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* CloseRangeCombatant: The domain of the Assault, being able to wield {{ShortRangeShotgun}}s, or the somewhat farther-ranged JackOfAllStats assault rifles. Their abilities on the right side are used for offensive bonuses and abilities requiring the Assault to close in, flank, and CriticalHit aliens dead. The left side's defensive bonuses are a bit less strict in their application, but still generally obviously would benefit the Assault in trying to see aliens eye-to-eye (and then shooting them).
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* CloseRangeCombatant: The domain of the Assault, being able to wield {{ShortRangeShotgun}}s, {{Short Range Shotgun}}s or the somewhat farther-ranged JackOfAllStats [[JackOfAllStats assault rifles.rifles]]. Their abilities on the right side are used for offensive bonuses and abilities requiring the Assault to close in, flank, and CriticalHit aliens dead. The left side's defensive bonuses are a bit less strict in their application, but still generally obviously would benefit the Assault in trying to see aliens eye-to-eye (and then shooting them).
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** They're some of the best at inflicting these, since they'll be flanking quite often, and shotguns come with above average critical chance rates. The right side of their ability is choke full of bonuses relating to it:
*** The Corporal "Aggression" passive ability grants 10% critical chance for every enemy in sight for the Assault up to 30%
*** The Sergeant "Close and Personal" passive ability grants 30% critical chance against adjacent targets, diminishing from further distance.
*** The Captain "Bring 'Em On" passive ability adds up to 1 damage to critical hits for every enemy the squad sees up to 5.
*** The Corporal "Aggression" passive ability grants 10% critical chance for every enemy in sight for the Assault up to 30%
*** The Sergeant "Close and Personal" passive ability grants 30% critical chance against adjacent targets, diminishing from further distance.
*** The Captain "Bring 'Em On" passive ability adds up to 1 damage to critical hits for every enemy the squad sees up to 5.
to:
** They're some of the best at inflicting these, since they'll be flanking quite often, and shotguns come with above average critical chance rates. The right side of their ability tree is choke full of bonuses relating to it:
*** The Corporal "Aggression" passive ability grants 10% critical chance for every enemyin sight for the Assault can see, up to 30%
30%.
*** The Sergeant "Close and Personal" passive ability grants 30% critical chance against adjacent targets, diminishingfrom further with increasing distance.
*** The Captain "Bring 'Em On" passive ability adds up to 1 damage to critical hits for every enemy the squadsees sees, up to 5.
*** The Corporal "Aggression" passive ability grants 10% critical chance for every enemy
*** The Sergeant "Close and Personal" passive ability grants 30% critical chance against adjacent targets, diminishing
*** The Captain "Bring 'Em On" passive ability adds up to 1 damage to critical hits for every enemy the squad
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* MadeOfIron: Has the highest health gain from level ups out of all the classes. The Corporal "Tactical Sense" passive ability gives them more Defense for enemies in sight, up to partial cover-level bonus for 4 enemies, the Major "Extra Conditioning" passive ability give them extra health, increasing based on the level of armor they are wearing, and the Colonel "Resilience" passive ability makes them immune to critical hits. A Colonel Assault will not let the aliens kill them easily.
* MagikarpPower: The right side of the Assault's abilities affects critical chance that requires consistent investment in the side to be reliable and tends to be redundant against the earlier enemies of Sectoids, Thin Men and Floaters who are likely to be killed in one shot if hit anyway by the Assault's conventional shotgun (though it becomes more useful on the Impossible difficulty when the Thin Men and Floaters have 6 health to make non-critical shotgun shots [[OneHitKill One Hit Kills]] impossible), while simultaneously being inadequate to kill Mutons and Chryssalids at any difficulty. After the Assault has access to a Scatter Laser and "Bring 'Em On", their ability to run up to things and decisively waste them in one shot grows to be unmatched. In contrast, the left side's bonuses pretty much always come in handy and require no prior investment to be useful.
** The Absolutely Critical Second Wave modifier's guaranteed critical strike hits against flanked targets can make the left side's passive abilities affecting critical damage require less investment in the rest of the tree to be reliable.
* MagikarpPower: The right side of the Assault's abilities affects critical chance that requires consistent investment in the side to be reliable and tends to be redundant against the earlier enemies of Sectoids, Thin Men and Floaters who are likely to be killed in one shot if hit anyway by the Assault's conventional shotgun (though it becomes more useful on the Impossible difficulty when the Thin Men and Floaters have 6 health to make non-critical shotgun shots [[OneHitKill One Hit Kills]] impossible), while simultaneously being inadequate to kill Mutons and Chryssalids at any difficulty. After the Assault has access to a Scatter Laser and "Bring 'Em On", their ability to run up to things and decisively waste them in one shot grows to be unmatched. In contrast, the left side's bonuses pretty much always come in handy and require no prior investment to be useful.
** The Absolutely Critical Second Wave modifier's guaranteed critical strike hits against flanked targets can make the left side's passive abilities affecting critical damage require less investment in the rest of the tree to be reliable.
to:
* MadeOfIron: Has the highest health gain from level ups out of all the classes. Colonel Assaults are likely to be the toughest soldiers in XCOM, especially if certain abilities are chosen.
** The Corporal "Tactical Sense" passive ability gives them more Defense forenemies each enemy in sight, up to partial cover-level bonus for 4 enemies, the enemies.
** The Major "Extra Conditioning" passive ability give them extra health, increasing based on thelevel type of armor they are wearing, and the they're wearing.
** The Colonel "Resilience" passive ability makes them immune to criticalhits. A Colonel Assault will not let the aliens kill them easily.
hits.
* MagikarpPower: Theright side of the Assault's abilities affects that affect critical chance that requires require consistent investment in the side to be reliable and tends tend to be redundant overkill against the earlier enemies of Sectoids, Thin Men and Floaters who aliens, which are likely to be killed in one shot if hit anyway by {{One Hit Kill}}ed even with the Assault's conventional basic shotgun anyway (though it becomes said abilities become more useful crucial on [[HarderThanHard Impossible]], as all but the Impossible difficulty when the Thin Men and Floaters have 6 health to make Sectoids require more than one non-critical shotgun shots [[OneHitKill One Hit Kills]] impossible), while shot to kill), whilst simultaneously being inadequate to kill for {{One Hit Kill}}ing Mutons and Chryssalids at on any difficulty. After the Assault has access to a Scatter Laser and the "Bring 'Em On", their ability to run On" passive ability, though, they'll become unmatched at running up to things and decisively waste obliterating them in with one shot grows to be unmatched. shot. In contrast, the left side's bonuses Assault's defense abilities pretty much always come in handy and require no prior investment to be useful.
** The ''Second Wave'' Absolutely CriticalSecond Wave modifier's guaranteed modifier guarantees critical strike hits against flanked targets can make the left side's passive abilities affecting critical damage require targets, which means less investment in the rest of the tree to be reliable.
is required.
** The Corporal "Tactical Sense" passive ability gives them more Defense for
** The Major "Extra Conditioning" passive ability give them extra health, increasing based on the
** The Colonel "Resilience" passive ability makes them immune to critical
* MagikarpPower: The
** The ''Second Wave'' Absolutely Critical
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* CrutchCharacter: The Heavy's 90% accuracy cover-destroying rockets (that are still liable to go only slightly off-course and hit an alien you aimed for if it misses) and ability to fire twice with the "Bullet Swarm" are invaluable when your low-rank soldiers are significantly unreliable shots. The utility and area-of-effect of said rockets makes them continue to be useful to any squad much later in the game, but they aren't quite as much of a godsend then, especially when Colonel Snipers probably still OneHitKill many enemies in cover without them.
* MightyGlacier: The Corporal "Bullet Swarm" passive ability can encourage the Heavy to stay still and fire two shots on one turn (or fire and reload, fire and move, fire and Overwatch, fire and Hunker Down), the Heavy's rocket attacks require them to not move to use, while the Major "Will to Survive" passive ability reduces damage taken by 2 if in cover and not flanked along with their second-highest health growth from level ups to gives them decent durability.
* MoreDakka:
** They wield light machine guns, which put out even more rounds if the Sergeant "Suppression" active ability is used. The light machine gun also puts out so much dakka it has the lowest amounts of shots before requiring reloading out of all the main weapons.
* MightyGlacier: The Corporal "Bullet Swarm" passive ability can encourage the Heavy to stay still and fire two shots on one turn (or fire and reload, fire and move, fire and Overwatch, fire and Hunker Down), the Heavy's rocket attacks require them to not move to use, while the Major "Will to Survive" passive ability reduces damage taken by 2 if in cover and not flanked along with their second-highest health growth from level ups to gives them decent durability.
* MoreDakka:
** They wield light machine guns, which put out even more rounds if the Sergeant "Suppression" active ability is used. The light machine gun also puts out so much dakka it has the lowest amounts of shots before requiring reloading out of all the main weapons.
to:
* CrutchCharacter: The Heavy's 90% accuracy cover-destroying rockets (that are still liable to go only go slightly off-course and hit an alien you aimed for if it misses) and ability to fire twice with the "Bullet Swarm" or boost Aim by 10 against a single target with "Holo-Targeting" are invaluable when your low-rank soldiers are significantly still unreliable shots. The high damage of their [=LMGs=] and the utility and area-of-effect of said rockets makes them continue to be means they're still useful to any squad much later in the game, but they aren't quite as much of a godsend then, especially when Colonel Snipers probably still OneHitKill many enemies in cover without them.
then.
* MightyGlacier: The Corporal "Bullet Swarm" passive abilitycan encourage the Heavy to stay encourages staying still and to fire two shots on one turn (or fire and reload, fire and move, fire and Overwatch, fire and Hunker Down), the Heavy's Down) and rocket attacks require them the Heavy to not move in order to use, while use them. In addition, their durability is above average with the Major "Will to Survive" passive ability reduces damage taken by 2 if in cover and not flanked along with their and the second-highest health growth from level ups to gives them decent durability.
of any class.
*MoreDakka:
**MoreDakka: They wield light machine guns, which put out even more rounds if the Sergeant "Suppression" active ability is used. The light machine gun also It puts out so much dakka that it has the lowest amounts of shots before requiring reloading out of all the main weapons.
* MightyGlacier: The Corporal "Bullet Swarm" passive ability
*
**
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** The "Danger Zone" passive ability of the Captain makes the "Suppression" active ability or rocket attacks affects enemies within two tiles more of the original target-zone.
** The Colonel "Mayhem" passive adds 1-3 damage to the "Suppression" ability based off the Heavy's weapon's tech level.
* StuffBlowingUp: The unique purview of the Heavy, with abilities to match.
** At the initial Squaddie rank, they get the "Fire Rocket" active ability to use their Rocket Launcher [[ExactlyWhatItSaysOnTheTin which does... yeah]]. Does 6 damage to targets hit, fires in a straight line and can be blocked by terrain, has an always 90% to-hit chance, requires to not move or fire during the turn to use, and can only be fired once a mission. Can cause UnfriendlyFire. [[spoiler:Can be upgraded to 9 damage and non-line-of-sight-using Blaster Launcher from raiding a Battleship UFO and obtaining a Fusion Core from it]].
** Sergeant Heavy's can get the "Shredder Rocket" active ability, doing 2 less damage than "Fire Rocket" but increasing damage taken by targets hit by 33% for the next 4 turns. Is otherwise alike to "Fire Rocket", while using a supply separate from the "Fire Rocket" active ability.
** The Lieutenant's "HEAT Ammo" (standing for High-Explosive Anti-Tank) passive ability grants the Heavy a specialty in causing robots to blow up spectacularly by increasing all damage done to robotic enemies (Cyberdisks, Drones and Sectopods) by 100%.
** A Heavy Captain may choose between "Grenadier" or "Danger Zone" passive abilities, the former granting two grenades over one if the Heavy equips a grenade, the latter giving the "Suppression" active ability and all rocket attacks an area-of-effect two tiles greater.
** At the Colonel rank, a Heavy can get "Rocketeer" for an extra shot per mission to the "Fire Rocket" ability or Mayhem to add 1-3 damage to "Suppression" and all area-of-effect abilities based off their weapon's tech level.
** The Colonel "Mayhem" passive adds 1-3 damage to the "Suppression" ability based off the Heavy's weapon's tech level.
* StuffBlowingUp: The unique purview of the Heavy, with abilities to match.
** At the initial Squaddie rank, they get the "Fire Rocket" active ability to use their Rocket Launcher [[ExactlyWhatItSaysOnTheTin which does... yeah]]. Does 6 damage to targets hit, fires in a straight line and can be blocked by terrain, has an always 90% to-hit chance, requires to not move or fire during the turn to use, and can only be fired once a mission. Can cause UnfriendlyFire. [[spoiler:Can be upgraded to 9 damage and non-line-of-sight-using Blaster Launcher from raiding a Battleship UFO and obtaining a Fusion Core from it]].
** Sergeant Heavy's can get the "Shredder Rocket" active ability, doing 2 less damage than "Fire Rocket" but increasing damage taken by targets hit by 33% for the next 4 turns. Is otherwise alike to "Fire Rocket", while using a supply separate from the "Fire Rocket" active ability.
** The Lieutenant's "HEAT Ammo" (standing for High-Explosive Anti-Tank) passive ability grants the Heavy a specialty in causing robots to blow up spectacularly by increasing all damage done to robotic enemies (Cyberdisks, Drones and Sectopods) by 100%.
** A Heavy Captain may choose between "Grenadier" or "Danger Zone" passive abilities, the former granting two grenades over one if the Heavy equips a grenade, the latter giving the "Suppression" active ability and all rocket attacks an area-of-effect two tiles greater.
** At the Colonel rank, a Heavy can get "Rocketeer" for an extra shot per mission to the "Fire Rocket" ability or Mayhem to add 1-3 damage to "Suppression" and all area-of-effect abilities based off their weapon's tech level.
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* PinnedDown: If the Sergeant "Suppression" active ability is chosen, they can do this to any target of their choice for 1 turn. It does consume twice as much ammo as firing normally, but it reduces the target's Aim by 30 and grants the Heavy a reaction shot should the target move.
** The Captain "Danger Zone" passive abilityof the Captain makes the "Suppression" active ability or rocket attacks affects enemies within increases its area-of-effect by two tiles more of the original target-zone.
tiles.
** The Colonel "Mayhem" passive ability adds 1-3 damage tothe "Suppression" ability all affected targets based off the Heavy's weapon's tech level.
* StuffBlowingUp: The unique purview of the Heavy, with the abilities to match.
** At the initial Squaddie rank, they get the "Fire Rocket" active ability to use their Rocket Launcher [[ExactlyWhatItSaysOnTheTin which does... yeah]]. Does 6 damage to targets hit, fires in a straight line and can be blocked by terrain, has an always 90% to-hit chance, requires the Heavy to not move or fire during the turn to use, and can only be fired once a mission. Can cause UnfriendlyFire.[[spoiler:Can be upgraded to 9 damage and non-line-of-sight-using Equipping them with a Blaster Launcher from raiding a Battleship UFO increases damage to 9 and obtaining a Fusion Core from it]].
allows it to fire around terrain.
**Sergeant Heavy's Sergeants can get the "Shredder Rocket" active ability, doing which does 2 less damage than "Fire Rocket" Rocket", but increasing increases damage taken by targets hit by 33% for the next 4 turns. Is otherwise alike Otherwise identical to "Fire Rocket", while using regular rockets, though a supply separate from the "Fire Rocket" active ability.
rocket supply is used. Equipping a Blaster Launcher upgrades it similarly to regular rockets.
** The Lieutenant's "HEAT Ammo"(standing for High-Explosive (High-Explosive Anti-Tank) passive ability grants the Heavy a specialty in causing robots to blow up spectacularly by increasing all doubles ''all'' damage done they deal to robotic enemies (Cyberdisks, Drones and Sectopods) by 100%.
Sectopods), which tend to make even more explosions when they die.
** AHeavy Captain may choose between "Grenadier" or "Danger Zone" passive abilities, the former granting two grenades over instead of one if the Heavy equips a grenade, the latter giving the "Suppression" active ability and all rocket attacks an area-of-effect two tiles greater.
** At the Colonel rank, a Heavy can get "Rocketeer" for an extra shot per mission to the "Fire Rocket" ability orMayhem "Mayhem" to add 1-3 damage to "Suppression" and all area-of-effect abilities based off their weapon's tech level.
** The Captain "Danger Zone" passive ability
** The Colonel "Mayhem" passive ability adds 1-3 damage to
* StuffBlowingUp: The unique purview of the Heavy, with the abilities to match.
** At the initial Squaddie rank, they get the "Fire Rocket" active ability to use their Rocket Launcher [[ExactlyWhatItSaysOnTheTin which does... yeah]]. Does 6 damage to targets hit, fires in a straight line and can be blocked by terrain, has an always 90% to-hit chance, requires the Heavy to not move or fire during the turn to use, and can only be fired once a mission. Can cause UnfriendlyFire.
**
** The Lieutenant's "HEAT Ammo"
** A
** At the Colonel rank, a Heavy can get "Rocketeer" for an extra shot per mission to the "Fire Rocket" ability or
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Specializes in accurately dealing extreme damage at extreme range with {{sniper rifle}}s, they can also use [[ImprobableAimingSkills special shots]] to hinder enemies.
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* CriticalHit: The "Headshot" active ability gives their shot an extra +30% Critical chance and extra damage on a CriticalHit if it happens, sniper rifles have the highest base Critical chance out of all weapons, and the Captain "Opportunity" passive ability lets the Sniper CriticalHit on reaction shots.
* DoNotRunWithAGun: Without the Corporal "Snap Shot" passive ability, Snipers are incapable of firing their sniper rifles on a turn they've moved.
* DoNotRunWithAGun: Without the Corporal "Snap Shot" passive ability, Snipers are incapable of firing their sniper rifles on a turn they've moved.
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* CriticalHit: Their sniper rifles have the highest base Critical chance out of all weapons. Further enhanced by some abilities.
** The "Headshot" active ability gives their shot an extra +30% Critical chance and extra damage on a CriticalHit if ithappens, sniper rifles have the highest base Critical chance out of all weapons, happens and the Captain "Opportunity" passive ability lets the Sniper CriticalHit on reaction shots.
* DoNotRunWithAGun: Without the Corporal "Snap Shot" passive ability, Snipers are incapable of firing their sniper rifles on a turn they'vemoved.moved, though they can fire their pistol.
** The "Headshot" active ability gives their shot an extra +30% Critical chance and extra damage on a CriticalHit if it
* DoNotRunWithAGun: Without the Corporal "Snap Shot" passive ability, Snipers are incapable of firing their sniper rifles on a turn they've
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* MagikarpPower: The Sniper starts out with their rifle as the unable-to-fire-after-moving-but-long-ranged version of the light machine gun and a "Headshot" ability that tends to not reliably grant critical strikes against targets in cover while the extra damage from critical striking is usually somewhat redundant in most cases of early-game enemies anyway compared to the Heavy. Colonel Snipers have the highest Aim in the game and will either outflank aliens and score a KillStreak of [[OneHitKill One Shot Kills]] with their "Snap Shot" and "In The Zone" passive abilities from the left side or kill enemies without them ever seeing the Sniper with "Squadsight" from the right side, allowing the Sniper to shoot at enemies any of the squad sees barring line-of-sight blocking them (with Archangel Armor to fly up to the highest vantage point possible, they can do so without ever setting foot from their starting location!). Both will slaughter aliens with contemptuous ease and be difficult to hit wherever they take cover due to the Major "Low Profile" passive ability making any cover they use count as full.
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* MagikarpPower: The Sniper starts out with unable to fire their rifle as the unable-to-fire-after-moving-but-long-ranged version of the light machine gun sniper rifles after moving and a "Headshot" ability that tends to not reliably grant critical strikes hits against targets in cover cover, while the extra damage from critical striking granted is usually somewhat redundant in most cases of overkill against early-game enemies anyway compared to the Heavy. enemies. Colonel Snipers have the highest Aim in the game and will either outflank aliens and score a KillStreak of [[OneHitKill One Shot Kills]] {{One Hit Kill}}s with their the "Snap Shot" and "In The Zone" passive abilities from the left side abilities, or kill enemies without them ever seeing from across the Sniper map with "Squadsight" from the right side, allowing "Squadsight", which allows the Sniper to shoot at enemies any of the squad sees sees, barring line-of-sight any obstacles blocking them the shot (with Archangel Armor to fly up to the highest vantage point possible, they can do so without ever setting foot moving from their starting location!). Both will slaughter aliens with contemptuous ease and be difficult to hit wherever they take cover due to the Major "Low Profile" passive ability making any cover they use count as full.
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* CombatMedic: The left side of their abilities tends toward the latter word, the right to the former.
* SmokeOut: The base ability for the Support is a one-use-per-mission smoke grenade ability, which provides a defensive bonus equal to partial cover for all units in the smoke, allied or enemy. The Sergeant "Smoke and Mirrors" passive ability lets the Support get another use per mission, and the Captain rank lets the Support get "Dense Smoke" (increased area of effect and increased defensive bonus equal to full cover) or "Combat Drugs" (all units in smoke also gain 20 Will and +10% Critical Strike chance) passive abilities to improve their smoke grenade.
!S.H.I.V.
* SmokeOut: The base ability for the Support is a one-use-per-mission smoke grenade ability, which provides a defensive bonus equal to partial cover for all units in the smoke, allied or enemy. The Sergeant "Smoke and Mirrors" passive ability lets the Support get another use per mission, and the Captain rank lets the Support get "Dense Smoke" (increased area of effect and increased defensive bonus equal to full cover) or "Combat Drugs" (all units in smoke also gain 20 Will and +10% Critical Strike chance) passive abilities to improve their smoke grenade.
!S.H.I.V.
to:
* CombatMedic: The left side of their abilities tends toward emphasizes the latter word, the right to emphasizes the former.
* JackOfAllStats: They tend to be average in most respects compared to the other classes, except movement speed if the Corporal "Sprinter" passive ability (increases Walking range by 3 tiles and Running range by an extra 3 tiles) is chosen. Their assault rifles also tend to be middle of the road in all stats.
* TheMedic: Several of their abilities emphasize this part of their job description:
** The Sergeant "Field Medic" passive ability gives them 3 uses of the Medikit instead of just 1.
** The Lieutenant "Revive" active ability lets them [[ExactlyWhatItSaysOnTheTin revive]] critically wounded soldiers at 33% of their max health instead of just stabilizing them.
** The Colonel "Savior" passive ability increases the amount of damage healed by Medikits by 4.
* MoreDakka:
** When the Lieutenant "Rifle Suppression" ability is used, the Support's assault rifle tends to spew a lot of shots, even if it normally only fires a few rounds per attack.
** The Colonel "Sentinel" passive ability lets them fire twice during Overwatch. Combined with the Corporal "Covering Fire" passive ability (which lets them shoot at firing enemies during Overwatch), they can fire off quite a few rounds when Overwatching.
* PinnedDown: If the Lieutenant "Rifle Suppression" active ability is chosen, they can do this to any target of their choice for 1 turn. It does consume more ammo than firing normally, but it reduces the target's Aim by 30 and grants the Support a reaction shot should the target move.
* SmokeOut: The base ability for the Support is a one-use-per-missionsmoke grenade "Smoke Grenade" ability, which provides a defensive bonus equal to partial cover for all units in the smoke, allied or enemy. It can be further improved by choosing certain abilities.
** The Sergeant "Smoke and Mirrors" passive ability lets the Support get another use permission, and the mission.
** The Captain rank lets the Support get "Dense Smoke" (increased area of effect and increased defensive bonus equal to full cover) or "Combat Drugs" (all units in smoke also gain20 +20 Will and +10% Critical Strike chance) passive abilities to improve their smoke grenade.
abilities.
!S.H.I.V. ([[FunWithAcronyms Super Heavy Infantry Vehicle]])
* JackOfAllStats: They tend to be average in most respects compared to the other classes, except movement speed if the Corporal "Sprinter" passive ability (increases Walking range by 3 tiles and Running range by an extra 3 tiles) is chosen. Their assault rifles also tend to be middle of the road in all stats.
* TheMedic: Several of their abilities emphasize this part of their job description:
** The Sergeant "Field Medic" passive ability gives them 3 uses of the Medikit instead of just 1.
** The Lieutenant "Revive" active ability lets them [[ExactlyWhatItSaysOnTheTin revive]] critically wounded soldiers at 33% of their max health instead of just stabilizing them.
** The Colonel "Savior" passive ability increases the amount of damage healed by Medikits by 4.
* MoreDakka:
** When the Lieutenant "Rifle Suppression" ability is used, the Support's assault rifle tends to spew a lot of shots, even if it normally only fires a few rounds per attack.
** The Colonel "Sentinel" passive ability lets them fire twice during Overwatch. Combined with the Corporal "Covering Fire" passive ability (which lets them shoot at firing enemies during Overwatch), they can fire off quite a few rounds when Overwatching.
* PinnedDown: If the Lieutenant "Rifle Suppression" active ability is chosen, they can do this to any target of their choice for 1 turn. It does consume more ammo than firing normally, but it reduces the target's Aim by 30 and grants the Support a reaction shot should the target move.
* SmokeOut: The base ability for the Support is a one-use-per-mission
** The Sergeant "Smoke and Mirrors" passive ability lets the Support get another use per
** The Captain rank lets the Support get "Dense Smoke" (increased area of effect and increased defensive bonus equal to full cover) or "Combat Drugs" (all units in smoke also gain
!S.H.I.V. ([[FunWithAcronyms Super Heavy Infantry Vehicle]])
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* FunWithAcronyms: The '''S'''uper '''H'''eavy '''I'''nfantry '''V'''ehicle.
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* MoreDakka
* PinnedDown: Can be upgraded in the Foundry to have the "Suppression" active ability, which reduces the target's Aim by 30 and grants the S.H.I.V. a reaction shot should the target move.
* PinnedDown: Can be upgraded in the Foundry to have the "Suppression" active ability, which reduces the target's Aim by 30 and grants the S.H.I.V. a reaction shot should the target move.
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* PinnedDown: They have the "Suppression" active ability, which reduces the target's Aim by 30 and grants the Muton a reaction shot should the target move.
* KungFuProofMook: Has the "Hardened" passive ability, which reduces the chance of a CriticalHit.
* PinnedDown: They have the "Suppression" active ability, which reduces the target's Aim by 30 and grants the Muton Elite a reaction shot should the target move.
* KungFuProofMook: Has the "Hardened" passive ability, which reduces the chance of a CriticalHit.
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* PsychicPowers
to:
* PsychicPowersPsychicPowers: Uniquely, they can reflect normal attacks back at the shooter for 2 damage.
* KungFuProofMook: Has the "Hardened" passive ability, which reduces the chance of a CriticalHit.
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* PsychicPowers
to:
* PsychicPowersPsychicPowers: Much like a regular Ethereal, it can reflect normal attacks back at the shooter for 2 damage.
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* MagikarpPower: The Sniper starts out with their rifle as the unable-to-fire-after-moving-but-long-ranged version of the light machine gun and with a "Headshot" ability that tends to not reliably grant critical strikes against targets in cover while the extra damage from critical striking tends to be somewhat redundant in most cases of early-game enemies anyway. Colonel Snipers have the highest Aim in the game and will either outflank aliens and score a KillStreak of [[OneHitKill One Shot Kills]] with their "Snap Shot" and "In The Zone" passive abilities from the left side or kill enemies without them ever seeing the Sniper with "Squadsight" from the right side, allowing the Sniper to shoot at enemies any of the squad sees barring line-of-sight blocking them (with Archangel Armor to fly up to the highest vantage point possible, they can do so without ever setting foot from their starting location!). Both will slaughter aliens with contemptuous ease and be difficult to hit wherever they take cover due to the Major "Low Profile" passive ability making any cover they use count as full.
to:
* MagikarpPower: The Sniper starts out with their rifle as the unable-to-fire-after-moving-but-long-ranged version of the light machine gun and with a "Headshot" ability that tends to not reliably grant critical strikes against targets in cover while the extra damage from critical striking tends to be is usually somewhat redundant in most cases of early-game enemies anyway.anyway compared to the Heavy. Colonel Snipers have the highest Aim in the game and will either outflank aliens and score a KillStreak of [[OneHitKill One Shot Kills]] with their "Snap Shot" and "In The Zone" passive abilities from the left side or kill enemies without them ever seeing the Sniper with "Squadsight" from the right side, allowing the Sniper to shoot at enemies any of the squad sees barring line-of-sight blocking them (with Archangel Armor to fly up to the highest vantage point possible, they can do so without ever setting foot from their starting location!). Both will slaughter aliens with contemptuous ease and be difficult to hit wherever they take cover due to the Major "Low Profile" passive ability making any cover they use count as full.
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** At the initial Squaddie rank, they get the "Fire Rocket" active ability to use their Rocket Launcher [[ExactlyWhatIsSaysOnTheTin which does... yeah]]. Does 6 damage to targets hit, fires in a straight line and can be blocked by terrain, has an always 90% to-hit chance, requires to not move or fire during the turn to use, and can only be fired once a mission. Can cause UnfriendlyFire. [[spoiler:Can be upgraded to 9 damage and non-line-of-sight-using Blaster Launcher from raiding a Battleship UFO and obtaining a Fusion Core from it]].
to:
** At the initial Squaddie rank, they get the "Fire Rocket" active ability to use their Rocket Launcher [[ExactlyWhatIsSaysOnTheTin [[ExactlyWhatItSaysOnTheTin which does... yeah]]. Does 6 damage to targets hit, fires in a straight line and can be blocked by terrain, has an always 90% to-hit chance, requires to not move or fire during the turn to use, and can only be fired once a mission. Can cause UnfriendlyFire. [[spoiler:Can be upgraded to 9 damage and non-line-of-sight-using Blaster Launcher from raiding a Battleship UFO and obtaining a Fusion Core from it]].
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* MagikarpPower: The Sniper starts out with their rifle as the unable-to-fire-after-moving-but-long-ranged version of the light machine gun and with a "Headshot" ability that tends to not reliably grant critical strikes against targets in cover while the extra damage from critical striking tends to be somewhat redundant in most cases of early-game enemies anyway. Colonel Snipers have the highest Aim in the game and will either outflank and score a KillStreak of [[OneShotKill One Shot Kills]] with their "Snap Shot" and "In The Zone" passive abilities from the left side or kill enemies without them ever seeing the Sniper with "Squadsight" from the right side, allowing the Sniper to shoot at enemies any of the squad sees barring line-of-sight blocking them (with Archangel Armor to fly up to the highest vantage point possible, they can do so without ever setting foot from their starting location!). Both will slaughter aliens with contemptuous ease and be difficult to hit wherever they take cover due to the Major "Low Profile" passive ability making any cover they use count as full.
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* MagikarpPower: The Sniper starts out with their rifle as the unable-to-fire-after-moving-but-long-ranged version of the light machine gun and with a "Headshot" ability that tends to not reliably grant critical strikes against targets in cover while the extra damage from critical striking tends to be somewhat redundant in most cases of early-game enemies anyway. Colonel Snipers have the highest Aim in the game and will either outflank aliens and score a KillStreak of [[OneShotKill [[OneHitKill One Shot Kills]] with their "Snap Shot" and "In The Zone" passive abilities from the left side or kill enemies without them ever seeing the Sniper with "Squadsight" from the right side, allowing the Sniper to shoot at enemies any of the squad sees barring line-of-sight blocking them (with Archangel Armor to fly up to the highest vantage point possible, they can do so without ever setting foot from their starting location!). Both will slaughter aliens with contemptuous ease and be difficult to hit wherever they take cover due to the Major "Low Profile" passive ability making any cover they use count as full.
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* MagikarpPower: The right side of the Assault's abilities affects critical chance that requires consistent investment in the side to be reliable and tends to be redundant against the earlier enemies of Sectoids, Thin Men and Floaters who are likely to be killed in one shot if hit anyway by the Assault's conventional shotgun (though it becomes more useful on the Impossible difficulty when the Thin Men and Floaters have 6 health to make non-critical shotgun shots [[{{OneHitKill}} One Hit Kills]] impossible), while simultaneously being inadequate to kill Mutons and Chryssalids at any difficulty. After the Assault has access to a Scatter Laser and "Bring 'Em On", their ability to run up to things and decisively waste them in one shot grows to be unmatched. In contrast, the left side's bonuses pretty much always come in handy and require no prior investment to be useful.
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* MagikarpPower: The right side of the Assault's abilities affects critical chance that requires consistent investment in the side to be reliable and tends to be redundant against the earlier enemies of Sectoids, Thin Men and Floaters who are likely to be killed in one shot if hit anyway by the Assault's conventional shotgun (though it becomes more useful on the Impossible difficulty when the Thin Men and Floaters have 6 health to make non-critical shotgun shots [[{{OneHitKill}} [[OneHitKill One Hit Kills]] impossible), while simultaneously being inadequate to kill Mutons and Chryssalids at any difficulty. After the Assault has access to a Scatter Laser and "Bring 'Em On", their ability to run up to things and decisively waste them in one shot grows to be unmatched. In contrast, the left side's bonuses pretty much always come in handy and require no prior investment to be useful.
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* CrutchCharacter: The Heavy's 90% accuracy cover-destroying rockets (that are still liable to go only slightly off-course and hit an alien you aimed for if it misses) and ability to fire twice with the "Bullet Swarm" are invaluable when your low-rank soldiers are significantly unreliable shots. The utility and area-of-effect of said rockets makes them continue to be useful to any squad much later in the game, but they aren't quite as much of a godsend then, especially when Colonel Snipers probably still OneHitKill many enemies in cover without them.
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* MagikarpPower: The Sniper starts out with their rifle as the unable-to-fire-after-moving-but-long-ranged version of the light machine gun and with a "Headshot" ability that tends to not reliably grant critical strikes against targets in cover while the extra damage from critical striking tends to be somewhat redundant in most cases of early-game enemies anyway. Colonel Snipers have the highest Aim in the game and will either outflank and score a KillStreak of [[OneShotKill One Shot Kills]] with their "Snap Shot" and "In The Zone" passive abilities from the left side or kill enemies without them ever seeing the Sniper with "Squadsight" from the right side, allowing the Sniper to shoot at enemies any of the squad sees barring line-of-sight blocking them (with Archangel Armor to fly up to the highest vantage point possible, they can do so without ever setting foot from their starting location!). Both will slaughter aliens with contemptuous ease and be difficult to hit wherever they take cover due to the Major "Low Profile" passive ability making any cover they use count as full.
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* MightyGlacier: The Corporal "Bullet Swarm" passive ability can encourage the Heavy to stay still and fire two shots on one turn (or fire and reload, fire and move, fire and Overwatch, fire and Hunker Down), the Heavy's rocket attacks require them to not move to use, while the Major "Will to Survive" passive ability reduces damage taken by 2 if in cover and not flanked along with their second-highest health growth from level ups to gives them decent durability.
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** They wield light machine guns, which put out even more rounds if the Sergeant "Suppression" active ability is used.
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** They wield light machine guns, which put out even more rounds if the Sergeant "Suppression" active ability is used. The light machine gun also puts out so much dakka it has the lowest amounts of shots before requiring reloading out of all the main weapons.
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** The "Danger Zone" passive ability of the Captain makes the "Suppression" active ability affects enemies within two tiles of the original target.
** The Colonel "Mayhem" passive adds
* StuffBlowingUp
** The Colonel "Mayhem" passive adds
* StuffBlowingUp
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** The "Danger Zone" passive ability of the Captain makes the "Suppression" active ability or rocket attacks affects enemies within two tiles more of the original target.
target-zone.
** The Colonel "Mayhem" passiveadds
adds 1-3 damage to the "Suppression" ability based off the Heavy's weapon's tech level.
*StuffBlowingUp
StuffBlowingUp: The unique purview of the Heavy, with abilities to match.
** At the initial Squaddie rank, they get the "Fire Rocket" active ability to use their Rocket Launcher [[ExactlyWhatIsSaysOnTheTin which does... yeah]]. Does 6 damage to targets hit, fires in a straight line and can be blocked by terrain, has an always 90% to-hit chance, requires to not move or fire during the turn to use, and can only be fired once a mission. Can cause UnfriendlyFire. [[spoiler:Can be upgraded to 9 damage and non-line-of-sight-using Blaster Launcher from raiding a Battleship UFO and obtaining a Fusion Core from it]].
** Sergeant Heavy's can get the "Shredder Rocket" active ability, doing 2 less damage than "Fire Rocket" but increasing damage taken by targets hit by 33% for the next 4 turns. Is otherwise alike to "Fire Rocket", while using a supply separate from the "Fire Rocket" active ability.
** The Lieutenant's "HEAT Ammo" (standing for High-Explosive Anti-Tank) passive ability grants the Heavy a specialty in causing robots to blow up spectacularly by increasing all damage done to robotic enemies (Cyberdisks, Drones and Sectopods) by 100%.
** A Heavy Captain may choose between "Grenadier" or "Danger Zone" passive abilities, the former granting two grenades over one if the Heavy equips a grenade, the latter giving the "Suppression" active ability and all rocket attacks an area-of-effect two tiles greater.
** At the Colonel rank, a Heavy can get "Rocketeer" for an extra shot per mission to the "Fire Rocket" ability or Mayhem to add 1-3 damage to "Suppression" and all area-of-effect abilities based off their weapon's tech level.
** The Colonel "Mayhem" passive
*
** At the initial Squaddie rank, they get the "Fire Rocket" active ability to use their Rocket Launcher [[ExactlyWhatIsSaysOnTheTin which does... yeah]]. Does 6 damage to targets hit, fires in a straight line and can be blocked by terrain, has an always 90% to-hit chance, requires to not move or fire during the turn to use, and can only be fired once a mission. Can cause UnfriendlyFire. [[spoiler:Can be upgraded to 9 damage and non-line-of-sight-using Blaster Launcher from raiding a Battleship UFO and obtaining a Fusion Core from it]].
** Sergeant Heavy's can get the "Shredder Rocket" active ability, doing 2 less damage than "Fire Rocket" but increasing damage taken by targets hit by 33% for the next 4 turns. Is otherwise alike to "Fire Rocket", while using a supply separate from the "Fire Rocket" active ability.
** The Lieutenant's "HEAT Ammo" (standing for High-Explosive Anti-Tank) passive ability grants the Heavy a specialty in causing robots to blow up spectacularly by increasing all damage done to robotic enemies (Cyberdisks, Drones and Sectopods) by 100%.
** A Heavy Captain may choose between "Grenadier" or "Danger Zone" passive abilities, the former granting two grenades over one if the Heavy equips a grenade, the latter giving the "Suppression" active ability and all rocket attacks an area-of-effect two tiles greater.
** At the Colonel rank, a Heavy can get "Rocketeer" for an extra shot per mission to the "Fire Rocket" ability or Mayhem to add 1-3 damage to "Suppression" and all area-of-effect abilities based off their weapon's tech level.
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** The Absolutely Critical Second Wave modifier's guaranteed critical strike hits against flanked targets can make the left side's passive abilities affecting critical damage require less investment in the rest of the tree to be reliable.
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** They wield light machine guns, which put out even more rounds if the "Suppression" ability is used.
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** They wield light machine guns, which put out even more rounds if the Sergeant "Suppression" active ability is used.
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** The Lieutenant "Rapid Reaction" passive ability lets the Heavy fire a second reaction shot if their first shot on Overwatch hits.
** The "Danger Zone" passive ability of the Captain makes the "Suppression" active ability affects enemies within two tiles of the original target.
** The Colonel "Mayhem" passive adds
** The "Danger Zone" passive ability of the Captain makes the "Suppression" active ability affects enemies within two tiles of the original target.
** The Colonel "Mayhem" passive adds
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* [[BaldOfEvil Bald Of Ambiguity]]: While the spokesman's face is always hidden in shadow, the light shining from behind him displays enough of his head to show it has no hair atop it... well, on the side we can see, anyway.
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* ReasonableAuthorityFigure
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* ReasonableAuthorityFigureReasonableAuthorityFigure: Is generally positive and optimistic about you, saying they're sure you'll improve when Council Missions go wrong and are O.K. with less than perfection in monthly reports, only saying that XCOM is clearly not going well if you mess up the month ''really'' hard.
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* MagikarpPower: The right side of the Assault's abilities adds critical chance that tends to be redundant against the earlier enemies of Sectoids, Thin Men and Floaters who are likely to be killed in one shot if hit anyway by the Assault's conventional shotgun (though it becomes more useful on the Impossible difficulty when the Thin Men and Floaters have 6 health to make non-critical shotgun shots [[{{OneHitKill}} One Hit Kills]] impossible), while simultaneously being inadequate to kill Mutons and Chryssalids at any difficulty. After the Assault has access to a Scatter Laser and "Bring 'Em On", their ability to run up to things and decisively waste them in one shot grows to be unmatched.
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* MagikarpPower: The right side of the Assault's abilities adds affects critical chance that requires consistent investment in the side to be reliable and tends to be redundant against the earlier enemies of Sectoids, Thin Men and Floaters who are likely to be killed in one shot if hit anyway by the Assault's conventional shotgun (though it becomes more useful on the Impossible difficulty when the Thin Men and Floaters have 6 health to make non-critical shotgun shots [[{{OneHitKill}} One Hit Kills]] impossible), while simultaneously being inadequate to kill Mutons and Chryssalids at any difficulty. After the Assault has access to a Scatter Laser and "Bring 'Em On", their ability to run up to things and decisively waste them in one shot grows to be unmatched.
unmatched. In contrast, the left side's bonuses pretty much always come in handy and require no prior investment to be useful.
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** They're some of the best at inflicting these, since they'll be flanking quite often, and shotguns come with above average crit rates.
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** They're some of the best at inflicting these, since they'll be flanking quite often, and shotguns come with above average crit rates.critical chance rates. The right side of their ability is choke full of bonuses relating to it:
*** The Corporal "Aggression" passive ability grants 10% critical chance for every enemy in sight for the Assault up to 30%
*** The Sergeant "Close and Personal" passive ability grants 30% critical chance against adjacent targets, diminishing from further distance.
*** The Captain "Bring 'Em On" passive ability adds up to 1 damage to critical hits for every enemy the squad sees up to 5.
*** And lastly, the Colonel "Killer Instinct" passive ability adds 50% critical damage from activating Run & Gun for the rest of the turn.
*** The Corporal "Aggression" passive ability grants 10% critical chance for every enemy in sight for the Assault up to 30%
*** The Sergeant "Close and Personal" passive ability grants 30% critical chance against adjacent targets, diminishing from further distance.
*** The Captain "Bring 'Em On" passive ability adds up to 1 damage to critical hits for every enemy the squad sees up to 5.
*** And lastly, the Colonel "Killer Instinct" passive ability adds 50% critical damage from activating Run & Gun for the rest of the turn.
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* MagikarpPower: The right side of the Assault's abilities adds critical chance that tends to be redundant against the earlier enemies of Sectoids, Thin Men and Floaters who are likely to be killed in one shot if hit anyway by the Assault's conventional shotgun (though it becomes more useful on the Impossible difficulty when the Thin Men and Floaters have 6 health to make non-critical shotgun shots [[{{OneHitKill}} One Hit Kills]] impossible), while simultaneously being inadequate to kill Mutons and Chryssalids at any difficulty. After the Assault has access to a Scatter Laser and "Bring 'Em On", their ability to run up to things and decisively waste them in one shot grows to be unmatched.
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** While their rockets are more accurate, there's always that 10% chance to miss... that is visually shown by the Heavy blatantly aiming off-target.
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* CatchPhrase: The Council spokesman has two:
-->Good luck, Commander.
-->Remember, we will be watching.
-->Good luck, Commander.
-->Remember, we will be watching.
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Advanced weapons platform that can be deployed in place of a human soldier.
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Advanced weapons platform that can be deployed in place of a human soldier.soldier, they mount [[{{BFG}} heavier weaponry]] than most soldiers.
* DefectorFromDecadence: He chose to defect from the Triads because he realized how ''stupid'' it is to continue to squabble over money when there are aliens trying to kill everyone.
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* TheTriadsAndTheTongs
An exceptionally powerful psionic, this XCOM soldier has been chosen to lead a crucial, but very dangerous mission.
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->All attempts to contact the invaders thus far have failed. Their only purpose seems to be destruction and chaos.
-->-- '''News broadcast'''
-->-- '''News broadcast'''
These physically frail aliens serve as scouts for the invaders and appear to possess a telepathic ability unlike anything previously encountered on Earth. Individually weak, they are nonetheless dangerous in numbers, especially if allowed to utilize their ability to merge minds.
Reptilian aliens extensively altered to resemble humans, they are tasked with infiltrating human society to obtain information and conduct sabotage. They are capable of spitting out clouds of debilitating poison to weaken enemies and deny territory, as well as generating an identical cloud upon their death.
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* PoisonousPerson
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* PoisonousPersonPoisonousPerson: They can spit poison clouds, as well as generating one on death.
Beings consisting of pure energy, they exist solely to operate the invaders' fleet of [=UFOs=]. [[spoiler: They are basically living antennae receiving signals and commands from the Sectoid Commander.]]
A horrific fusion of flesh and machine, these cybernetic monstrosities bear integrated propulsion units, allowing them to take to the skies. The power of these units is such that they can rocket themselves anywhere on the battlefield, though they cannot immediately open fire after they land.
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* GiantMook: Heavy Floaters
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* GiantMook: Heavy FloatersFloaters.
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Vicious and nightmarish insect-like creatures, they seek only to propagate their species through implanting their eggs into a host's body. After a remarkably short gestation period, during which the host body is under the Chryssalid's control, a juvenile will burst out, ready to continue the cycle.
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The invaders' front-line combatants, they are equipped with heavy armor and armaments. If struck by a non-fatal blow, they are very likely to roar their defiance at the firer, possibly intimidating them into submission. Their bloodlust and ferocity has not dimmed their tactical acumen, making them even deadlier foes.
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These hovering weapons platforms provide heavy fire support for the invaders and are capable of shrugging off all but the heaviest attacks. Seemingly unarmed at first glance, they can rapidly transform to bring their many weapons to bear on an unfortunate target.
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Small hovering drones, these accompany and provide support to the invaders' mechanical assets. Though their primary function is to repair, they also bear small energy weapons for self-defense and a self-destruct system to prevent capture.
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The very first alien encountered by XCOM during Operation: Devil's Moon, these creatures appear to possess a terrifying capability of telepathically controlling human minds, as demonstrated near the end of the operation. They can be found directing the invasion from outposts and [=UFOs=], as well as operating the systems of the latter.
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Even more ferocious and bloodthirsty than other Mutons, these hulking behemoths eschew the invaders' advanced plasma weapons in favor of pure brute strength, for devastating their enemies in melee. Their constant state of rage is such that any non-fatal blow will have them charge blindly at their enemy, allowing them to cover the distance quickly.
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The personal guards of the true leaders of the invasion, these veteran Mutons bear even heavier weapons and armor than their regular counterparts. Occasionally deployed independently of their masters, their mastery of combat makes them extremely dangerous opponents.
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Massive war machines designed to utterly crush any opposition, these are the heaviest ground asset available to the invaders. Capable of withstanding incredible amounts of punishment, they also bear a deadly array of weapons to annihilate any who oppose it.
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The true masterminds behind the invasion, these mysterious beings represent the pinnacle of psionic power amongst the invaders, compensating for their physical frailty. Their power is such that it is little wonder that the other aliens have submitted to their rule. They command from the safety of their specialized [=UFOs=].
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[[spoiler: The leader of the Ethereals and, by extension, the entire invasion.]]
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* ATeamFiring: The Heavy's light machine guns do comparable damage to sniper rifles while being able to be fired while moving and their cover-smashing rockets with a 90% hit-rate are a godsend to squads everywhere. However, the Heavy's Aim stat is the lowest out of all the classes and their shots will only become reliable at much later levels and a S.C.O.P.E. on-hand.
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* ATeamFiring: The Heavy's Their light machine guns do deal damage comparable damage to sniper rifles while being able to rifles, but can still be fired while moving and their cover-smashing rockets with a 90% hit-rate are a godsend to squads everywhere.after moving. However, the Heavy's Aim stat is the lowest out of all the classes and their shots will only become reliable at much later levels and a S.C.O.P.E. on-hand.
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* BeamSpam: S.H.I.V.s are equipped with Laser Cannons.
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* BeamSpam: S.H.I.V.s are equipped with Laser Cannons.Cannons, especially if they use their "Suppression" ability.
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* GatlingGood: They start off with a minigun, which can be upgraded further.
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* WhatHappenedToTheMouse: They disappear from the game all together and are never mentioned again (even at the Temple Ship which has you fight through all the enemies you've faced up to that point) after your attack on the alien base.
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* WhatHappenedToTheMouse: They disappear from the game all together altogether and are never mentioned again (even at on the [[spoiler: Temple Ship Ship]], which has you fight through all every other enemy type in the enemies you've faced up to that point) game) after your the attack on the alien base.Alien Base.
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* MacrossMissileMassacre: One of the Sectopod's offensive options is calling down an absolute storm of grenades from the sky on your troops.
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* ThereWasADoor: One of the Berserker's abilities is being able to ''burst through walls'' to ambush your soldiers. Sometimes one will ''go out of its way'' to get behind a wall in preparation for this.
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* BeamSpam: SHIVs are equipped with Laser Cannons.
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* BeamSpam: SHIVs S.H.I.V.s are equipped with Laser Cannons.
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!Shaojie "Chilong" Zhang
Formerly a member of the Triads, he contacts the Council after obtaining a mysterious alien artifact. After XCOM extracts him, he joins them as a veteran Heavy class soldier.
Formerly a member of the Triads, he contacts the Council after obtaining a mysterious alien artifact. After XCOM extracts him, he joins them as a veteran Heavy class soldier.
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Formerly a member
Advanced weapons platform that can be deployed in place of
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* AttackDrone: XCOM's personal ones, with a whole tech tree dedicated to them. They function exactly like the tanks of yore, including, in one case, functioning as portable cover. There are three varieties, Basic, Alloy (which can be used as low cover) and Hover (which can fly).
* BeamSpam: SHIVs are equipped with Laser Cannons.
* FunWithAcronyms: The '''S'''uper '''H'''eavy '''I'''nfantry '''V'''ehicle.
!Shaojie "Chilong" Zhang
Formerly a member of the Triads, he contacts the Council after obtaining a mysterious alien artifact. After XCOM extracts him, he joins them as a veteran Heavy class soldier.
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* BeamSpam: SHIVs are equipped with Laser Cannons.
* FunWithAcronyms: The '''S'''uper '''H'''eavy '''I'''nfantry '''V'''ehicle.
!Shaojie "Chilong" Zhang
Formerly a member of the Triads, he contacts the Council after obtaining a mysterious alien artifact. After XCOM extracts him, he joins them as a veteran Heavy class soldier.
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* WhatHappenedToTheMouse: They disappear from the game all together and are never mentioned again (even at the Temple Ship which has you fight through all the enemies you've faced up to that point) after your attack on the alien base.
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!Shangjie "Chilong" Zhang
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!PSI
XCOM soldiers who bear "The Gift", as the invading aliens call it, their psionic powers can turn the tide of battle. Any XCOM soldier could have the potential, though those with strong wills are more likely to have it.
XCOM soldiers who bear "The Gift", as the invading aliens call it, their psionic powers can turn the tide of battle. Any XCOM soldier could have the potential, though those with strong wills are more likely to have it.
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Formerly a member of the Triads, he contacts the Council after obtaining a mysterious alien artifact. After XCOM
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*MauveShirt: While he's got a unique voice and appearance, along with some slightly improved stats, he can still die as easily as any other XCOM soldier.
!PSI
XCOM soldiers who bear "The Gift", as the invading aliens call it, their psionic powers can turn the tide of battle. Any XCOM soldier could have the potential, though those with strong wills are more likely to have it.
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!PSI
XCOM soldiers who bear "The Gift", as the invading aliens call it, their psionic powers can turn the tide of battle. Any XCOM soldier could have the potential, though those with strong wills are more likely to have it.
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Serving as the middleman between the Commander and the rest of XCOM, Bradford communicates your orders to everyone else and performs all the administrative work, leaving you free to focus on the big picture.
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XCOM's Chief Scientist, Dr. Vahlen and her team of scientists are responsible for all research and development carried out under XCOM's auspices. She also oversees the "[[EnhancedInterrogationTechniques interrogation]]" of captured aliens.
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XCOM's Chief Engineer, he and his team of engineers manufacture everything XCOM may require, ranging from Medikits to Satellites. They are also responsible for maintaining and expanding XCOM's HQ and its fleet of aircraft.
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The Council of Nations is the financial backer behind the XCOM project. They provide funding and recruits, as well as occasionally requesting XCOM's assistance with special matters.
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->Few will survive to see the end of this conflict. Fewer still will possess the skills necessary to end it.
-->-- '''Council spokesman'''
-->-- '''Council spokesman'''
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Constantly outclassed, outgunned and/or outnumbered, these green recruits are nonetheless XCOM's most valuable resource. With experience, the raw, untapped potential within each one could become exactly what is needed to end the war.
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XCOM soldiers who bear "The Gift", as the invading aliens call it, their psionic powers can turn the tide of battle. Any XCOM soldier could have the potential, though those with strong wills are more likely to have it.
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[[folder:XCOM and The Council]]
to:
[[folder:XCOM Advisers and The Council]]
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* TheSpock
to:
* TheSpockNumberTwo
* TheKirk
* TheKirk
* BewareTheNiceOnes: Officer Bradford mentions that Dr. Vahlen may not look like it, but she is without a ''doubt'' the worst nightmare for any captured aliens that get brought back to the base.
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* TheKirk
to:
* TheKirkForScience: A downplayed example. She's always eager and interested in what she's researching, no matter how questionable, and will be irate if soldiers use explosives (which destroys valuable research material). She's also the inventor of the alien "[[EnhancedInterrogationTechniques interrogation]]" device and personally oversees each interrogation. That being said, the game still portrays Dr. Vahlen in a good light: She'll thank soldiers for the risks they take in recovering live specimens, will acknowledge that the survival of the soldiers can come first and is disgusted by the aliens' callousness.
* [[HerrDoktor Frau Doktor]]
* GenreSavvy: When Bradford acts as though XCOM has won [[spoiler: when you destroy the alien base]], she raises an eyebrow [[spoiler: and prepares to interrogate/autopsy the Sectoid Commander as well as study the captured Hyperwave Beacon]], thinking it was too easy. She's right.
* HotScientist: Unlike other examples, Vahlen's got her hair tied up and she's actually dressed for being in a lab. Regardless, she's still a pretty blue-eyed lady [[EverythingSoundsSexierInFrench with a nice German/Swiss/Austrian accent]].
* MadScientist: Downplayed: she's definitely a lot more gung-ho about [[ForScience SCIENCE!]] than [[TheProfessor Dr. Shen]], though she does persist on [[TortureTechnician personally overseeing]] [[BewareTheNiceOnes any interrogation attempts]].
* OmnidisciplinaryScientist
* TheSpock
* [[HerrDoktor Frau Doktor]]
* GenreSavvy: When Bradford acts as though XCOM has won [[spoiler: when you destroy the alien base]], she raises an eyebrow [[spoiler: and prepares to interrogate/autopsy the Sectoid Commander as well as study the captured Hyperwave Beacon]], thinking it was too easy. She's right.
* HotScientist: Unlike other examples, Vahlen's got her hair tied up and she's actually dressed for being in a lab. Regardless, she's still a pretty blue-eyed lady [[EverythingSoundsSexierInFrench with a nice German/Swiss/Austrian accent]].
* MadScientist: Downplayed: she's definitely a lot more gung-ho about [[ForScience SCIENCE!]] than [[TheProfessor Dr. Shen]], though she does persist on [[TortureTechnician personally overseeing]] [[BewareTheNiceOnes any interrogation attempts]].
* OmnidisciplinaryScientist
* TheSpock
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* TortureTechnician
* CoolOldGuy
* TheProfessor
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* [[OmnidisciplinaryScientist Omnidisciplinary Engineer]]
* TheMenInBlack: The Council spokesman looks like one.
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* ReasonableAuthorityFigure
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[[folder:Soldiers]]
to:
!Rookie
*MasterOfNone
*MagikarpPower: Even the mightiest Colonel started out as a Rookie at some point.
*RedShirt
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* CloseRangeCombatant: The domain of the Assault, being able to wield {{ShortRangeShotgun}}s, or the somewhat farther-ranged JackOfAllStats assault rifles. Their abilities on the right side are used for offensive bonuses abilities to requiring the Assault to close in, flank, and CriticalHit aliens dead. The left side's defensive bonuses are a bit less strict in their application, but still generally obviously would benefit the Assault in trying to see aliens eye-to-eye (and then shooting them in it).
* CriticalHit: The Colonel Resilience passive ability makes them immune to critical hits
* LightningBruiser: Thanks to the Run and Gun ability. In a more subtle example, the Sergeant Lightning Reflexes passive ability lets them avoid one reaction shot per turn.
* MadeOfIron: Has the highest health gain from level ups out of all the classes. The Corporal Tactical Sense passive ability gives them more Defense for enemies in sight, up to partial cover-level bonus for 4 enemies, the Major Extra Conditioning passive ability give them extra health, increasing based on the level of armor they are wearing, and the Colonel Resilience passive ability makes them immune to critical hits. A Colonel Assault will not let the aliens kill them easily.
to:
* CloseRangeCombatant: The domain of the Assault, being able to wield {{ShortRangeShotgun}}s, or the somewhat farther-ranged JackOfAllStats assault rifles. Their abilities on the right side are used for offensive bonuses and abilities
*
** They're some of the best at inflicting these, since they'll be flanking quite often, and shotguns come with above average crit rates.
** On the flip side, the Colonel
* LightningBruiser: Thanks to the
* MadeOfIron: Has the highest health gain from level ups out of all the classes. The Corporal
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[[{{BFG}} Heavy Weapons]] and [[StuffBlowingUp explosives]] specialists, these guys get [[MoreDakka machine guns of various flavours]] and [[StuffBlowingUp a rocket launcher]].
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* MoreDakka: Has light machine guns as their main weapon, self-explanatory.
to:
* MoreDakka: Has MoreDakka:
** They wield light machineguns as their main weapon, self-explanatory.guns, which put out even more rounds if the "Suppression" ability is used.
** With the Corporal "Bullet Swarm" passive ability, they can fire twice per turn.
** They wield light machine
** With the Corporal "Bullet Swarm" passive ability, they can fire twice per turn.
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Specializes in accurately dealing extreme damage at extreme range with {{sniper rifle}}s, they can also use [[ImprobableAimingSkills special shots]] to hinder enemies.
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* CriticalHit: The Headshot active ability gives their shot an extra +30% Critical chance and extra damage on a CriticalHit if it happens, sniper rifles have the highest base Critical chance out of all weapons, and the Captain Opportunity passive ability lets the Sniper CriticalHit on reaction shots.
* DoNotRunWithAGun: Without the Corporal Snap Shot passive ability, Snipers are incapable of firing their sniper rifles on a turn they've moved.
* FinishingMove: The Captain Executioner passive ability aids the Sniper in this, gaining +10 Aim against enemies at 50% or lower health.
* GeoEffects: The Sergeant Damn Good Ground passive ability lets the Sniper benefit further from this, gaining an extra +10 Aim and Defense for being at a higher elevation level to aliens.
* KillStreak: The Colonel In The Zone passive ability sets up a flanking Sniper to do this. Killing enemies that are uncovered or flanked by the Sniper do not take up an action, potentially letting the Sniper fire and kill over and over again.
* ImprobableAimingSkills: The farther and thus more improbable a shot is, ''the more accurate the sniper rifle becomes''. Combine with Squadsight for some ''really'' long-distance shots.
** Disabling Shot lets the Sniper ''target an enemy's weapon'', forcing them to reload before they fire again.
* LongRangeFighter: As one [[ExactlyWhatItSaysOnTheTin likely expectt from a Sniper]]. Unlike all other weapons, sniper rifles are ''less'' accurate the closer the target is. The left side of the Sniper's abilities helps alleviate this weakness, but placing a Sniper right next to an alien still probably isn't going to work out that well.
* DoNotRunWithAGun: Without the Corporal Snap Shot passive ability, Snipers are incapable of firing their sniper rifles on a turn they've moved.
* FinishingMove: The Captain Executioner passive ability aids the Sniper in this, gaining +10 Aim against enemies at 50% or lower health.
* GeoEffects: The Sergeant Damn Good Ground passive ability lets the Sniper benefit further from this, gaining an extra +10 Aim and Defense for being at a higher elevation level to aliens.
* KillStreak: The Colonel In The Zone passive ability sets up a flanking Sniper to do this. Killing enemies that are uncovered or flanked by the Sniper do not take up an action, potentially letting the Sniper fire and kill over and over again.
* ImprobableAimingSkills: The farther and thus more improbable a shot is, ''the more accurate the sniper rifle becomes''. Combine with Squadsight for some ''really'' long-distance shots.
** Disabling Shot lets the Sniper ''target an enemy's weapon'', forcing them to reload before they fire again.
* LongRangeFighter: As one [[ExactlyWhatItSaysOnTheTin likely expectt from a Sniper]]. Unlike all other weapons, sniper rifles are ''less'' accurate the closer the target is. The left side of the Sniper's abilities helps alleviate this weakness, but placing a Sniper right next to an alien still probably isn't going to work out that well.
to:
* CriticalHit: The Headshot "Headshot" active ability gives their shot an extra +30% Critical chance and extra damage on a CriticalHit if it happens, sniper rifles have the highest base Critical chance out of all weapons, and the Captain Opportunity "Opportunity" passive ability lets the Sniper CriticalHit on reaction shots.
* DoNotRunWithAGun: Without the CorporalSnap Shot "Snap Shot" passive ability, Snipers are incapable of firing their sniper rifles on a turn they've moved.
* FinishingMove: The CaptainExecutioner "Executioner" passive ability aids the Sniper in this, gaining +10 Aim against enemies at 50% or lower health.
* GeoEffects: The SergeantDamn "Damn Good Ground Ground" passive ability lets the Sniper benefit further from this, gaining an extra +10 Aim and Defense for being at a higher elevation level to aliens.
* KillStreak: The ColonelIn "In The Zone Zone" passive ability sets up a flanking Sniper to do this. Killing enemies that are uncovered or flanked by the Sniper do not take up an action, potentially letting the Sniper fire and kill over and over again.
*ImprobableAimingSkills: ImprobableAimingSkills:
** The farther and thus more improbable a shot is, ''the more accurate the sniper rifle becomes''. Combine with Squadsight for some ''really'' long-distance shots.
**Disabling Shot "Disabling Shot" lets the Sniper ''target an enemy's weapon'', forcing them to reload before they fire again.
* LongRangeFighter: As one [[ExactlyWhatItSaysOnTheTin likelyexpectt expect from a Sniper]]. Unlike all other weapons, sniper rifles are ''less'' accurate the closer the target is. The left side of the Sniper's abilities helps alleviate this weakness, but placing a Sniper right next to an alien still probably isn't going to work out that well.
* DoNotRunWithAGun: Without the Corporal
* FinishingMove: The Captain
* GeoEffects: The Sergeant
* KillStreak: The Colonel
*
** The farther and thus more improbable a shot is, ''the more accurate the sniper rifle becomes''. Combine with Squadsight for some ''really'' long-distance shots.
**
* LongRangeFighter: As one [[ExactlyWhatItSaysOnTheTin likely
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A CombatMedic[=/=]Fire Support specialist with support skills like smoke grenades and the ability to carry more gear. They wield versatile assault rifles.
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* SmokeOut: The base ability for the Support is a one-use-per-mission smoke grenade ability to provide a defensive bonus equal to partial cover for all units in the smoke, allied or enemy. The Sergeant Smoke and Mirrors passive ability lets the Support get another use per mission, and the Captain rank lets the Support get Dense Smoke (increased area of effect and increased defensive bonus equal to full cover) or Combat Drugs (all units in smoke also gain 20 Will and +10% Critical Strike chance) passive abilities to improve their smoke grenade.
!PSI Class
!PSI Class
to:
* SmokeOut: The base ability for the Support is a one-use-per-mission smoke grenade ability to provide ability, which provides a defensive bonus equal to partial cover for all units in the smoke, allied or enemy. The Sergeant Smoke "Smoke and Mirrors Mirrors" passive ability lets the Support get another use per mission, and the Captain rank lets the Support get Dense Smoke "Dense Smoke" (increased area of effect and increased defensive bonus equal to full cover) or Combat Drugs "Combat Drugs" (all units in smoke also gain 20 Will and +10% Critical Strike chance) passive abilities to improve their smoke grenade.
!PSI Class
!PSI
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** MindControl: An option.
* BadassAbnormal
* [[spoiler: HeroicSacrifice]]
* PsychicPowers
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* [[ArmCannon Arm Pistol]]: How they wield Plasma Pistols. They are converted to a more conventional form when salvaged, however.
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* [[ArmCannon Arm Pistol]]: How they wield Plasma Pistols. They are converted to a more conventional form when salvaged, however.
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* PsychicLink: They can use their telepathic abilities to boost the stats of their allies with an ability called Mind Merge: the target gets +10% to Aim and +1 HP for a turn. What you're not told until you figure it out for yourself is that [[spoiler:killing the Sectoid that's boosting the other unit kills them both as a result of psychic backlash.]]
to:
* PsychicPowers
** PsychicLink:They can use their telepathic abilities Their only psychic ability, called Mind Merge. It's used to boost the stats of their allies with an ability called Mind Merge: the target recipient, who gets +10% to Aim and +1 HP for a turn. [[GuideDangIt What you're not told until you figure it out for yourself yourself]] is that [[spoiler:killing the Sectoid that's boosting the other unit kills them both as a result of psychic backlash.]]
** PsychicLink:
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** ScaryShinyGlasses
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** ScaryShinyGlassesSinisterShades
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* TeleportingKeycardSquad: They fall out of the sky during some Council missions.
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!Floaters / Heavy Floaters
* CyberneticsEatYourSoul
* CyberneticsEatYourSoul
to:
*
** CyberneticsEatYourSoul
* GiantMook: Heavy Floaters
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!Mutons / Heavy Mutons
* {{BFG}}: The plasma rifles wielded by Heavy Mutons.
* {{BFG}}: The plasma rifles wielded by Heavy Mutons.
to:
* InASingleBound
* KungFuProofMook: Immune to Stunning and has the "Hardened" passive ability, which reduces the chance of a CriticalHit.
* ZombieApocalypse: They will very likely cause one if not kept in check.
!Mutons
* TheBrute[=/=]DumbMuscle: Mutons are big, strong, heavily armored and [[GeniusBruiser well-versed in tactics]], but their Will is pathetically low, making them quite vulnerable to psionics.
* EvilCounterpart: To XCOM's soldiers in general.
* GiantMook
* AmbiguousRobot
* AttackDrone
* KungFuProofMook: Immune to Stunning, and has the "Hardened" passive ability when in disc form, which reduces the chance of a CriticalHit.
* TransformingMecha: They can transform between a nigh-invulnerable but unarmed disc form and a vulnerable but heavily-armed floating insect-bot form.
* AttackDrone
* KungFuProofMook: Immune to Stunning, and has the "Hardened" passive ability when in disc form, which reduces the chance of a CriticalHit.
* TransformingMecha: They can transform between a nigh-invulnerable but unarmed disc form and a vulnerable but heavily-armed floating insect-bot form.
* AttackDrone
* MechaMooks
* MechaMooks
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* [[spoiler:TheDragon]]
* EarlyBirdCameo: The very first alien the player sees in the tutorial.
* MindControl
* EarlyBirdCameo: The very first alien the player sees in the tutorial.
* MindControl
to:
* [[spoiler:TheDragon]]
[[ArmCannon Arm Pistol]]: Like their lesser brethren.
* [[spoiler:DegradedBoss]]: Sort of. The first one you encounter is set up like a boss fight and you encounter increased amounts of them as regular enemies afterwards. However, they're just as strong as the first one.
* [[spoiler:TheDragon]]: The first one you encounter.
* EarlyBirdCameo: The very first alien the player sees in thetutorial.
tutorial mission.
*MindControl
TheGreys
* NoMouth
* PsychicPowers
** MindControl: The first enemy to have this ability.
** PsychicLink: They have a stronger version of their lesser brethren's Mind Merge ability, called Greater Mind Merge. However, it only works with other Sectoids, which generally don't show up anymore once the Commanders do.
* [[spoiler:DegradedBoss]]: Sort of. The first one you encounter is set up like a boss fight and you encounter increased amounts of them as regular enemies afterwards. However, they're just as strong as the first one.
* [[spoiler:TheDragon]]: The first one you encounter.
* EarlyBirdCameo: The very first alien the player sees in the
*
* NoMouth
* PsychicPowers
** MindControl: The first enemy to have this ability.
** PsychicLink: They have a stronger version of their lesser brethren's Mind Merge ability, called Greater Mind Merge. However, it only works with other Sectoids, which generally don't show up anymore once the Commanders do.
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* TheBrute[=/=]DumbMuscle: They'll always attempt to Intimidate and charge blindly towards those who have attacked them (often triggering reaction fire in the process), and have a ''very'' devastating melee attack.
* BullfightBoss
* GiantMook
!Muton Elites
* TheBrute[=/=]DumbMuscle: Like other Mutons.
* GiantMook
* PraetorianGuard
* BullfightBoss
* GiantMook
!Muton Elites
* TheBrute[=/=]DumbMuscle: Like other Mutons.
* GiantMook
* PraetorianGuard
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* KungFuProofMook: Immune to Stunning and has the "Hardened" passive ability, which reduces the chance of a CriticalHit.
* MiniMecha
* MiniMecha
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* MultiArmedAndDangerous
* PsychicPowers
** MindControl
* PsychicPowers
** MindControl
Added DiffLines:
* [[spoiler:FinalBoss]]
Added DiffLines:
* MultiArmedAndDangerous
* PsychicPowers
** MindControl
* PsychicPowers
** MindControl
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* MoreDakka
to:
* MoreDakkaMoreDakka: Has light machine guns as their main weapon, self-explanatory.
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* KillingSpree: The Colonel In The Zone passive ability sets up a flanking Sniper to do this. Killing enemies that are uncovered or flanked by the Sniper to not take up an action, potentially letting the Sniper kill and fire over and over again.
to:
* KillingSpree: KillStreak: The Colonel In The Zone passive ability sets up a flanking Sniper to do this. Killing enemies that are uncovered or flanked by the Sniper to do not take up an action, potentially letting the Sniper fire and kill and fire over and over again.
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* LongRangeFighter: As one [[ExactlyWhatItSaysOnTheTin likely expects]] from a Sniper. Unlike all other weapons, sniper rifles are ''less'' accurate the closer the target is. The left side of the Sniper's abilities helps alleviate this weakness, but the placing a Sniper right next to an alien still probably isn't going to work out that well.
to:
* LongRangeFighter: As one [[ExactlyWhatItSaysOnTheTin likely expects]] expectt from a Sniper.Sniper]]. Unlike all other weapons, sniper rifles are ''less'' accurate the closer the target is. The left side of the Sniper's abilities helps alleviate this weakness, but the placing a Sniper right next to an alien still probably isn't going to work out that well.
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* ATeamFiring: The Heavy's light machine guns do comparable damage to sniper rifles while being able to be fired while moving and their cover-smashing rockets with a 90% hit-rate are a godsend to squads everywhere. However, the Heavy's Aim stat is the lowest out of all the classes and their shots will only become reliable at much later levels and a S.C.O.P.E. on-hand.
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* CriticalHit: The Headshot active ability gives their shot an extra +30% Critical chance and extra damage on a CriticalHit if it happens, sniper rifles have the highest base Critical chance out of all weapons, and the Captain Opportunity passive ability lets the Sniper CriticalHit on reaction shots.
* DoNotRunWithAGun: Without the Corporal Snap Shot passive ability, Snipers are incapable of firing their sniper rifles on a turn they've moved.
* DoNotRunWithAGun: Without the Corporal Snap Shot passive ability, Snipers are incapable of firing their sniper rifles on a turn they've moved.
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* KillingSpree: The Colonel In The Zone passive ability sets up a flanking Sniper to do this. Killing enemies that are uncovered or flanked by the Sniper to not take up an action, potentially letting the Sniper kill and fire over and over again.
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* CloseRangeCombatant: The domain of the Assault, being able to wield {{ShortRangeShotgun}}s, or the somewhat farther-ranged assault rifles.
to:
* CloseRangeCombatant: The domain of the Assault, being able to wield {{ShortRangeShotgun}}s, or the somewhat farther-ranged JackOfAllStats assault rifles.rifles. Their abilities on the right side are used for offensive bonuses abilities to requiring the Assault to close in, flank, and CriticalHit aliens dead. The left side's defensive bonuses are a bit less strict in their application, but still generally obviously would benefit the Assault in trying to see aliens eye-to-eye (and then shooting them in it).
* CriticalHit: The Colonel Resilience passive ability makes them immune to critical hits
* CriticalHit: The Colonel Resilience passive ability makes them immune to critical hits
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* MadeOfIron: Has the highest health gain from level ups out of all the classes. The Corporal Tactical Sense passive ability gives them more defense for enemies in sight, up to partial cover-level bonus for 4 enemies, the Major Extra Conditioning passive ability give them extra health, increasing based on the level of armor they are wearing, and the Colonel Resilience passive ability makes them immune to critical hits. A Colonel Assault will not let the aliens kill them easily.
to:
* MadeOfIron: Has the highest health gain from level ups out of all the classes. The Corporal Tactical Sense passive ability gives them more defense Defense for enemies in sight, up to partial cover-level bonus for 4 enemies, the Major Extra Conditioning passive ability give them extra health, increasing based on the level of armor they are wearing, and the Colonel Resilience passive ability makes them immune to critical hits. A Colonel Assault will not let the aliens kill them easily.
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* BoomHeadshot: The first ability they learn, in fact.
* ImprobableAimingSkills: The farther and thus more improbable a shot is, ''the more accurate the sniper rifle becomes''. Combine with Squadsight for extra-long-distance shots.
* ImprobableAimingSkills: The farther and thus more improbable a shot is, ''the more accurate the sniper rifle becomes''. Combine with Squadsight for extra-long-distance shots.
to:
* BoomHeadshot: The first ability they learn, in fact.
fact, granting +30% Critical chance and extra damage on a CriticalHit, depending on the tech level of the sniper rifle wielded.
* FinishingMove: The Captain Executioner passive ability aids the Sniper in this, gaining +10 Aim against enemies at 50% or lower health.
* GeoEffects: The Sergeant Damn Good Ground passive ability lets the Sniper benefit further from this, gaining an extra +10 Aim and Defense for being at a higher elevation level to aliens.
* ImprobableAimingSkills: The farther and thus more improbable a shot is, ''the more accurate the sniper rifle becomes''. Combine with Squadsight forextra-long-distance some ''really'' long-distance shots.
** Disabling Shot lets the Sniper ''target an enemy's weapon'', forcing them to reload before they fire again.
* LongRangeFighter: As one [[ExactlyWhatItSaysOnTheTin likely expects]] from a Sniper. Unlike all other weapons, sniper rifles are ''less'' accurate the closer the target is. The left side of the Sniper's abilities helps alleviate this weakness, but the placing a Sniper right next to an alien still probably isn't going to work out that well.
* FinishingMove: The Captain Executioner passive ability aids the Sniper in this, gaining +10 Aim against enemies at 50% or lower health.
* GeoEffects: The Sergeant Damn Good Ground passive ability lets the Sniper benefit further from this, gaining an extra +10 Aim and Defense for being at a higher elevation level to aliens.
* ImprobableAimingSkills: The farther and thus more improbable a shot is, ''the more accurate the sniper rifle becomes''. Combine with Squadsight for
** Disabling Shot lets the Sniper ''target an enemy's weapon'', forcing them to reload before they fire again.
* LongRangeFighter: As one [[ExactlyWhatItSaysOnTheTin likely expects]] from a Sniper. Unlike all other weapons, sniper rifles are ''less'' accurate the closer the target is. The left side of the Sniper's abilities helps alleviate this weakness, but the placing a Sniper right next to an alien still probably isn't going to work out that well.
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* LightningBruiser: Thanks to the Run and Gun ability.
to:
* CloseRangeCombatant: The domain of the Assault, being able to wield {{ShortRangeShotgun}}s, or the somewhat farther-ranged assault rifles.
* LightningBruiser: Thanks to the Run and Gunability.
ability. In a more subtle example, the Sergeant Lightning Reflexes passive ability lets them avoid one reaction shot per turn.
* MadeOfIron: Has the highest health gain from level ups out of all the classes. The Corporal Tactical Sense passive ability gives them more defense for enemies in sight, up to partial cover-level bonus for 4 enemies, the Major Extra Conditioning passive ability give them extra health, increasing based on the level of armor they are wearing, and the Colonel Resilience passive ability makes them immune to critical hits. A Colonel Assault will not let the aliens kill them easily.
* LightningBruiser: Thanks to the Run and Gun
* MadeOfIron: Has the highest health gain from level ups out of all the classes. The Corporal Tactical Sense passive ability gives them more defense for enemies in sight, up to partial cover-level bonus for 4 enemies, the Major Extra Conditioning passive ability give them extra health, increasing based on the level of armor they are wearing, and the Colonel Resilience passive ability makes them immune to critical hits. A Colonel Assault will not let the aliens kill them easily.
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* ImprobableAimingSkills: The farther and thus more improbable a shot is, ''the more accurate the sniper rifle becomes''. Combine with Squadsight for extra-long-distance shots.
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* CombatMedic
to:
* CombatMedic
CombatMedic: The left side of their abilities tends toward the latter word, the right to the former.
* SmokeOut: The base ability for the Support is a one-use-per-mission smoke grenade ability to provide a defensive bonus equal to partial cover for all units in the smoke, allied or enemy. The Sergeant Smoke and Mirrors passive ability lets the Support get another use per mission, and the Captain rank lets the Support get Dense Smoke (increased area of effect and increased defensive bonus equal to full cover) or Combat Drugs (all units in smoke also gain 20 Will and +10% Critical Strike chance) passive abilities to improve their smoke grenade.
* SmokeOut: The base ability for the Support is a one-use-per-mission smoke grenade ability to provide a defensive bonus equal to partial cover for all units in the smoke, allied or enemy. The Sergeant Smoke and Mirrors passive ability lets the Support get another use per mission, and the Captain rank lets the Support get Dense Smoke (increased area of effect and increased defensive bonus equal to full cover) or Combat Drugs (all units in smoke also gain 20 Will and +10% Critical Strike chance) passive abilities to improve their smoke grenade.
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* StuffBlowingUp
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* BadassAbnormal
* PsychicPowers
* PsychicPowers
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* TheSpock
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* TheKirk
* [[TheSmartGuy The Smart Girl]]
* [[TheSmartGuy The Smart Girl]]
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* TheEngineer
* TheMcCoy
* NoTranshumanismAllowed
* TheMcCoy
* NoTranshumanismAllowed
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* OmniscientCouncilOfVagueness
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* DeadpanSnarker
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* ArmPistol: How they wield Plasma Pistols. They are converted to a more conventional form when salvaged, however.
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* ArmPistol: [[ArmCannon Arm Pistol]]: How they wield Plasma Pistols. They are converted to a more conventional form when salvaged, however.
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* JetPack
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* {{BFG}}: The plasma rifles wielded by Heavy Mutons.
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* TheBerserker: [[ExactlyWhatItSaysOnTheTin Natch.]]
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* WaveMotionGun
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* MissionControl
* WrongGenreSavvy: At times.
* WrongGenreSavvy: At times.
* LightningBruiser: Thanks to the Run and Gun ability.
* MoreDakka
* BoomHeadshot: The first ability they learn, in fact.
* CombatMedic
Changed line(s) 31,52 (click to see context) from:
!Sectoid
!Thin Man
!Outsider
!Floater
!Chryssalid
!Muton
!Cyberdisc
!Drone
!Berserker
!Sectopod
!Ethereal
!Thin Man
!Outsider
!Floater
!Chryssalid
!Muton
!Cyberdisc
!Drone
!Berserker
!Sectopod
!Ethereal
to:
* ArmPistol: How they wield Plasma Pistols. They are converted to a more conventional form when salvaged, however.
* TheGreys
* NoMouth
* PsychicLink: They can use their telepathic abilities to boost the stats of their allies with an ability called Mind Merge: the target gets +10% to Aim and +1 HP for a turn. What you're not told until you figure it out for yourself is that [[spoiler:killing the Sectoid that's boosting the other unit kills them both as a result of psychic backlash.]]
!Thin
!Outsider
!Floater
!Chryssalid
!Muton
!Cyberdisc
!Drone
!Berserker
!Sectopod
!Ethereal
* FaceDeathWithDignity: What does a Thin Man captive do when about to be interrogated? Ignore the torture equipment and stare his captors down as the blast door closes.
* HellishPupils: Thin Men have reptilian eyes, hence why they all wear sunglasses to appear more human.
** ScaryShinyGlasses
* InASingleBound
* LeanAndMean
* TheMenInBlack
* PaperThinDisguise: An intentionally invoked case of UncannyValley.
* PoisonousPerson
!Outsiders
* PureEnergy
!Floaters / Heavy Floaters
* CyberneticsEatYourSoul
!Chryssalids
!Mutons / Heavy Mutons
!Cyberdiscs
!Drones
!Sectoid Commander
* [[spoiler:TheDragon]]
* EarlyBirdCameo: The very first alien the player sees in the tutorial.
* MindControl
!Berserkers
!Sectopods
!Ethereals
Added DiffLines:
* [[spoiler:BigBad]]
* [[spoiler:TheManBehindTheMan: For the Sectoid Commander.]]
* WalkingSpoiler
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Added DiffLines:
The various characters, classes and alien types found in VideoGame/XCOMEnemyUnknown.
[[folder:XCOM and The Council]]
!Central Officer Bradford
!Dr. Vahlen
!Dr. Raymond Shen
!The Council
[[/folder]]
[[folder:Soldiers]]
!Assault
!Heavy
!Sniper
!Support
!PSI Class
![[spoiler:The Volunteer]]
[[/folder]]
[[folder:Aliens]]
!Sectoid
!Thin Man
!Outsider
!Floater
!Chryssalid
!Muton
!Cyberdisc
!Drone
!Berserker
!Sectopod
!Ethereal
![[spoiler:Uber Ethereal]]
[[/folder]]
[[folder:XCOM and The Council]]
!Central Officer Bradford
!Dr. Vahlen
!Dr. Raymond Shen
!The Council
[[/folder]]
[[folder:Soldiers]]
!Assault
!Heavy
!Sniper
!Support
!PSI Class
![[spoiler:The Volunteer]]
[[/folder]]
[[folder:Aliens]]
!Sectoid
!Thin Man
!Outsider
!Floater
!Chryssalid
!Muton
!Cyberdisc
!Drone
!Berserker
!Sectopod
!Ethereal
![[spoiler:Uber Ethereal]]
[[/folder]]