMORE: &amp;lt;XGParam:StrValue0/&amp;gt; entered close combat!&amp;quot;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
*Along with the dropped Plasma Blade item, this suggests that melee combat was once planned.&lt;br /&gt;
&lt;br /&gt;
=UPK Files=&lt;br /&gt;
===XComStrategyGame.upk===&lt;br /&gt;
&#039;&#039;&#039;XGShip_Dropship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists upgrades for the Skyranger: &lt;br /&gt;
 enum EDropshipUpgrade&lt;br /&gt;
 {&lt;br /&gt;
 	eDU_UFOPowerSource,&lt;br /&gt;
  	eDU_UFOEngine,&lt;br /&gt;
 	eDU_Mortar,&lt;br /&gt;
 	eDU_MAX&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XGWander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lists terrain types:&lt;br /&gt;
&lt;br /&gt;
 enum eTerrainType&lt;br /&gt;
 {&lt;br /&gt;
 	eTerrain_None,&lt;br /&gt;
 	eTerrain_WaterDeep,&lt;br /&gt;
 	eTerrain_WaterShallow,&lt;br /&gt;
 	eTerrain_Beach,&lt;br /&gt;
 	eTerrain_Grass,&lt;br /&gt;
  	eTerrain_Hills,&lt;br /&gt;
 	eTerrain_Mountains,&lt;br /&gt;
 	eTerrain_MAX&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
=Disabled/Unused Abilities=&lt;br /&gt;
These abilities are presented/mentioned on the game code but they are deactivated - most don&#039;t seem to work and are merely listed for documentation. &lt;br /&gt;
The activities whose status is Inactive can be activated through a game mod. For more details check this link [http://forums.nexusmods.com/index.php?/topic/818540-the-flamers-torch-and-other-new-abilities/].&lt;br /&gt;
&lt;br /&gt;
Ingame descriptions appear on &#039;&#039;Italic text&#039;&#039;. The icons are taken from the textures present in the game files and are educated guesses based on the Abilities&#039; name and description. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Status&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Notes &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_AIM.png|32px|left]] &#039;&#039;&#039;Aim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;Increase Aim by 20 for 2 turns&#039;&#039; || Holo-Targeting cousin/prototype?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_TORCH.png|32px|left]] &#039;&#039;&#039;Torch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; || Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_COMMAND.png|32px|left]]&#039;&#039;&#039;Command&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Inactive* || align=&amp;quot;center&amp;quot; | &#039;&#039;Give a free move to any squadmate that has ended their turn.&#039;&#039; || Probably dropped due to potential abuse: 5 soldiers could make 1 well-equipped soldier move and attack an absurd number of times.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_HEATWAVE.png|32px|left]]&#039;&#039;&#039;Heat Wave&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.&#039;&#039; || Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY READYFORANYTHING.png|32px|left]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows Overwatch after shooting, even if no actions remain.&#039;&#039; || Description suggests something similar to how the [[Sectopod_(EU2012)|Sectopod]]&#039;s &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039; ability grants free Overwatch.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_TOOCLOSE.png|32px|left]]&#039;&#039;&#039;Too Close For Comfort&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Aim penalty for close proximity is halved.&#039;&#039; || Possibly a precursor to the Support&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; ability. Almost certainly an unused Sniper ability, as Sniper Rifles are the only weapon that suffer a proximity penalty. Perhaps replaced with &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;, due to the relatively minor difference in aim it would make.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_MARK.png|32px|left]]&#039;&#039;&#039;Mark&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; ||  Has icon&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bless&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?????&#039;&#039; || Almost certainly a precursor to &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;, perhaps renamed to remove religious connotation?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:SNIPER_BATTLESCANNER.png|32px|left]]&#039;&#039;&#039;Motion Detector&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; || Early version of &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_PAINTSHOTTARGET.png|32px|left]]&#039;&#039;&#039;Shot Paint Target&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; || Early &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;? - Has icon &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_PAINTSHOTDEFENSE.png|32px|left]]&#039;&#039;&#039;Shot Paint Defense&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;?&#039;&#039; ||A mass &#039;&#039;&#039;Suppression&#039;&#039;&#039; command?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Bottom Up&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Apparently Sniper class&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_DAMAGECOVER.png|32px|left]]&#039;&#039;&#039;Damage Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Damage and potentially destroy enemy cover or other environmental elements.&#039;&#039; || Evidently, an ability to intentionally (and reliably) destroy enemy cover with the primary weapon (since doing it on purpose with non-explosive weapons is near-random). This later became the [[MEC Trooper (EU2012)|MEC Trooper]] class&#039; &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability in the Enemy Within DLC&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FIRSTBLOOD.png|32px|left]]&#039;&#039;&#039;First Blood&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Allows a second use of &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; in each mission.&#039;&#039; ||  Original name for &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; ability.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;HEAT Rockets&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;All attacks do double damage against robotic enemies.&#039;&#039; ||  Original name for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; ability. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FLAMEON.png|32px|left]]&#039;&#039;&#039;Flame On&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possibly an ability for the dropped &#039;prestige&#039; version of the Assault class. Later became the MEC Trooper class&#039; &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; ability in the Enemy Within DLC. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_VENGEANCE.png|32px|left]]&#039;&#039;&#039;Vengeance&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; |  &#039;&#039;If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it. You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_MOVE.png|32px|left]]&#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Fly&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;FlyUp&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;FlyDown&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot SuppressII&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Shot SuppressArea&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_DESTROY TERRAIN.png|32px|left]]&#039;&#039;&#039;Destroy Terrain&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Destroy Terrain or other environmental annoyances at will.&#039;&#039; |Another early version of &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;?|&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Tesla Hammer&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Melee weapon?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Hot Potato&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || Possibly related to the tactic on the original game of tossing a primed grenade between soldiers to increase its range.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | || PFG = Primed Frag Grenade?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG Dropped&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;PFG CookedOff&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Equip Weapon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | &#039;&#039;Unequip the current weapon, and equip the &amp;lt;XGAbility:WeaponName/&amp;gt;&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bolt II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Psi Bomb&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possible original name for &#039;&#039;&#039;Rift&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;War Cry&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Possible original name for &#039;&#039;&#039;Blood Call&#039;&#039;&#039;?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_BERSERK.png|32px|left]]&#039;&#039;&#039;Berserk&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; |  ||Has icon. Possibly a soldier&#039;s version of the Berserker&#039;s &#039;&#039;&#039;Blood Lust&#039;&#039;&#039; ability?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Reanimate Ally&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Reanimate Enemy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_FLARESHOT.png|32px|left]]&#039;&#039;&#039;Flare Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:ABILITY_SHIVCOVER.png|32px|left]]&#039;&#039;&#039;SHIV Cover&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled? || align=&amp;quot;center&amp;quot; | || Probably cut and replaced with the Alloy SHIV&#039;s ability to provide half-cover.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Modern Foxhole&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled? || align=&amp;quot;center&amp;quot; | &#039;&#039;You can use a gadget to create a force shield that blocks movement and provides partial cover. It expires after 3 turns, or can be turned off. It can be destroyed by enemy weapon fire.&#039;&#039;|| Description suggests a moveable cover device: probably cut and replaced with the Alloy SHIV&#039;s ability to provide half-cover.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Blitz&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled  || align=&amp;quot;center&amp;quot; | &#039;&#039;If you kill an enemy during your action phase, then immediately after it ends you may take a regular shot.&#039;&#039; || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UNKNOWN.png|32px|left]]&#039;&#039;&#039;Flashbang&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Disabled || align=&amp;quot;center&amp;quot; | ||Recycled for the Enemy Within DLC.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following icons are also present in the game textures. Several of those were replaced in the Enemy Within DLC. &lt;br /&gt;
&lt;br /&gt;
[[File:ABILITY_UNKNOWN1.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN2.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN3.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN4.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN5.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN6.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN7.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN8.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN9.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN10.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN11.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN12.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN13.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN14.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN15.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN16.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN17.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN18.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN19.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN20.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN21.png|32px]]&lt;br /&gt;
[[File:ABILITY_UNKNOWN22.png|32px]]&lt;br /&gt;
&lt;br /&gt;
=Skirmish Mode=&lt;br /&gt;
&lt;br /&gt;
Skirmish mode can be used when activating the Developer&#039;s Console, so it is not a regular game feature. It allows to create single fights, choosing the squad, map and opponents.  &lt;br /&gt;
&lt;br /&gt;
Of note is that only the United States is in the list, and the State list is somewhat random in geographic location. Note that city #3 is G&#039;&#039;&#039;a&#039;&#039;&#039;llop, and not [[Gollop_Chamber_(EU2012)|Gollop]] .&lt;br /&gt;
*[XGBattleDesc]&lt;br /&gt;
**m_strSkirmishOpName=&amp;quot;Tactical Skirmish&amp;quot;&lt;br /&gt;
**m_sLocation=&amp;quot;%sCITY, %sSTATE %sCOUNTRY&amp;quot;&lt;br /&gt;
**m_aCities[0]=&amp;quot;Animosa&amp;quot;&lt;br /&gt;
**m_aCities[1]=&amp;quot;Liberty&amp;quot;&lt;br /&gt;
**m_aCities[2]=&amp;quot;Grapevine&amp;quot;&lt;br /&gt;
**m_aCities[3]=&amp;quot;Gallop&amp;quot;&lt;br /&gt;
**m_aCities[4]=&amp;quot;Kearney&amp;quot;&lt;br /&gt;
**m_aCities[5]=&amp;quot;Neosho&amp;quot;&lt;br /&gt;
**m_aCities[6]=&amp;quot;Oxford&amp;quot;&lt;br /&gt;
**m_aCities[7]=&amp;quot;Enid&amp;quot;&lt;br /&gt;
**m_aCities[8]=&amp;quot;Hayes&amp;quot;&lt;br /&gt;
**m_aCities[9]=&amp;quot;Woodall&amp;quot;&lt;br /&gt;
**m_aCities[10]=&amp;quot;Goodland&amp;quot;&lt;br /&gt;
**m_aCities[11]=&amp;quot;Excelsior Springs&amp;quot;&lt;br /&gt;
**m_aCities[12]=&amp;quot;Lexington&amp;quot;&lt;br /&gt;
**m_aCities[13]=&amp;quot;Empire Falls&amp;quot;&lt;br /&gt;
**m_aStates[0]=&amp;quot;Missouri&amp;quot;&lt;br /&gt;
**m_aStates[1]=&amp;quot;Iowa&amp;quot;&lt;br /&gt;
**m_aStates[2]=&amp;quot;Kansas&amp;quot;&lt;br /&gt;
**m_aStates[3]=&amp;quot;Nebraska&amp;quot;&lt;br /&gt;
**m_aStates[4]=&amp;quot;Minnesota&amp;quot;&lt;br /&gt;
**m_aStates[5]=&amp;quot;Michigan&amp;quot;&lt;br /&gt;
**m_aStates[6]=&amp;quot;Wisconsin&amp;quot;&lt;br /&gt;
**m_aStates[7]=&amp;quot;Oklahoma&amp;quot;&lt;br /&gt;
**m_aStates[8]=&amp;quot;Arkansas&amp;quot;&lt;br /&gt;
**m_aStates[9]=&amp;quot;Texas&amp;quot;&lt;br /&gt;
**m_aStates[10]=&amp;quot;Colorado&amp;quot;&lt;br /&gt;
**m_aStates[11]=&amp;quot;Utah&amp;quot;&lt;br /&gt;
**m_aStates[12]=&amp;quot;Idaho&amp;quot;&lt;br /&gt;
**m_aCountries[0]=&amp;quot;U.S.A&amp;quot;&lt;br /&gt;
**m_aCountries[1]=&amp;quot;U.S.A&amp;quot;&lt;/div&gt;</summary>
		<author><name>M-Tails-P</name></author>
	</entry>
</feed>