Overview
A guide for tactics, story and lore, etc. All-around guide for XCOM commanders.
Welcome, Commander.
March 2015:
Aliens threaten the Earth, the XCOM Council convenes and approves the activation of XCOM.
XCOM has waited in the shadows for this moment, it is our time to stand up and defend the Earth from the extraterrestrial threat. As Commander of XCOM’s forces, it’s up to you to organize the defense and protect the Earth.
At your disposal
Central Officer Bradfrod (AKA Central)
Bradford will help coordinate your missions and give assistance in management of XCOM
Doctor Vahlen
Dr. Vahlen is the head of XCOM’s Scientific branch, she will provide advice regarding research and also will head the research effort.
Doctor Shen
Dr. Shen is the chief engineer of XCOM, he will give advice regarding engineering projects and will be your go-to man for anything you might need built.
The Spokesman
The Spokesman is your intermediary contact with the XCOM Council, he will contact you with Council missions, and will give you your monthly report.
Big Sky
Big Sky is the Skyranger pilot, he will set down your team at any mission site, no matter where.
XCOM Organization
XCOM is an international organization dedicated to Earth’s defense from extraterrestrial threats.
It has three membership levels:
1. XCOM Council States:
- Can directly request XCOM’s assistance via armed intervention or gray market trades
Will contribute funds, science and engineering personnel, and soldiers to XCOM
The 16 Council States are:
North America: (Bonus: “Air and Space”)
- Canada
- Mexico
- United States of America
South America: (Bonus: “We have Ways”)
- Argentina
- Brazil
Europe: (Bonus: “Expert Knowledge”)
- France
- Germany
- Russia
- United Kingdom
Africa: (Bonus: “All In”)
- Egypt
- Nigeria
- South Africa
Asia: (Bonus: “Future War”)
- Australia
- China
- India
- Japan
2. Member States
Member States are not part of the Council but still send resources and troops to XCOM.
Belgium
Colombia
Greece
Indonesia
Iran
Ireland
Israel
Italy
The Netherlands
Norway
Pakistan
Saudi Arabia
Scotland
South Korea
Spain
Sweden
Turkey
Ukraine
Venezuela
Mission Types
There are three main mission types (not including Covert Ops or Council Missions):
1. Alien Abductions
The XCOM Central command center may pick up on Alien activity in a metropolitan area, or an XCOM Council member may send a request for assistance, in which case, an XCOM squad will be deployed to the area and tasked with eliminating any hostiles and rescuing the abductees. Secondary objectives are to find any usable Alien materials, such as Meld, otherwise such materials will be gathered after combat.
Intel: Aliens typically send small to moderate size forces to abduction sites. Sectoids and Thin Men are almost always a part of the Alien team. Civilians are unconscious or otherwise incapacitated but are in no form of danger during combat, collateral damage (except to Alien materials) is not a concern.
2. UFO Landings:
After XCOM Interceptors have splashed a UFO or XCOM Command has picked up a UFO Landing, you can choose to send an XCOM Squad to investigate. Dr. Vahlen and Dr. Shen both strongly urge the troops to watch their fire in UFOs so that they can salvage the materials for research or engineering purposes.
Intel: Big Sky will set down the Skyranger at a variety of locations, some not necessarily ideal to the troops (I know this from experience as I lost half of my squad in an ambush while not moving very far from the Skyranger), use extreme caution when in and near the UFO, try to have troops end their turns in cover and on overwatch as much as possible.
(MINOR SPOILER ALERT CONTINUE PAST NEXT ENTRY IF YOU WANT TO AVOID)
3.Terror Missions:
As the invasion reaches Stage Two, the Aliens will begin to directly target and attack major metropolitan centers, and XCOM will be called upon to assist. XCOM will be tasked with saving civilians and eliminating hostiles in the area.
Intel: Civilians will be scattered throughout the area, the focus should be on the civilians, but if combat is initiated, eliminating the enemies will be all-around beneficial. Aliens will focus their attacks on civilians whenever possible. Caution should be used as to not harm civilians and not to walk into an ambush.
Council Missions are specific tasks given to XCOM directly from the Council, these include the following:
V.I.P. Extraction
The council has a range of associates, who will occasionally find themselves in the crosshairs of the Aliens. XCOM will be tasked with extracting the VIP alive from the area.
Intel: Aliens will not target VIPs until you have made contact with them. Alien reinforcements will begin to drop down during extraction, so the VIP should always have an escort.
Bomb Defusal
Aliens will attempt to destroy and disrupt infrastructure, XCOM will be called upon to defuse the bomb before it detonates.
Intel: Alien bombs require power stations to charge, disabling these will increase the time until detonation. The Aliens won’t be very pleased with the defusal of their bomb, and reinforcements will be dropped in if it is defused.
Enemy Types
There are a variety of different Aliens that make up the Invasion Force, they will appear throughout the stages of the invasion. This is a list of those you may encounter.
Sectoids
Sectoids appear similar to your classic “little man from space” gray skin, large heads, and large eyes, although they seem to lack mouths. They are armed with blasters than do minor to moderate damage. They are the grunts of the Invasion, the most common enemy you’ll encounter.
Intel: The Sectoids have psionic abilities and they can mind control XCOM soldiers (it has been a while since I’ve played and my game hasn’t been functioning properly, the Sectoids may also be able to animate dead bodies as they’re capable of in XCOM 2). Sectoids are often accompanied by a commander who has higher health and competency, they use their psionic abilities more often and if they fall their subordinates will often become rather panicked.
Thin Men
The Thin Men are unusually tall humanoid creatures, they appear as tall, pale-skinned human males with short hair and sunglasses, wearing blue suits. They have a handgun-like blasters that deal similarly low damage comparable to the Sectoids.
Intel: The Thin Men emit noxious gas and goo-like substance when they die, it appears this is their blood. Keep XCOM soldiers out of close range when possible.
Chrysallids
Chrysallids are arthropod-like fast creatures that deal moderate damage to troops. They can effectively turn the dead into zombies and are moderately formidable. Having no weapons aside from their claws, teeth, and spit (?).
Intel: The Chrysallids are a high threat at close range, keep your distance as often as possible and utilize Overwatch to stop them in their tracks.
Mutons
Mutons are formidable warriors, they’re armored and appear as larger humanoids. Armed with grenades and semi-automatic blasters, they are some of the better matches for your XCOM soldiers.
Intel: Mutons appear to behave in some tactical manner and are better troops compared to the Sectoids and Thin Men, treat them with caution – grenades are good to use against them to wear down armor, damage cover, or take out entrenched troops.
Berserkers
Appearing as unarmored and “jacked up” Mutons, Berserkers are made of muscle that usually makes up for their lack of armor and more. They are unarmed but pack a huge punch with physical attacks like punches, claws, and headbutts.
Intel: Berserkers should be kept at distance as much as possible, they are ineffective combatants as long as they are out of melee range.
Alien Mechs
Usually piloted by a Sectoid, these mechs are rather heavily armored but slow, they have essentially all the abilities as the MEC troopers XCOM can form.
Intel: Mechs should be the focus of fire when not faced with a bigger threat, they can essentially act as a whole squad on their own. If combined with Mutons or Chrysallids the others should not be neglected in favor of the Mech.
Ethereals
Extremely formidable sleek, floating and vaguely humanoid aliens, the Ethereals are the leaders of the Invasion. They use their psionic powers primarily and are quick to turn XCOM soldiers against each other.
Intel: The Etherals are a tough fight, but they can’t utilize cover, they’re too tall. They should be worn down as much as possible. If there are more than one, they are even more of a threat, keep fire on them and eventually they should be brought down.
NOTICE
This guide is a W.I.P. : Suggestions welcome. Upcoming sections: Complete XCOM organization, Know your Team, Know your Enemy, Mission Types, General Locations, Research, Engineering, Armament, Satellites and Interceptors, etc.
Sorry for time between updates, but I hope to complete this sometime, in the meantime though I’m open for suggestions and maybe adding another editor to the guide.