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		<title>XCOM</title>
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		<updated>2017-06-24T16:36:00Z</updated>

		<summary type="html">&lt;p&gt;2600:100F:B00F:F313:C052:7EBC:F8E9:BC33: /* XCOM 2 */&lt;/p&gt;
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&lt;div&gt;{{/vg/}}&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
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[[Image:Xcom_2.png|thumb|right|]]&lt;br /&gt;
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This is a [[Dan Abnett|rare treat]]. &#039;&#039;&#039;X-COM&#039;&#039;&#039;, or as it&#039;s called across the pond, &#039;&#039;UFO: Enemy Unknown&#039;&#039; is a turn-based strategy game that is, to put it simply, about as close to a game of [[Dark Heresy]] as one can get in isometric 3D. Note that X-COM is significantly older than [[Dark Heresy]], and older than all but the first edition of [[Warhammer Fantasy Roleplay]], so it&#039;d be better to say [[Dark Heresy]] is a lot like X-COM on the tabletop. Dating back to the much-lamented Microprose, it set a gold standard for atmosphere and playability that has, frankly, not been breached in ages.&lt;br /&gt;
&lt;br /&gt;
The game is [[Dwarf Fortress|old as balls]] and in isometric view, which, paired with the Dark Heresy similarities, makes it more /tg/ material than /v/.&lt;br /&gt;
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==A General Gist==&lt;br /&gt;
&lt;br /&gt;
A general synopsis is that in [[grimdark|the not-so-distant future, there is war - and aliens]]. Aliens are arriving, and they are most assuredly hostile. It falls upon the Extraterrestrial Combat Unit, or the eponymous X-COM, a multi-national task-force, to deal with the invasion by blasting the fuck out of the Aliens, stealing their shit, researching their technology, and using it to fucking kill them off, all the while fighting off terror attacks and trying to figure out where in Uranus these fucking things are coming from (as it turns out, from Mars, and if you win, the final mission involves you going to Mars and dropping an [[Exterminatus]] on their asses).&lt;br /&gt;
&lt;br /&gt;
It kicked ass. It was good enough to spawn a sequel, which was basically the same game, but underwater and infinitely harder. It then spawned a second, somewhat different, but still appreciated sequel, which was decent, if not overwhelmingly good. Then Microprose was bought by [[Hasbro|that which must never be named]], who proceeded to nose-dive the IP with games like [[AIDS|X-COM: Interceptor]] and [[Shit Twinkie|X-COM: Enforcer]].&lt;br /&gt;
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Fucking [[RAGE|Hasbro]].&lt;br /&gt;
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Anyway. Combat is a lot like Dark Heresy&#039;s in that it&#039;s exceedingly lethal; at the game&#039;s outset, you have no armor beyond jumpsuits with Kevlar stuffed into them, and your firearms are the best and msot powerful weaponry that chemical propelled explosives can provide only moderately capable against alien forces (though quite diverse). In order to properly take these fucking things on on anything remotely resembling their own terms, you need upgrades. Upgrades come through research, and research comes by shooting down UFOs, landing a ground assault, killing the surviving aliens, and stripping the UFO like the [[Blood Ravens]] do other chapters&#039; shiny bits. Once brought back to base, your researchers can look into what makes the alien&#039;s gear work, research your own weapons and tech, and develop technologies to help in the fight against the Aliens. Eventually, you can load your forces up with [[Space Marine|Power-armored bad-asses]], but starting out, your forces are fragile, and fighting smart is &#039;&#039;vital&#039;&#039;. You &#039;&#039;will&#039;&#039; suffer casualties early on - guaranteed - but such is war, and you must press on, allowing the survivors to grow into [[Colonel Greiss|manly badasses]].&lt;br /&gt;
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The Aliens themselves are diverse, ranging from the Sectoids (conventional &amp;quot;gray&amp;quot; aliens), to Chryssalids (horrifying abominations that inject targets with eggs that turn them into mindless drones which will explosively birth new Chryssalids thereafter). Nightmare fuel = yes. The game manages to be exceedingly creepy for one so simple, and is one of many reasons that X-COM works so well.&lt;br /&gt;
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==Tales of Heroism==&lt;br /&gt;
&lt;br /&gt;
In accordance with /tg/&#039;s love of war stories about [[your dudes]], several examples of awesome have been compiled:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Instant&#039;&#039; death doesn&#039;t &#039;&#039;always&#039;&#039; happen. Occasionally, one Rookie will be touched by God and succeed against all odds. After that, he will die horribly. [[Just as Planned]].&lt;br /&gt;
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X-COM agent of note: [[Marc Lecointe]]. Lecointe survived numerous missions, got the highest kill count on most missions, killed a Snakemen leader and his bodyguards (despite losing over half the squad), and got shot in the face and back with plasma and lived. He eventually was hit with return fire in an alley and began bleeding. He returned fire and killed the Snakeman, but bled to death before help could arrive. Lacointe lives on in our hearts.&lt;br /&gt;
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Another agent of note is Gristle McThornbody, a Rocket-Toting Team-Killing asshole who refuses to die OR be mind-controlled. He&#039;s so badass, that even when he has 85% or more to hit on a 2x2 alien, he&#039;ll still hit the wall twenty tiles to the left.&lt;br /&gt;
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== New Stuff and Things ==&lt;br /&gt;
According to things [[/v/]] likes to watch on the Internet, a new X-Com game is in the pipes, set to be made in the gameplay and spirit of the old games, with new graphics and updated for the new generation of gamers to be introduced into the X-Com game style. It lost the dash along the way someplace, and got re-named &#039;&#039;XCOM: Enemy Unknown&#039;&#039;. This new game, which has spawned joy boners in many on /v/ and /tg/ alike, is believed to stem from the utter, burning [[RAGE|fury]] that was originally spawned from 2K&#039;s simply-titled &#039;&#039;XCOM&#039;&#039; game, which, near as we can tell, is an FPS that takes place in the 1960s and has exactly &#039;&#039;nothing&#039;&#039; to do with the actual X-COM franchise. Seriously, don&#039;t look into 2K&#039;s game if you&#039;re a fan of the series on any level - it will cause veterans to spontaneously transform into [[Angry Marines]] and/or [[Khorne|Khornate Berserkers]]. Apparently, those in charge had the wherewithal to note that if they didn&#039;t make a &#039;&#039;proper&#039;&#039; X-COM game, [[/tg/]] (and by extension, [[/v/]]) would [[Anal Circumference|leave their asshole in ruins]]. They even went ahead to declare the two games take place in separate universes. If only [[Games Workshop]] had [[Matt Ward|that much sense]]...&lt;br /&gt;
&lt;br /&gt;
== XCOM: Enemy Unknown by Firaxis ==&lt;br /&gt;
[[File:XCOMGameplay.jpg|200px|thumb|An in-game screenshot of the new game.]]&lt;br /&gt;
And Firaxis came to the rescue, promising to return to the roots of XCOM (note the lack of a hyphen this time around, although the logo &#039;&#039;does&#039;&#039; have a horizontal stripe taken out of the &amp;quot;COM&amp;quot;). Since Firaxis has a lot of ex-MicroProse people, a lot of them have had to do with the original as well, and the original musical score will make a return. Although it&#039;s changed a few things like removing time units, cutting down on your maximum amount of squad members (4 at the start and 6 maximum) and limiting us to one base (though each base location gives its own unique bonus), the game lives up to the original, xeno-killing TBS (Turn-Based Strategy) series.&lt;br /&gt;
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If you haven&#039;t bought the game and you&#039;re a TBS fan, everyone in /tg/ that isn&#039;t [[That guy]], would highly recommend you give it a whirl at the modest price of &amp;lt;strike&amp;gt;&lt;br /&gt;
$39.99 &amp;lt;/strike&amp;gt; $16.49 for all the good remade XCOM games because of our father Gabe Newell on PC,&lt;br /&gt;
still is 39.99 for console/Non-Steam or $9.99 on mobile/tablet devices.&lt;br /&gt;
&lt;br /&gt;
If anything, this edition of X-com is more in the lines of a traditional board game than the previous ones. One might even be so bold as to compare it to Necromunda and Mordheim on its similarities.&lt;br /&gt;
Like always, we have footage for vidyas: https://youtu.be/qDhuZ4b51hA https://youtu.be/-SKoS5BYVuY  https://youtu.be/bxuzLyR-000&lt;br /&gt;
&lt;br /&gt;
===XCOM: Enemy Within===&lt;br /&gt;
[[File:MectoidMEC.jpg|200px|thumb|Did we mention melee combat with exosuits?]]&lt;br /&gt;
&#039;&#039;Enemy Within&#039;&#039; is an expansion pack (And it&#039;s been a long time since anyone&#039;s used that name for additional content.) for the game that completely re-defines how the game progresses, compared to the original one. The game&#039;s story still progresses like the original game, but expands on it for a more entertaining experience.&lt;br /&gt;
&lt;br /&gt;
It adds the &amp;quot;meld&amp;quot; resource to the game, a type of alien organic/synthetic-hybrid nanomachine that allows you to unlock two powerful technologies: MEC and genetic modification. MEC allows your troops to interface with a Mechanized Exoskeleton Cybersuit, a heavy exoskeleton that brings the heaviest of weapons to the field (Including the option for a powerfist equivalent called a &amp;quot;Kinetic Strike Module&amp;quot;. Yes, make your own faux [[Terminator]] squad! Especially when the Tier-3 Paladin upgrades bulks up your suit&#039;s armor that you look vaguely similar to Termies.). Genetic modification allows you to augment your troops using data gathered from dissected aliens, making them killier than ever before. Infact, you can create your own equivalent of an Imperial [[Space Marine]] with the list of available modifications you can do (Two of these specific upgrades are a second heart and the ability of self-regeneration) .&lt;br /&gt;
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It also adds new aliens to the xenos&#039; side, like a cloaking squid robots that chokes your troops to death and their own brand of exosuit troops. It also introduces another enemy into the game: EXALT. EXALT are a bunch of power-mad blokes who sees the alien&#039;s invasion as a way to gain power by adapting their technology for themselves, inching them closer to world domination. They see you as an obstacle and are determined to undermine your efforts to defeat the aliens by disrupting your operations through a number of ways and sowing panic amongst XCOM-member nations, generally making your already hectic life even more hectic. You must now defeat this new threat through a combination of [[Ork|cunning brutality and brutal cunning.]] They have most of your technologies to go toe-to-toe with you (Except for their own exosuits) and they are well hidden, so bringing them down won&#039;t be an easy affair.&lt;br /&gt;
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=== XCOM 2 ===&lt;br /&gt;
[[File:People%27s_reaction_to_XCOM_2%27s_Vipers.png|200px|thumb|Turns out they &#039;&#039;are&#039;&#039; poison glands.  Hee.]]&lt;br /&gt;
A direct-ish sequel to EU/EW, XCOM 2 seems to decide that what&#039;s canon is not: not &amp;quot;you killed all the aliens, now here&#039;s more aliens&amp;quot;, but &amp;quot;you know that Impossible Ironman game you played for a laugh and got utterly stomped? That&#039;s the canon ending&amp;quot;. (The utterly stomping part takes place in the base assault, and it is so bad that two of the most important things got taken: The Commander, and more importantly, central officer Bradford&#039;s sweater). The aliens won before humanity even got to laser weapons, taking over the world and unifying humanity (read: ruling over them in a pseudo-utopia &amp;quot;Brave Neuuw World&amp;quot;-style), and basically preparing to turn them into another of their slave races (not that most of humanity knows this).&lt;br /&gt;
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XCOM refused to back down even after the Council of Nations ceased to exist and instead went underground, hijacking an alien supply ship to act as a mobile base for hit-and-run operations against the alien occupiers, in the hopes of toppling the ADVENT (the puppet government aliens&#039;ve set up) and exposing the true purpose of their supposedly ideal society to the world.&lt;br /&gt;
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New features include:&lt;br /&gt;
The Assault class has been given a makeover to focus even more on [[Rip and Tear]], replacing the sidearm with a sword and changing title to the Ranger. The Sniper has been renamed the Sharpshooter and given a pistol-focused skill-tree-route that turns the soldier into Clint Eastwood (literally, like you can have a stand-off by firing 3 pistol-shots in the same turn). The Support class has been renamed the Specialist and been given a drone to hack, heal, shield and/or zap shit remotely. The Heavy has been given a nice grenade launcher to act as your cover-stomper, and been renamed the Grenadier. Psi-operatives are their own class now as well, and get hate-hair and [[Cadia|purple eyes]] because that makes sense and all psychically talented people look like neo-punks. Troops can be captured, and then rescued, which also reclaims any expensive gear they had on them (but it&#039;s never the captured troops you actually need back).&lt;br /&gt;
New enemies (without spoilers), including human ADVENT security troops (who really love to say &amp;quot;bitch&amp;quot; and pointing towards your soldiers) with magnetic weapons who look like humans till you get their armor off, sectoid-human hybrids with teeth, thumbs, and belly buttons (which can be really creepy if you &#039;&#039;&#039;really&#039;&#039;&#039; think about it), and transsexual Snake-women called Vipers (which is what the Thin Men actually look like without their disguises). Yes, there were snaketits on the thread that announced this to /tg/. Yes, /d/ has drawn porn of them. Yes, it will be added to the gallery.&lt;br /&gt;
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Moving on.&lt;br /&gt;
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XCOM 2 also contains an in depth explanation for the aliens&#039; motives that many fans felt was lacking or too ambiguous in Enemy Within. Apparently, the Ethereals have some kind of fatal disease they can&#039;t cure, so they&#039;ve been trekking around the galaxy culminating genes to form the ultimate bodies for themselves, while amassing a genetically supreme army. When the Ethereals found humanity, they found their genes to be so awesome and powerful that just adding some of them to a lowly sectoid turned it from a pathetic 3&#039; tall creature you could kill with basic weapons, to an 8&#039; tall psionic rape machine that could raise the dead and withstand salvos of bullets to the face. They then set up an alien government on Earth so they could discretely process humanity&#039;s best genetic material and slowly form new bodies for themselves that don&#039;t die called Avatars. And by don&#039;t die, we mean have copious amounts of health, teleport every time they&#039;re injured, regenerate like crazy, are guaranteed to successfully mind control anything, and are immune to any of your psychic abilities. And the boss fight involves killing three of these dick-butts and an endless wave of alien reinforcements. Using human DNA is also where their ADVENT troops came from, they grew armies of human spliced with unspecified alien to act as their public face to the humans. But humanity wins anyway, because humans are just that fucking awesome.&lt;br /&gt;
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The game is also notable for abandoning the usual conditions for losing. The norm for the series is for your funding to get cut if too many countries lose faith in XCOM. Since you&#039;re fighting a guerilla war and your support are humans fighting to survive outside the aliens&#039; control zones, that isn&#039;t happening. Instead you lose if the aliens complete the Avatar Project, their goal to mass produce the bodies for the etherals. If they do you get treated to a scene of almost all resistance being crushed because the Avatars are dangerous enough in small numbers and army of them would unstoppable. You can slow progress, but can only stop it by finishing the game.&lt;br /&gt;
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So far there have been three DLCs for XCOM 2. &amp;quot;Anarchy&#039;s Children&amp;quot; added new customization features for your soldiers, most of which you wouldn&#039;t ever really use. &amp;quot;Alien Hunters&amp;quot; adds a new mission, weapons, and alien rulers who you have to hunt down. The alien rulers get to take an action every, single, time, one of your soldiers does. This is even more infuriating then it sounds. Some more customization options are added too. &amp;quot;Shen&#039;s Last Gift&amp;quot; adds another mission and the SPARK class soldier. SPARKs are robots you have to make in the proving ground that wish they were half as cool or good as the MECs from Enemy Within. Hopefully, someone in the modding community will fix this soon. You also can&#039;t add modifications to their guns, which is stupid, and their guns, while much larger and more powerful-looking than the other squad specialized weapons, don&#039;t do more damage than the rest of the squad&#039;s specialized weapons. This is also stupid, as an auto-cannon would naturally do much more damage than a SAW. And here comes the fun part; if you read the developers blog, their idea of &amp;quot;balance&amp;quot; is to actually nerf plenty of stuff...so the game is harder after having a buffed-up alien lord chase your dudes all over the game. Was old-school really this hard?&lt;br /&gt;
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=== XCOM: Long War ===&lt;br /&gt;
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What, the new XCOM wasn&#039;t complicated enough for you?  There&#039;s a mod called &amp;quot;Long War&amp;quot; which goes into lots more detail, a bit more like the classic game.  Now, the aliens will advance their plans and escalate their forces and assaults based on their own progression system, and the game is rebalanced around the expectation that you will not succeed at every mission (and you won&#039;t -- the aliens are plenty tough to see to that).&lt;br /&gt;
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=== XCOM: The Board Game ===&lt;br /&gt;
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From [[Fantasy Flight Games]], there&#039;s a board game adaptation of XCOM (in fact, &#039;&#039;XCOM: Enemy Unknown&#039;&#039; was quite inspired by board games, with the two-actions-per-turn system instead of the old &#039;time units&#039;).  There&#039;s a companion app for smartphones, tablets, and computers which controls the aliens and informs players of events, a bit like a [[Game Master]], but without exposing the players to too much bookkeeping.  Amazing what games can do with computers these days -- just imagine if such a thing had been available for [[FATAL]]!  On second thought, don&#039;t.&lt;br /&gt;
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Players (1-4) take on different roles in the XCOM organization.  The Commander keeps an eye on the budget and allocates interceptors.  The Chief Scientist directs research efforts.  The Central Officer works the app and solicits input from the others (if there are any) to make decisions (many of which are time-critical).  The Squad Leader manages troops and base defense.  Together, they need to allocate their resources, judge when to push risky but rewarding avenues (inviting retribution from the aliens if they fail), and defend humanity.  Like the games, successes are rare -- a die only has a 1/3 chance of coming up with a success, and tasks may need multiple successes.  There is also an &amp;quot;enemy die&amp;quot;, a [[d8]] that is rolled against the number of times that task has been attempted.  If it rolls equal to or under that number, something bad happens.  So, do you pool resources for critical tasks (neglecting anything else, and hoping that your priorities are correct), in order to most likely be successful before the threat level climbs too high?  Or do you stay flexible but push your luck?  Your call, commander.&lt;br /&gt;
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=== XCOM 2: Long War 2 ===&lt;br /&gt;
If you thought XCOM 2 was &#039;&#039;already&#039;&#039; hard, thanks in part to the involvement of the original Long War modders in the game&#039;s development, said modders come back with a sequel mod for the game. Not only does this go even further than the first Long War in going into a lot of detail, such as new graphical touches, significant rebalancing and completely overhauling the global map to be more reminiscent of classic X-com. But the difficulty is amped up even more, with missions even requiring you to send in potentially fatal scouting parties to make sure your &#039;&#039;other&#039;&#039; squads don&#039;t die on the spot. Also, rather than launching parties directly into battle, missions spawn on the geoscape with an expiration timer.  The player &#039;&#039;can&#039;&#039; launch immediately, but the enemy presence will be drastically increased!  Instead, the idea is that the squad can spend time infiltrating, to let ADVENT get complacent and draw troops elsewhere.  Having more Resistance folks working Intel increases mission expiration times, but the bigger and heavier the squad, the more infiltration time is require.  And vice versa -- short-staffing a squad can allow a player to infiltrate to high percentages on short notice...but now you&#039;ve only got like four guys on the ground, and that might not be enough firepower if activations go badly...&lt;br /&gt;
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This mod requires dramatically more strategic thought and care. Weapons, armor, and equipment are all purchased individually, forcing you into decisions like &#039;do I continue the rollout of my newly available armor-piercing coilguns, or do I buy armor for the two rookies I&#039;ve trained up?&#039; and &#039;do I send my last seven man team to secure me an engineer, commit them to a long infiltration to wipe out an advent tower, or hold them in reserve for a better opportunity?&#039; The difficulty is likewise much higher, but you have dramatically expanded options to combat it with special weapons, squad leaders, extra inventory slots packed with flashbangs, veteran troop skills, chooseable bonus perks, a psi advancement training regime that makes some actual sense, and many, many more troops and mission opportunities. Minor reinforcement on that last one, in fact: in stock XCOM 2 you&#039;ll likely end the campaign with fewer than twenty soldiers, whereas here it&#039;s pretty common to have a hundred active-duty troopers at a time.&lt;br /&gt;
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Also, the Shinobi is the most overpowered class below the Psi-Operative. Making missions easier then they should be as he can [[derp|bypass Overwatch]] and has a very low impact on infiltration. Unlike the Psi-Operative he is available after promoting a Rookie.&lt;br /&gt;
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== The Bureau: XCOM Declassified ==&lt;br /&gt;
Despite having the name XCOM in the title, the game really has little relation to the series. The reason behind this is because 2K passed this game on to the lovely people that brought you Bioshock 2; meaning it was made by a studio that makes more or less decent games. It&#039;s supposed to be a prequel, set in the 1960s during the Cold War era. The protagonist, William Carter, was a CIA agent just delivering a suitcase of classified &amp;quot;documents&amp;quot; until an Outsider disguised as a female agent got ahold of it. Not long after that, an alien invasion commenced!&lt;br /&gt;
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The Bureau is a RPG that plays like Mass Effect, but not as good for a variety of reasons. One reason is in the dialog scene, you&#039;re given choices of what to ask/say. They really don&#039;t impact the game, nor changes it for the most part, so you can skip a majority of it if you want to. The agents in your squad are pretty dull, sure you can change their names and how they dress, but really doesn&#039;t offer any friendship/foe engagements. If they die, you will need to recruit another agent and start him off from scratch, but really, leveling them up isn&#039;t fun and customizable, so just restart a checkpoint if they do die.&lt;br /&gt;
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The agents in your squad have bad AI if you don&#039;t babysit them and give commands on what they should do, and their skills at fighting Outsiders are... Well, okay. The best they can offer is their abilities, so spamming them and you taking care of the killing is an effective way to go (Some recommend starters to start their first mission with a Recon to cause critical damage on certain enemies and a Commando for [[DISTRACTION CARNIFEX|taunting the grunts and make them easy picking for you.]]&lt;br /&gt;
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There would be more to go on, but if you want to know more about the game, you can search up reviews of XCOM Declassified. In short, it&#039;s a decent prequel that fans can find some enjoyment, but it&#039;s not as good as Enemy Unknown. Without going into spoilers, there&#039;s also a reveal during the last few levels that&#039;s surprisingly meta and well-written. Still worth looking into if you can find it for cheap or rent it.&lt;br /&gt;
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Interestingly enough, turns out that the universe in XCOM Declassified is the same as that of Enemy Unknown/Within&#039;s.  After the events in The Bureau, all records were wiped.  This explains why the player had to start from scratch at the beginning of Enemy Unknown.  When the Ethereals of Unknown/Within spoke of their [[Derp|own failure to ascend,]] they really meant that they wanted to be like the Ethereals from The Bureau.  Either way, only time will tell exactly [[Grimdark|what the hell they were preparing humanity for.]]&lt;br /&gt;
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== Xenonauts ==&lt;br /&gt;
A faithful remake of the original X-com, with time units and all that. Changes a few things (like lack of Psionics on your side) and adds vehicles (yes, blowing up half a building with a rocket jeep is awesome) and controllable dogfights. &lt;br /&gt;
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Other differences between it and the original include:&lt;br /&gt;
&lt;br /&gt;
Maps are mostly pregenerated, not fully procedural.&lt;br /&gt;
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Fewer weapon and ammo types. Seriously, you&#039;ve got the big five (pistol, shotgun, assault rifle, sniper, and LMG) and a rocket launcher. No variant ammo types, although the weapons do have researched tiers (which are simply damage-ups). This means no unfairly powerful weapons like the Rape Launcher or the Stun Grenade Launcher.&lt;br /&gt;
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More basic inventory control. You don&#039;t micromanage individual missiles, and you can have as many magazines, grenades, and med-kits as you want.&lt;br /&gt;
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Smaller team sizes. Max troop count on a mission is 12, with the best drop-ship.&lt;br /&gt;
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Fewer oddball items, like the motion scanner or psi-ball, but there is now an assault shield, so your dudes don&#039;t immediately die when popping open a UFO.&lt;br /&gt;
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Rookies are better out of the gate, but are still shit compared to your colonels. Still, they have a decent chance of killing an enemy in a turn.&lt;br /&gt;
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Explosive weapons damage items, lowering the amount of money you receive from selling. This is for the best, because explosives are stupidly powerful and are probably the most reliable way of putting a fool down.&lt;br /&gt;
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Saveable, customizable loadouts for all of your troops, and obviously no engine-based limit on the amount of items you can bring into a mission.&lt;br /&gt;
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Aliens don&#039;t really hide in corners or really hard to find spots, which makes flushing them out a lot easier.&lt;br /&gt;
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Troops remain vulnerable a lot longer. You are never at the point where you can float an invincible army of death-dealing demigods over a cowering cadre of snakemen, raining death and destruction down with maddened glee.&lt;br /&gt;
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Country relations are more important than after-mission loot.&lt;br /&gt;
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You can kick or pistol whip an enemy to death. Cue surrounding an annoying alien marksman and beating him to death with riot shields.&lt;br /&gt;
&lt;br /&gt;
You can call airstrikes to cancel boring UFO raids.&lt;br /&gt;
&lt;br /&gt;
=== Xenonauts 2 ===&lt;br /&gt;
&lt;br /&gt;
Now with 3D graphics!  A demo is available through GOG.com, with the release planned to be later in 2017.&lt;br /&gt;
&lt;br /&gt;
== UFO: Alien Invasion ==&lt;br /&gt;
&lt;br /&gt;
The most detailed opensource version of XCOM based on the Quake 2 engine.&lt;br /&gt;
&lt;br /&gt;
Buildings are not destructible and it doesn&#039;t have a great fog-of-war.  It doesn&#039;t have unmanned vehicles like the current iterations and sadly doesn&#039;t have any sort of Chryssalids yet.&lt;br /&gt;
&lt;br /&gt;
Has a better world map than any other XCOM in that you can fully explore it like google-earth, even showing ship movement on the globe in real time.  The campaign is more forgiving in that it does not force you through Acts like Enemy Unknown where you can&#039;t possible keep everybody happy, or has nations constantly bitching at you for radar coverage like in Xenonauts.  Instead you get to bid captured UFOs and give preference to unhappy nations that feel neglected or where you haven&#039;t been saving civilians frequently.  &lt;br /&gt;
&lt;br /&gt;
The camera is completely free in battlescape mode just like in Enemy Unknown, complete with zoom capabilities.  Lots of different weapons, though you will find yourself a fool if you don&#039;t immediately start using alien weapons.  Also levels tend to have more floors than other iterations, such as one mission in which you&#039;re going through an office building or another where you&#039;re entering a subway.&lt;br /&gt;
&lt;br /&gt;
The only major problem with the game is that the smoke grenades are so overpowered your guys will be coming out of your drop ship like Snoop-Dogg out of his trailer.  Otherwise you&#039;ll find aliens are more than happy to shower your guys with plasma from across the map.&lt;br /&gt;
&lt;br /&gt;
After a general huge update smoke is now useless and aliens are much, MUCH more powerful. &lt;br /&gt;
&lt;br /&gt;
Oh, and its free.&lt;br /&gt;
&lt;br /&gt;
== Phoenix Point ==&lt;br /&gt;
&lt;br /&gt;
A spiritual successor by Julian Gollop himself. As of the time of this edit, being crowdfunded on Fig. The basic idea is; some kind of strange virus has been dug up in the permafrost and has mutated everything in the oceans. Now it&#039;s invading the land, most of the humanity is gone, and you must defend the survivors.&lt;br /&gt;
&lt;br /&gt;
The virus morphs all life into Lovecraftian horrors. Literally Lovecraftian; it is implied that [[H.P. Lovecraft|Howard the Great]] was inspired by ancient findings describing an outbreak of the same virus a few million years ago. It even came from Yuggoth. Some of the people, by the way, seem to like the results; there is an entire faction based around a religion [[Chaos Cults|worshiping the mutations]], while another is [[Tau|commie pacifists trying to find a balance with the virus]]. A third faction [[Imperium of Man|just wants to destroy them all at all costs]].&lt;br /&gt;
&lt;br /&gt;
So far, the game has managed to gather the required half million dollars and is moving toward the stretch goals. A few of the contributors have even bought the right to design a character (a leader of a survivor group).&lt;br /&gt;
&lt;br /&gt;
Expected; large bosses, your own mutated soldiers with blasted off limbs, and the option of saving a group of people by [[Dawn of War II|landing on a giant creature and injecting it with poison]].&lt;br /&gt;
&lt;br /&gt;
Oh, and there are [[Flamer|flamethrowers]]&lt;br /&gt;
&lt;br /&gt;
== XPiratez ==&lt;br /&gt;
&lt;br /&gt;
What XCOM 2 was to XCOM: Enemy Within, XPiratez is to X-COM: UFO Defense. Made of pure [[Awesome|awesome]], you lead a crew of female mutants on a quest to kick ass, gain riches, and fuck bitches. A mod for OpenXcom, it&#039;s completely free and gets constant updates. Go check it out! Nothing&#039;s more satisfying then crushing a pureblood&#039;s head in with a sledge hammer and then mowing down his mates with your [[Dakka|custom Boarding gun]]. To say more would be to spoil its unique atmosphere and feeling of exploration as you uncover what has happened to the world.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[X-Com Play By Post]], experimental rules for playing X-Com on a forum.&lt;br /&gt;
*[[XCOM: Tomorrow&#039;s War edition]], a conversion of [[Tomorrow&#039;s War]] for playing X-Com on the tabletop.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Don_t_mess_with_humanity_by_Jaekyu.jpg&lt;br /&gt;
Image:Get_Some_by_IronShrineMaiden.jpg&lt;br /&gt;
Image:Public_Display_of_Affection_by_Jaekyu.png&lt;br /&gt;
Image:Rookie_Shooter_by_Jaekyu.png&lt;br /&gt;
Image:X-Com_(1).jpg&lt;br /&gt;
Image:X-Com_(2).jpg&lt;br /&gt;
Image:X-Com_(3).jpg&lt;br /&gt;
Image:X-Com_(4).jpg&lt;br /&gt;
Image:X-Com_(5).jpg&lt;br /&gt;
Image:X-Com_(6).jpg&lt;br /&gt;
Image:X-Com_(7).jpg&lt;br /&gt;
Image:X-Com_(8).png&lt;br /&gt;
Image:X-Com_(9).jpg&lt;br /&gt;
Image:X-Com_(10).jpg&lt;br /&gt;
Image:Snek.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://ufopaedia.org/index.php?title=Main_Page UFOpaedia.org], a wiki dedicated to X-COM (and sequels, and mods, etc.).&lt;br /&gt;
* [http://openxcom.org/ Open Source engine for the original game]&lt;br /&gt;
* [http://www.fantasyflightgames.com/edge_minisite.asp?eidm=269&amp;amp;enmi=XCOM:%20The%20Board%20Game Fantasy Flight Games&#039;s official X-COM game.]&lt;br /&gt;
* [http://www.nexusmods.com/xcom/mods/88/? Long War main page.]&lt;br /&gt;
* [http://ufoai.org/wiki/About UFO: Alien Invasion]&lt;br /&gt;
* [https://docs.google.com/document/d/1BqoEJUWKVRFSKXOA2Ks3Ce7Kvphmg0kAFKcuXJHgmr0/mobilebasic?pli=1 Things X-COM operatives are not allowed to do], a list in the vein of Mr. Welch&#039;s list. Occasionally hilarious&lt;br /&gt;
&lt;br /&gt;
[[category:Video Games]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>2600:100F:B00F:F313:C052:7EBC:F8E9:BC33</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cadia&amp;diff=108325</id>
		<title>Cadia</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cadia&amp;diff=108325"/>
		<updated>2017-06-24T16:28:10Z</updated>

		<summary type="html">&lt;p&gt;2600:100F:B00F:F313:C052:7EBC:F8E9:BC33: /* Cadia: A very, very shitty place to live */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cadian Cmdr female.jpg|400px|thumbnail|right|And they say there are no female commanders among the Guard...especially among Cadians.]]&lt;br /&gt;
&#039;&#039;&#039;Cadia&#039;&#039;&#039; was an Imperial Guard fortress world located right beside the [[Eye of Terror]]. Due to being proximate to the only safe warp-passage into and out of the Eye, as well as large Xenos mobilization throughout the sector, it had become a [[fortress world]] and a strategic gem for the [[Imperium of Man]]. On another note, that place was a hellhole even before its destruction.  It &#039;&#039;might&#039;&#039; have been a good vacation spot if you &#039;&#039;&#039;LIKE&#039;&#039;&#039; trenches filled with bodies and tracer fire lighting up your hotel room... on second thought... fuck that shit!&lt;br /&gt;
&lt;br /&gt;
==The Planet Itself==&lt;br /&gt;
Fortress. That&#039;s the one word that can sum up the planet of Cadia. Since it was close neighbors with [[Chaos Space Marines|those nice boys]] from [[Eye of Terror|across the street]], Cadia always needed to be on active defense. All the time one had their [[Lasgun]] shouldered and was twitching from a combination of going 47 hours without sleep and being raised to be paranoid as fuck. &lt;br /&gt;
&lt;br /&gt;
As far as geography goes, Cadia held a temperate climate not unlike the Holy [[Hiveworld]] of [[Terra]]. 70 percent of its surface is covered in bodies of water, and its landmasses are [[Grimdark|covered with bodies of guardsmen]]. Actually, at the end of the 41-st millennium, Imperial forces control near 30% of Cadian land; the other 30% is controlled by Chaos forces and the remaining 40% is a bloody mess of constant carnage, [[daemon]] incursions and [[Dakka|artillery barrages]]. Think Lancashire but with more laser guns and &amp;lt;s&amp;gt;fewer&amp;lt;/s&amp;gt; even more [[Asians|Chinese]].&lt;br /&gt;
&lt;br /&gt;
Only the Emperor knows why that planet was not subjected to [[Exterminatus]] before Abbadon wrecked it.&lt;br /&gt;
&lt;br /&gt;
==Cadia and you==&lt;br /&gt;
First, let me start with saying that it [[Khorne|sucks to live on Cadia]]. Oh, you think where you live sucks? Live in a crime infested ghetto or something similar? A couple drive by shootings and a stolen TV are &#039;&#039;nothing&#039;&#039; compared to how much it sucks to live on Cadia. Why does it suck you ask? Oh, not much of a reason at all. Just the fact that it&#039;s like, six feet away from the [[Eye of Terror]] (It also sucks to live &#039;&#039;there&#039;&#039;, but for many reasons other than Cadia).&lt;br /&gt;
&lt;br /&gt;
==Cadia: A very, &#039;&#039;very&#039;&#039; shitty place to live==&lt;br /&gt;
It just sucks to live on Cadia, period. Yes, there are several manly, redeeming qualities (see below) about the planet, but if you live on Cadia you&#039;re too busy replacing the batteries in your [[Lasgun|flashlight]] to notice. A short list includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
*Being drafted before you can walk, learning to shoot before you can count, and getting thrown in the the meat-grinder (mostly figuratively, sometimes literally) by age 16.&lt;br /&gt;
*Learning how to shoot so young that when you&#039;re toilet-trained you&#039;re told to aim your dick like it&#039;s a lasgun.&lt;br /&gt;
*Marauding bands of [[Chaos Space Marines]] and assorted [[Heresy|heretics]] trying to kill you.&lt;br /&gt;
*Random WAAAGH!!!s of [[Orks|greenskins]] trying to kill you.&lt;br /&gt;
*Stealthy platoons of [[Eldar|Space Elves]] trying to kill you.&lt;br /&gt;
*Your own [[Commissar|superior officers]] trying to ki-{{BLAM|&#039;&#039;&#039;*BLAM!*&#039;&#039;&#039;}}&lt;br /&gt;
*No privacy whatsoever for your entire life.&lt;br /&gt;
*Constant fear of death before you reach puberty.&lt;br /&gt;
*Constant fear of death during puberty.&lt;br /&gt;
*Constant fear of death after puberty, but chances are you&#039;ll die before this, have your soul sold to/claimed by a chaos deity and for their lolz spend your death in constant fear of puberty.&lt;br /&gt;
*Superior officers barking orders down your neck for the 10-16 years that you&#039;re alive.&lt;br /&gt;
*&amp;lt;s&amp;gt;No time to screw around,&amp;lt;/s&amp;gt; you&#039;re always on duty. Sometimes said duty is to help train new recruits for their inevitable deaths.&lt;br /&gt;
*The top fashions in Cadia are camo patterns and body armor.&lt;br /&gt;
*[[Heresy|Heretical]] cults springing up by the dozen every week.&lt;br /&gt;
*[[Chaos|Voices]] keep telling you to ditch the duty and [[Slaanesh|relax]], [[Khorne|let loose]], call in [[Nurgle|sick]], or try something [[Tzeentch|different]].&lt;br /&gt;
*The fact that the planet&#039;s &amp;lt;s&amp;gt;main&amp;lt;/s&amp;gt; &#039;&#039;&#039;only&#039;&#039;&#039; export is Soldiers should clue you in.&lt;br /&gt;
*[[Mutant]]s springing up everywhere wanting to try out the new pincer claw they just got on your neck. &lt;br /&gt;
*[[Abaddon]] finally stopped failing and is currently sending so many daemons through the Cadian Gate that even [[Creed]] is having trouble forcing them back now. And rumor has it that the [[Daemon Prince|Daemon Primarchs]] are [[Anal circumference|on their way]] too...&lt;br /&gt;
*[[Grimdark|Even after you die, Cadia doesn&#039;t stop being shitty to you, because once the engraving on your tombstone is illegible, it means you&#039;ve been dead for so long nobody alive cares about you anymore, so your corpse is dug up and thrown into an incinerator while a fresh corpse is thrown into your hole. And then &#039;&#039;they&#039;&#039; will be dug up and thrown away as well.]]&lt;br /&gt;
&lt;br /&gt;
Seriously, it just sucks to live there, just take my word for it. Avoid prolonged stays on Cadia at all costs.&lt;br /&gt;
&lt;br /&gt;
==Redeeming Qualities==&lt;br /&gt;
[[File:Cadian 8th Regiment-small.jpg|500px|thumb|right|Fuckers so hardcore, they take on fieldtrips on other hellhole planets when their own hellhole planet gets too stale.]]&lt;br /&gt;
Yes it sucks to live on Cadia, sucks beyond all Hell, but there are several reasons why it&#039;s one of the most [[awesome]] places in the Imperium.&lt;br /&gt;
&lt;br /&gt;
===Cadian Shock Troopers===&lt;br /&gt;
First and foremost, the finest (and perhaps most numerous) breed of the [[Imperial Guard]] are born, trained, and live on Cadia. You see the Cadian as the common model for your generic, garden variety guardsmen figurine, and as such they are the most easily recognized. They fight tenaciously for the [[Empra]] and die with the same degree of vigor. Manliness is never in short order here on Cadia, making it one of the most awesome planets around.&lt;br /&gt;
&lt;br /&gt;
Their [[Stormtrooper|elite troops]] are the &#039;&#039;&#039;Kasrkin&#039;&#039;&#039;, basically the elite of the elite of the Guard. That are separate from the [[Warhammer 40,000/Tactics/Militarum Tempestus(7E)|Scions]] as they aren&#039;t trained in cozy little Scholas watched over by commissars, but are trained right there on Cadia, combining all the battle conditioning and tactics learned by the Cadia Shock Troopers over the course of KILLING EVERYTHING IN THE GALAXY for the last several thousand years. Only [[Space Marines|SPESS MEHREENS]] are better. But the Kasrkin are probably scarier than the Spess Mehreens anyway, because they do about the same on the battlefield, without wearing a concrete wall on every inch of their body and not having [[Bolter|mini-rocket launcher guns]], no, they&#039;re just humans with balls of steel, both of which have their own pair of balls of steel (and that&#039;s the women). To be fair though, they get shit done while wearing cardboard instead of the Guardsman&#039;s t-shirts, and they still use the older but far more advanced [[Hellgun|Hellguns]] over the Scion&#039;s Hot-shot lasguns, they shoot a lot more light than the Guardsman&#039;s flashlight. For example, a Kasrkin Sergeant literally jumps on the back of a rampaging Daemonhost (which has already incapacitated the majority of an inquisitorial retinue) and stabs it with a regular ol&#039; combat knife to save the life of an Inquisitor. Balls. Of. Steel. Before the battle even began that [[Eisenhorn|Inquisitor]] admitted to being scared of them, and this is an Inquisitor who has fought alongside Deathwatch Marines against traitor Legionaries of The [[Emperor&#039;s Children]] in a warp corrupted landscape, 100 years ago, and has seen and battled Emperor knows what since then, that sink in, Kasrkin scare him, bad-fucking-ass.&lt;br /&gt;
&lt;br /&gt;
In conclusion, Cadians are the best troopers, and Kasrkin are the best of the best, well at least when it comes to conventional warfare, other regiments have them beat in specialized roles (Siege and attrition warfare? Send forth the Death Korps. Guerrilla warfare and sabotage? Sneak some Catachans in. Rapid insertion and maneuvering? Drop the Elysians on &#039;em). But when you aren&#039;t sure what you&#039;ll be up against or are expecting a prolongued encounter with rapidly changing tactical situations then you can&#039;t go wrong with the Cadian Shock Troopers.&lt;br /&gt;
&lt;br /&gt;
Also confirmed to be so fucking hardcore that their planet broke before they did.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CADIA STANDS!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Defended===&lt;br /&gt;
Despite what is said about how much of a hellhole Cadia is due to the constant warfare, because of that selfsame constant warfare Cadia is one of the most well-defended planets in the Imperium. In fact, it&#039;s the 2nd most heavily defended world in the Imperium of Man, only Sol System is better defended than Cadia (And maybe [[Fenris]]).  All cities are arranged in interlocking blocks that require roads to snake around buildings with blind corners and are defended by rockcrete and adamantium walls, all to favor the defenders in urban combat.  Massive shield generators keep the cities safe from all but the heaviest bombardment, forcing enemies to pay for them meter by bloody meter.  All &amp;quot;civilians&amp;quot; are technically Cadian military reservists, and have been through the same life-long military training that all Cadians are subject to.  As dangerous as Cadia is, the locals have learned to handle that danger and weather it as well as possible.  Given its strategic importance, the Imperium is more than willing to commit substantial other resources to the planet&#039;s defense, which means lots of ships patrolling the system and lots of depots stationed in nearby systems to quickly reinforce Cadia at a moment&#039;s notice.&lt;br /&gt;
&lt;br /&gt;
===Creed===&lt;br /&gt;
[[Creed|CREEEEEEEEEEEEEEEEEEEEEEEEEEEEED!!!!!!!!]]&lt;br /&gt;
This article has infiltrated your computer. You just got tactical geniused.&lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Birth rate and recruitment rate are synonymous. And if you see [[Grimdark|how many men and women die on the battlefield every day]]... better start doing your part for the Imperium. On Cadia, you&#039;re encouraged to fuck around wildly and have your partner push out the kid in a barracks to increase efficiency in recruiting.&lt;br /&gt;
&lt;br /&gt;
===Colonizers===&lt;br /&gt;
Cadia&#039;s, as you noticed, only real export is soldiers. The thing is, Cadia pumps out so many that they usually form the core cadre of amalgamated units that get clumped into entirely new Imperial Guard armies, and sent to wage campaigns against taken or occupied planets. These armies are never getting sent back home, and are intended, when they win, to form a new government and society, and settle down (as seen in Dawn of War WA and Dark Crusade). As the core is usually Cadian, a lot of the army doctrines and style end up being Cadian, at least for a millenia or so. Hell, they colonize empty planets this way even, especially if it&#039;s a dangerous sector of space. Even now, who knows how many planets that are distinct and vital started this way? [[neckbeard|Your DNA could be spread far and wide across the galaxy and you wouldn&#039;t even know]].&lt;br /&gt;
&lt;br /&gt;
This is of course to justify why everyone looks like cadians, aka gw doesn&#039;t want to make a dozen different types of guards.&lt;br /&gt;
&lt;br /&gt;
===Violet Eyes===&lt;br /&gt;
Ever fancied having more eye color than is standard for man? Move to Cadia and your kids will likely get glowing purple/violet eyes, may explain how purple-eyed animu characters tend to be awesome, they must be cadians. Have fun explaining to mobs of angry locals on other planets that you&#039;re not a mutant before they crucify you and burn you alive.&lt;br /&gt;
&lt;br /&gt;
===The Place of Lorgar&#039;s Enlightenment===&lt;br /&gt;
While the Imperium would consider this quality the highest order of [[heresy]], perhaps the greatest reason for Cadia&#039;s importance is that it is, in many ways, the birthplace of the [[Horus Heresy]]. It was on Cadia the forces of the [[Word Bearers]] met with Ingethel the Chosen and were inducted into the service of the Ruinous Powers. As such, Cadia holds tremendous ideological importance and sentimental value for the Champions of Chaos.&lt;br /&gt;
&lt;br /&gt;
==The Fall of Cadia==&lt;br /&gt;
{{Template:Spoilers}}&lt;br /&gt;
Games Workshop has recently announced a new Warzone book titled &amp;quot;The Fall of Cadia&amp;quot;, and from what has been shown things are not looking good for the Imperials, especially since this is the first Warzone campaign to be so blatant with the apparent outcome right there in the title. However, with all the forces currently present in the sector (including numerous Knight Households, the vast majority of the Cadian Shock Troopers alongside a host of other Guard forces, the majority of the Space Wolves [[Slayer|who have nothing left to lose after the Thousand Sons&#039; siege of the Fenris system]], a force of Grey Knights, and a [[Dark Angels|metric fuck-ton of THE MOST FUCKING LOYAL CHAPTER IN THE ENTIRETY OF IMPERIUM]]. And the Black Templars, and the Phalanx with an Imperial Fists company, AND the Sisters of Battle, led by none other than Saint Celestine. One Inquisitor Greyfax &amp;quot;Van Helsing&amp;quot; is there as well. And an ARCHMAGOS. And for reasons nobody can seem to explain or understand, the Dark Eldar have agreed to an alliance with all of the above, which nobody has objected to.) they might yet stand a chance. If now is the time for Cadia to fall, it&#039;s gearing up to be the kind of apocalyptic monster of a fight that&#039;ll make every Ork in the &amp;lt;s&amp;gt;Segmentum&amp;lt;/s&amp;gt; GALAXY stop and think &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;&amp;quot;I feelz like I&#039;m missin&#039; somfin AWESOME.&amp;quot;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If Cadia should fall though, you can guarantee that the Guardsmen there will [[General Sturnn|hold the line, and when they die, they die standing]]&lt;br /&gt;
&lt;br /&gt;
Spoilers: The new White Dwarf basically confirms that Cadia falls (as if the title didn&#039;t give it away...). Welp, RIP.&lt;br /&gt;
&lt;br /&gt;
On one hand, it sucks, because it means all the efforts of all of the Imperial forces that are hyped up to be there ultimately count for nothing, and we don&#039;t even know all of what Abaddon brought to the table (yet). &lt;br /&gt;
On the other hand, this is something we should&#039;ve seen coming. In order to [[Advancing the Storyline|move the story forward]], Cadia &#039;&#039;has&#039;&#039; to fall. In order for the 40k End Times to truly escalate into a bigger, wider conflict, this is the one victory that Chaos has to be given even if they win nothing else.&lt;br /&gt;
&lt;br /&gt;
Still, with EVERYTHING the Imperials are throwing at him Abaddon&#039;s crusade must surely have been extremely blunted by the effort or had every single last traitor Primarch in order to break through, otherwise we can safely say that GeeDubs are [[Mary Sue|trying a little too hard to give him his arms back]].&lt;br /&gt;
&lt;br /&gt;
In the end, Cadia doesn&#039;t just fall, it&#039;s destroyed. While Cadia does indeed fall, the world (despite what the artwork would say) is NOT destroyed, Abby crashes a Blackstone Fortress into Cadia to try and kill Creed and the last defenders and stop the pylons from pushing back the Eye of Terror, and it worked, kinda. While it failed to kill Creed, it did cause great tectonic upheaval making the planet indefensible and wiped out the [[Cadian Pylons]], causing the Eye of Terror to expand and envelop Cadia effectively turning it into a [[Daemon World]]. Some of the defenders managed to get off world after this happened, with Creed and the Cadian 8th staying behind to Hold The Line against the infinite tide of daemons. In short, [[Awesome|the planet broke before the Imperial Guard did!]] Creed alone survives this, and is now taking a vacation at Hotel Trazyn.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the Eldar rock up, united with the Dark Eldar (indicating that these might be [[Ynnead|Ynnari]] forces), and shepherd the survivors into the Webway telling them that it&#039;s time, &amp;quot;for a new dawn.&amp;quot; Somewhat ominous; on the one hand the Ynnari have been gracious enough to not only save the Cadian survivors, but also to revive [[Roboute Guilliman|Papa Smurf]] himself. On the other hand... well, when have Eldar ever been nice to humans without turning them into meatshields?&lt;br /&gt;
&lt;br /&gt;
As for the famous Cadian Shock Troops, according to the 7e Astra Militarum codex, every single Cadian regiment was recalled back to Cadia by Creed to defend it. Given that there were only 4 million Imperial survivors out of the original 850 million Imperials initially present, the vast majority of Cadian regiments were likely annihilated. Of course, it&#039;s unknown just how many Cadian regiments actually managed to get to Cadia in time before the shit hit the fan, but it&#039;s safe to say that certain [https://regimental-standard.com/2017/01/18/cadia-another-imperial-victory/ Imperium reports] that 90% of Cadia&#039;s Guard forces were off-world at the time and thus have survived the Fall of Cadia are either complete grox manure, or there were just THAT many Cadia guard regiments exported over the centuries.&lt;br /&gt;
&lt;br /&gt;
==We&#039;re Not Through Yet, Motherfuckers!==&lt;br /&gt;
&lt;br /&gt;
You thought the Fall of Cadia was the end? Well guess what, 8th Edition says otherwise! Curiously the closure of the Cadian Gate hadn&#039;t affected Chaos fleets in the slightest, as they&#039;ve poured out the Eye everywhere across its borders with seemingly no effort while it expanded, no longer contained by the pylon network. This has actually worked out sort of okayish for the Imperium as well. With Cadia dealt with a lot of warbands have decided to stop listening to the armless failure and go do their own thing to find things that are easier to kill than Cadia. This presents a bit of a problem for Chaos as Geedubs themselves have said there&#039;s still a fucking ton of defenders on Cadia and that the Chaos forces are starting to wear thin on the planet. &lt;br /&gt;
&lt;br /&gt;
On top of that Cadia took so fucking long to go down that the Imperium is entrenched deep into neighboring planets waiting for a second coordinated wave of Chaos attackers that is increasingly unlikely to show up. And when we say entrenched we mean everything from Imperial Guard regiments hungry for revenge to entire Imperial Knight houses, to Space Marines so numerous they&#039;re collectively approaching Legion levels of big and now Imperial commanders are getting ideas in their heads about retaliatory strikes and reclamation of the ruins of Cadia itself. What they hope to accomplish with that other than a pointless moral victory is anyone&#039;s fucking guess at this point, but it looks like Cadia isn&#039;t done yet.&lt;br /&gt;
&lt;br /&gt;
{{40k-Imperial-Regiments}}&lt;br /&gt;
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{{40k-Planets}}&lt;br /&gt;
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		<author><name>2600:100F:B00F:F313:C052:7EBC:F8E9:BC33</name></author>
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		<id>http://2d4chan.org/mediawiki/index.php?title=XCOM&amp;diff=569320</id>
		<title>XCOM</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=XCOM&amp;diff=569320"/>
		<updated>2017-06-24T16:23:34Z</updated>

		<summary type="html">&lt;p&gt;2600:100F:B00F:F313:C052:7EBC:F8E9:BC33: /* XCOM 2 */&lt;/p&gt;
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This is a [[Dan Abnett|rare treat]]. &#039;&#039;&#039;X-COM&#039;&#039;&#039;, or as it&#039;s called across the pond, &#039;&#039;UFO: Enemy Unknown&#039;&#039; is a turn-based strategy game that is, to put it simply, about as close to a game of [[Dark Heresy]] as one can get in isometric 3D. Note that X-COM is significantly older than [[Dark Heresy]], and older than all but the first edition of [[Warhammer Fantasy Roleplay]], so it&#039;d be better to say [[Dark Heresy]] is a lot like X-COM on the tabletop. Dating back to the much-lamented Microprose, it set a gold standard for atmosphere and playability that has, frankly, not been breached in ages.&lt;br /&gt;
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The game is [[Dwarf Fortress|old as balls]] and in isometric view, which, paired with the Dark Heresy similarities, makes it more /tg/ material than /v/.&lt;br /&gt;
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==A General Gist==&lt;br /&gt;
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A general synopsis is that in [[grimdark|the not-so-distant future, there is war - and aliens]]. Aliens are arriving, and they are most assuredly hostile. It falls upon the Extraterrestrial Combat Unit, or the eponymous X-COM, a multi-national task-force, to deal with the invasion by blasting the fuck out of the Aliens, stealing their shit, researching their technology, and using it to fucking kill them off, all the while fighting off terror attacks and trying to figure out where in Uranus these fucking things are coming from (as it turns out, from Mars, and if you win, the final mission involves you going to Mars and dropping an [[Exterminatus]] on their asses).&lt;br /&gt;
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It kicked ass. It was good enough to spawn a sequel, which was basically the same game, but underwater and infinitely harder. It then spawned a second, somewhat different, but still appreciated sequel, which was decent, if not overwhelmingly good. Then Microprose was bought by [[Hasbro|that which must never be named]], who proceeded to nose-dive the IP with games like [[AIDS|X-COM: Interceptor]] and [[Shit Twinkie|X-COM: Enforcer]].&lt;br /&gt;
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Fucking [[RAGE|Hasbro]].&lt;br /&gt;
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Anyway. Combat is a lot like Dark Heresy&#039;s in that it&#039;s exceedingly lethal; at the game&#039;s outset, you have no armor beyond jumpsuits with Kevlar stuffed into them, and your firearms are the best and msot powerful weaponry that chemical propelled explosives can provide only moderately capable against alien forces (though quite diverse). In order to properly take these fucking things on on anything remotely resembling their own terms, you need upgrades. Upgrades come through research, and research comes by shooting down UFOs, landing a ground assault, killing the surviving aliens, and stripping the UFO like the [[Blood Ravens]] do other chapters&#039; shiny bits. Once brought back to base, your researchers can look into what makes the alien&#039;s gear work, research your own weapons and tech, and develop technologies to help in the fight against the Aliens. Eventually, you can load your forces up with [[Space Marine|Power-armored bad-asses]], but starting out, your forces are fragile, and fighting smart is &#039;&#039;vital&#039;&#039;. You &#039;&#039;will&#039;&#039; suffer casualties early on - guaranteed - but such is war, and you must press on, allowing the survivors to grow into [[Colonel Greiss|manly badasses]].&lt;br /&gt;
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The Aliens themselves are diverse, ranging from the Sectoids (conventional &amp;quot;gray&amp;quot; aliens), to Chryssalids (horrifying abominations that inject targets with eggs that turn them into mindless drones which will explosively birth new Chryssalids thereafter). Nightmare fuel = yes. The game manages to be exceedingly creepy for one so simple, and is one of many reasons that X-COM works so well.&lt;br /&gt;
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==Tales of Heroism==&lt;br /&gt;
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In accordance with /tg/&#039;s love of war stories about [[your dudes]], several examples of awesome have been compiled:&lt;br /&gt;
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&#039;&#039;Instant&#039;&#039; death doesn&#039;t &#039;&#039;always&#039;&#039; happen. Occasionally, one Rookie will be touched by God and succeed against all odds. After that, he will die horribly. [[Just as Planned]].&lt;br /&gt;
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X-COM agent of note: [[Marc Lecointe]]. Lecointe survived numerous missions, got the highest kill count on most missions, killed a Snakemen leader and his bodyguards (despite losing over half the squad), and got shot in the face and back with plasma and lived. He eventually was hit with return fire in an alley and began bleeding. He returned fire and killed the Snakeman, but bled to death before help could arrive. Lacointe lives on in our hearts.&lt;br /&gt;
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Another agent of note is Gristle McThornbody, a Rocket-Toting Team-Killing asshole who refuses to die OR be mind-controlled. He&#039;s so badass, that even when he has 85% or more to hit on a 2x2 alien, he&#039;ll still hit the wall twenty tiles to the left.&lt;br /&gt;
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== New Stuff and Things ==&lt;br /&gt;
According to things [[/v/]] likes to watch on the Internet, a new X-Com game is in the pipes, set to be made in the gameplay and spirit of the old games, with new graphics and updated for the new generation of gamers to be introduced into the X-Com game style. It lost the dash along the way someplace, and got re-named &#039;&#039;XCOM: Enemy Unknown&#039;&#039;. This new game, which has spawned joy boners in many on /v/ and /tg/ alike, is believed to stem from the utter, burning [[RAGE|fury]] that was originally spawned from 2K&#039;s simply-titled &#039;&#039;XCOM&#039;&#039; game, which, near as we can tell, is an FPS that takes place in the 1960s and has exactly &#039;&#039;nothing&#039;&#039; to do with the actual X-COM franchise. Seriously, don&#039;t look into 2K&#039;s game if you&#039;re a fan of the series on any level - it will cause veterans to spontaneously transform into [[Angry Marines]] and/or [[Khorne|Khornate Berserkers]]. Apparently, those in charge had the wherewithal to note that if they didn&#039;t make a &#039;&#039;proper&#039;&#039; X-COM game, [[/tg/]] (and by extension, [[/v/]]) would [[Anal Circumference|leave their asshole in ruins]]. They even went ahead to declare the two games take place in separate universes. If only [[Games Workshop]] had [[Matt Ward|that much sense]]...&lt;br /&gt;
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== XCOM: Enemy Unknown by Firaxis ==&lt;br /&gt;
[[File:XCOMGameplay.jpg|200px|thumb|An in-game screenshot of the new game.]]&lt;br /&gt;
And Firaxis came to the rescue, promising to return to the roots of XCOM (note the lack of a hyphen this time around, although the logo &#039;&#039;does&#039;&#039; have a horizontal stripe taken out of the &amp;quot;COM&amp;quot;). Since Firaxis has a lot of ex-MicroProse people, a lot of them have had to do with the original as well, and the original musical score will make a return. Although it&#039;s changed a few things like removing time units, cutting down on your maximum amount of squad members (4 at the start and 6 maximum) and limiting us to one base (though each base location gives its own unique bonus), the game lives up to the original, xeno-killing TBS (Turn-Based Strategy) series.&lt;br /&gt;
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If you haven&#039;t bought the game and you&#039;re a TBS fan, everyone in /tg/ that isn&#039;t [[That guy]], would highly recommend you give it a whirl at the modest price of &amp;lt;strike&amp;gt;&lt;br /&gt;
$39.99 &amp;lt;/strike&amp;gt; $16.49 for all the good remade XCOM games because of our father Gabe Newell on PC,&lt;br /&gt;
still is 39.99 for console/Non-Steam or $9.99 on mobile/tablet devices.&lt;br /&gt;
&lt;br /&gt;
If anything, this edition of X-com is more in the lines of a traditional board game than the previous ones. One might even be so bold as to compare it to Necromunda and Mordheim on its similarities.&lt;br /&gt;
Like always, we have footage for vidyas: https://youtu.be/qDhuZ4b51hA https://youtu.be/-SKoS5BYVuY  https://youtu.be/bxuzLyR-000&lt;br /&gt;
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===XCOM: Enemy Within===&lt;br /&gt;
[[File:MectoidMEC.jpg|200px|thumb|Did we mention melee combat with exosuits?]]&lt;br /&gt;
&#039;&#039;Enemy Within&#039;&#039; is an expansion pack (And it&#039;s been a long time since anyone&#039;s used that name for additional content.) for the game that completely re-defines how the game progresses, compared to the original one. The game&#039;s story still progresses like the original game, but expands on it for a more entertaining experience.&lt;br /&gt;
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It adds the &amp;quot;meld&amp;quot; resource to the game, a type of alien organic/synthetic-hybrid nanomachine that allows you to unlock two powerful technologies: MEC and genetic modification. MEC allows your troops to interface with a Mechanized Exoskeleton Cybersuit, a heavy exoskeleton that brings the heaviest of weapons to the field (Including the option for a powerfist equivalent called a &amp;quot;Kinetic Strike Module&amp;quot;. Yes, make your own faux [[Terminator]] squad! Especially when the Tier-3 Paladin upgrades bulks up your suit&#039;s armor that you look vaguely similar to Termies.). Genetic modification allows you to augment your troops using data gathered from dissected aliens, making them killier than ever before. Infact, you can create your own equivalent of an Imperial [[Space Marine]] with the list of available modifications you can do (Two of these specific upgrades are a second heart and the ability of self-regeneration) .&lt;br /&gt;
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It also adds new aliens to the xenos&#039; side, like a cloaking squid robots that chokes your troops to death and their own brand of exosuit troops. It also introduces another enemy into the game: EXALT. EXALT are a bunch of power-mad blokes who sees the alien&#039;s invasion as a way to gain power by adapting their technology for themselves, inching them closer to world domination. They see you as an obstacle and are determined to undermine your efforts to defeat the aliens by disrupting your operations through a number of ways and sowing panic amongst XCOM-member nations, generally making your already hectic life even more hectic. You must now defeat this new threat through a combination of [[Ork|cunning brutality and brutal cunning.]] They have most of your technologies to go toe-to-toe with you (Except for their own exosuits) and they are well hidden, so bringing them down won&#039;t be an easy affair.&lt;br /&gt;
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=== XCOM 2 ===&lt;br /&gt;
[[File:People%27s_reaction_to_XCOM_2%27s_Vipers.png|200px|thumb|Turns out they &#039;&#039;are&#039;&#039; poison glands.  Hee.]]&lt;br /&gt;
A direct-ish sequel to EU/EW, XCOM 2 seems to decide that what&#039;s canon is not: not &amp;quot;you killed all the aliens, now here&#039;s more aliens&amp;quot;, but &amp;quot;you know that Impossible Ironman game you played for a laugh and got utterly stomped? That&#039;s the canon ending&amp;quot;. (The utterly stomping part takes place in the base assault, and it is so bad that two of the most important things got taken: The Commander, and more importantly, central officer Bradford&#039;s sweater). The aliens won before humanity even got to laser weapons, taking over the world and unifying humanity (read: ruling over them in a pseudo-utopia &amp;quot;Brave Neuuw World&amp;quot;-style), and basically preparing to turn them into another of their slave races (not that most of humanity knows this).&lt;br /&gt;
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XCOM refused to back down even after the Council of Nations ceased to exist and instead went underground, hijacking an alien supply ship to act as a mobile base for hit-and-run operations against the alien occupiers, in the hopes of toppling the ADVENT (the puppet government aliens&#039;ve set up) and exposing the true purpose of their supposedly ideal society to the world.&lt;br /&gt;
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New features include:&lt;br /&gt;
The Assault class has been given a makeover to focus even more on [[Rip and Tear]], replacing the sidearm with a sword and changing title to the Ranger. The Sniper has been renamed the Sharpshooter and given a pistol-focused skill-tree-route that turns the soldier into Clint Eastwood (literally, like you can have a stand-off by firing 3 pistol-shots in the same turn). The Support class has been renamed the Specialist and been given a drone to hack, heal, shield and/or zap shit remotely. The Heavy has been given a nice grenade launcher to act as your cover-stomper, and been renamed the Grenadier. Psi-operatives are their own class now as well, and get hate-hair and purple eyes because that makes sense and all psychically talented people look like neo-punks. Troops can be captured, and then rescued, which also reclaims any expensive gear they had on them (but it&#039;s never the captured troops you actually need back).&lt;br /&gt;
New enemies (without spoilers), including human ADVENT security troops (who really love to say &amp;quot;bitch&amp;quot; and pointing towards your soldiers) with magnetic weapons who look like humans till you get their armor off, sectoid-human hybrids with teeth, thumbs, and belly buttons (which can be really creepy if you &#039;&#039;&#039;really&#039;&#039;&#039; think about it), and transsexual Snake-women called Vipers (which is what the Thin Men actually look like without their disguises). Yes, there were snaketits on the thread that announced this to /tg/. Yes, /d/ has drawn porn of them. Yes, it will be added to the gallery.&lt;br /&gt;
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Moving on.&lt;br /&gt;
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XCOM 2 also contains an in depth explanation for the aliens&#039; motives that many fans felt was lacking or too ambiguous in Enemy Within. Apparently, the Ethereals have some kind of fatal disease they can&#039;t cure, so they&#039;ve been trekking around the galaxy culminating genes to form the ultimate bodies for themselves, while amassing a genetically supreme army. When the Ethereals found humanity, they found their genes to be so awesome and powerful that just adding some of them to a lowly sectoid turned it from a pathetic 3&#039; tall creature you could kill with basic weapons, to an 8&#039; tall psionic rape machine that could raise the dead and withstand salvos of bullets to the face. They then set up an alien government on Earth so they could discretely process humanity&#039;s best genetic material and slowly form new bodies for themselves that don&#039;t die called Avatars. And by don&#039;t die, we mean have copious amounts of health, teleport every time they&#039;re injured, regenerate like crazy, are guaranteed to successfully mind control anything, and are immune to any of your psychic abilities. And the boss fight involves killing three of these dick-butts and an endless wave of alien reinforcements. Using human DNA is also where their ADVENT troops came from, they grew armies of human spliced with unspecified alien to act as their public face to the humans. But humanity wins anyway, because humans are just that fucking awesome.&lt;br /&gt;
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The game is also notable for abandoning the usual conditions for losing. The norm for the series is for your funding to get cut if too many countries lose faith in XCOM. Since you&#039;re fighting a guerilla war and your support are humans fighting to survive outside the aliens&#039; control zones, that isn&#039;t happening. Instead you lose if the aliens complete the Avatar Project, their goal to mass produce the bodies for the etherals. If they do you get treated to a scene of almost all resistance being crushed because the Avatars are dangerous enough in small numbers and army of them would unstoppable. You can slow progress, but can only stop it by finishing the game.&lt;br /&gt;
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So far there have been three DLCs for XCOM 2. &amp;quot;Anarchy&#039;s Children&amp;quot; added new customization features for your soldiers, most of which you wouldn&#039;t ever really use. &amp;quot;Alien Hunters&amp;quot; adds a new mission, weapons, and alien rulers who you have to hunt down. The alien rulers get to take an action every, single, time, one of your soldiers does. This is even more infuriating then it sounds. Some more customization options are added too. &amp;quot;Shen&#039;s Last Gift&amp;quot; adds another mission and the SPARK class soldier. SPARKs are robots you have to make in the proving ground that wish they were half as cool or good as the MECs from Enemy Within. Hopefully, someone in the modding community will fix this soon. You also can&#039;t add modifications to their guns, which is stupid, and their guns, while much larger and more powerful-looking than the other squad specialized weapons, don&#039;t do more damage than the rest of the squad&#039;s specialized weapons. This is also stupid, as an auto-cannon would naturally do much more damage than a SAW. And here comes the fun part; if you read the developers blog, their idea of &amp;quot;balance&amp;quot; is to actually nerf plenty of stuff...so the game is harder after having a buffed-up alien lord chase your dudes all over the game. Was old-school really this hard?&lt;br /&gt;
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=== XCOM: Long War ===&lt;br /&gt;
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What, the new XCOM wasn&#039;t complicated enough for you?  There&#039;s a mod called &amp;quot;Long War&amp;quot; which goes into lots more detail, a bit more like the classic game.  Now, the aliens will advance their plans and escalate their forces and assaults based on their own progression system, and the game is rebalanced around the expectation that you will not succeed at every mission (and you won&#039;t -- the aliens are plenty tough to see to that).&lt;br /&gt;
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=== XCOM: The Board Game ===&lt;br /&gt;
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From [[Fantasy Flight Games]], there&#039;s a board game adaptation of XCOM (in fact, &#039;&#039;XCOM: Enemy Unknown&#039;&#039; was quite inspired by board games, with the two-actions-per-turn system instead of the old &#039;time units&#039;).  There&#039;s a companion app for smartphones, tablets, and computers which controls the aliens and informs players of events, a bit like a [[Game Master]], but without exposing the players to too much bookkeeping.  Amazing what games can do with computers these days -- just imagine if such a thing had been available for [[FATAL]]!  On second thought, don&#039;t.&lt;br /&gt;
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Players (1-4) take on different roles in the XCOM organization.  The Commander keeps an eye on the budget and allocates interceptors.  The Chief Scientist directs research efforts.  The Central Officer works the app and solicits input from the others (if there are any) to make decisions (many of which are time-critical).  The Squad Leader manages troops and base defense.  Together, they need to allocate their resources, judge when to push risky but rewarding avenues (inviting retribution from the aliens if they fail), and defend humanity.  Like the games, successes are rare -- a die only has a 1/3 chance of coming up with a success, and tasks may need multiple successes.  There is also an &amp;quot;enemy die&amp;quot;, a [[d8]] that is rolled against the number of times that task has been attempted.  If it rolls equal to or under that number, something bad happens.  So, do you pool resources for critical tasks (neglecting anything else, and hoping that your priorities are correct), in order to most likely be successful before the threat level climbs too high?  Or do you stay flexible but push your luck?  Your call, commander.&lt;br /&gt;
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=== XCOM 2: Long War 2 ===&lt;br /&gt;
If you thought XCOM 2 was &#039;&#039;already&#039;&#039; hard, thanks in part to the involvement of the original Long War modders in the game&#039;s development, said modders come back with a sequel mod for the game. Not only does this go even further than the first Long War in going into a lot of detail, such as new graphical touches, significant rebalancing and completely overhauling the global map to be more reminiscent of classic X-com. But the difficulty is amped up even more, with missions even requiring you to send in potentially fatal scouting parties to make sure your &#039;&#039;other&#039;&#039; squads don&#039;t die on the spot. Also, rather than launching parties directly into battle, missions spawn on the geoscape with an expiration timer.  The player &#039;&#039;can&#039;&#039; launch immediately, but the enemy presence will be drastically increased!  Instead, the idea is that the squad can spend time infiltrating, to let ADVENT get complacent and draw troops elsewhere.  Having more Resistance folks working Intel increases mission expiration times, but the bigger and heavier the squad, the more infiltration time is require.  And vice versa -- short-staffing a squad can allow a player to infiltrate to high percentages on short notice...but now you&#039;ve only got like four guys on the ground, and that might not be enough firepower if activations go badly...&lt;br /&gt;
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This mod requires dramatically more strategic thought and care. Weapons, armor, and equipment are all purchased individually, forcing you into decisions like &#039;do I continue the rollout of my newly available armor-piercing coilguns, or do I buy armor for the two rookies I&#039;ve trained up?&#039; and &#039;do I send my last seven man team to secure me an engineer, commit them to a long infiltration to wipe out an advent tower, or hold them in reserve for a better opportunity?&#039; The difficulty is likewise much higher, but you have dramatically expanded options to combat it with special weapons, squad leaders, extra inventory slots packed with flashbangs, veteran troop skills, chooseable bonus perks, a psi advancement training regime that makes some actual sense, and many, many more troops and mission opportunities. Minor reinforcement on that last one, in fact: in stock XCOM 2 you&#039;ll likely end the campaign with fewer than twenty soldiers, whereas here it&#039;s pretty common to have a hundred active-duty troopers at a time.&lt;br /&gt;
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Also, the Shinobi is the most overpowered class below the Psi-Operative. Making missions easier then they should be as he can [[derp|bypass Overwatch]] and has a very low impact on infiltration. Unlike the Psi-Operative he is available after promoting a Rookie.&lt;br /&gt;
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== The Bureau: XCOM Declassified ==&lt;br /&gt;
Despite having the name XCOM in the title, the game really has little relation to the series. The reason behind this is because 2K passed this game on to the lovely people that brought you Bioshock 2; meaning it was made by a studio that makes more or less decent games. It&#039;s supposed to be a prequel, set in the 1960s during the Cold War era. The protagonist, William Carter, was a CIA agent just delivering a suitcase of classified &amp;quot;documents&amp;quot; until an Outsider disguised as a female agent got ahold of it. Not long after that, an alien invasion commenced!&lt;br /&gt;
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The Bureau is a RPG that plays like Mass Effect, but not as good for a variety of reasons. One reason is in the dialog scene, you&#039;re given choices of what to ask/say. They really don&#039;t impact the game, nor changes it for the most part, so you can skip a majority of it if you want to. The agents in your squad are pretty dull, sure you can change their names and how they dress, but really doesn&#039;t offer any friendship/foe engagements. If they die, you will need to recruit another agent and start him off from scratch, but really, leveling them up isn&#039;t fun and customizable, so just restart a checkpoint if they do die.&lt;br /&gt;
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The agents in your squad have bad AI if you don&#039;t babysit them and give commands on what they should do, and their skills at fighting Outsiders are... Well, okay. The best they can offer is their abilities, so spamming them and you taking care of the killing is an effective way to go (Some recommend starters to start their first mission with a Recon to cause critical damage on certain enemies and a Commando for [[DISTRACTION CARNIFEX|taunting the grunts and make them easy picking for you.]]&lt;br /&gt;
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There would be more to go on, but if you want to know more about the game, you can search up reviews of XCOM Declassified. In short, it&#039;s a decent prequel that fans can find some enjoyment, but it&#039;s not as good as Enemy Unknown. Without going into spoilers, there&#039;s also a reveal during the last few levels that&#039;s surprisingly meta and well-written. Still worth looking into if you can find it for cheap or rent it.&lt;br /&gt;
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Interestingly enough, turns out that the universe in XCOM Declassified is the same as that of Enemy Unknown/Within&#039;s.  After the events in The Bureau, all records were wiped.  This explains why the player had to start from scratch at the beginning of Enemy Unknown.  When the Ethereals of Unknown/Within spoke of their [[Derp|own failure to ascend,]] they really meant that they wanted to be like the Ethereals from The Bureau.  Either way, only time will tell exactly [[Grimdark|what the hell they were preparing humanity for.]]&lt;br /&gt;
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== Xenonauts ==&lt;br /&gt;
A faithful remake of the original X-com, with time units and all that. Changes a few things (like lack of Psionics on your side) and adds vehicles (yes, blowing up half a building with a rocket jeep is awesome) and controllable dogfights. &lt;br /&gt;
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Other differences between it and the original include:&lt;br /&gt;
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Maps are mostly pregenerated, not fully procedural.&lt;br /&gt;
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Fewer weapon and ammo types. Seriously, you&#039;ve got the big five (pistol, shotgun, assault rifle, sniper, and LMG) and a rocket launcher. No variant ammo types, although the weapons do have researched tiers (which are simply damage-ups). This means no unfairly powerful weapons like the Rape Launcher or the Stun Grenade Launcher.&lt;br /&gt;
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More basic inventory control. You don&#039;t micromanage individual missiles, and you can have as many magazines, grenades, and med-kits as you want.&lt;br /&gt;
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Smaller team sizes. Max troop count on a mission is 12, with the best drop-ship.&lt;br /&gt;
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Fewer oddball items, like the motion scanner or psi-ball, but there is now an assault shield, so your dudes don&#039;t immediately die when popping open a UFO.&lt;br /&gt;
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Rookies are better out of the gate, but are still shit compared to your colonels. Still, they have a decent chance of killing an enemy in a turn.&lt;br /&gt;
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Explosive weapons damage items, lowering the amount of money you receive from selling. This is for the best, because explosives are stupidly powerful and are probably the most reliable way of putting a fool down.&lt;br /&gt;
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Saveable, customizable loadouts for all of your troops, and obviously no engine-based limit on the amount of items you can bring into a mission.&lt;br /&gt;
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Aliens don&#039;t really hide in corners or really hard to find spots, which makes flushing them out a lot easier.&lt;br /&gt;
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Troops remain vulnerable a lot longer. You are never at the point where you can float an invincible army of death-dealing demigods over a cowering cadre of snakemen, raining death and destruction down with maddened glee.&lt;br /&gt;
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Country relations are more important than after-mission loot.&lt;br /&gt;
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You can kick or pistol whip an enemy to death. Cue surrounding an annoying alien marksman and beating him to death with riot shields.&lt;br /&gt;
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You can call airstrikes to cancel boring UFO raids.&lt;br /&gt;
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=== Xenonauts 2 ===&lt;br /&gt;
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Now with 3D graphics!  A demo is available through GOG.com, with the release planned to be later in 2017.&lt;br /&gt;
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== UFO: Alien Invasion ==&lt;br /&gt;
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The most detailed opensource version of XCOM based on the Quake 2 engine.&lt;br /&gt;
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Buildings are not destructible and it doesn&#039;t have a great fog-of-war.  It doesn&#039;t have unmanned vehicles like the current iterations and sadly doesn&#039;t have any sort of Chryssalids yet.&lt;br /&gt;
&lt;br /&gt;
Has a better world map than any other XCOM in that you can fully explore it like google-earth, even showing ship movement on the globe in real time.  The campaign is more forgiving in that it does not force you through Acts like Enemy Unknown where you can&#039;t possible keep everybody happy, or has nations constantly bitching at you for radar coverage like in Xenonauts.  Instead you get to bid captured UFOs and give preference to unhappy nations that feel neglected or where you haven&#039;t been saving civilians frequently.  &lt;br /&gt;
&lt;br /&gt;
The camera is completely free in battlescape mode just like in Enemy Unknown, complete with zoom capabilities.  Lots of different weapons, though you will find yourself a fool if you don&#039;t immediately start using alien weapons.  Also levels tend to have more floors than other iterations, such as one mission in which you&#039;re going through an office building or another where you&#039;re entering a subway.&lt;br /&gt;
&lt;br /&gt;
The only major problem with the game is that the smoke grenades are so overpowered your guys will be coming out of your drop ship like Snoop-Dogg out of his trailer.  Otherwise you&#039;ll find aliens are more than happy to shower your guys with plasma from across the map.&lt;br /&gt;
&lt;br /&gt;
After a general huge update smoke is now useless and aliens are much, MUCH more powerful. &lt;br /&gt;
&lt;br /&gt;
Oh, and its free.&lt;br /&gt;
&lt;br /&gt;
== Phoenix Point ==&lt;br /&gt;
&lt;br /&gt;
A spiritual successor by Julian Gollop himself. As of the time of this edit, being crowdfunded on Fig. The basic idea is; some kind of strange virus has been dug up in the permafrost and has mutated everything in the oceans. Now it&#039;s invading the land, most of the humanity is gone, and you must defend the survivors.&lt;br /&gt;
&lt;br /&gt;
The virus morphs all life into Lovecraftian horrors. Literally Lovecraftian; it is implied that [[H.P. Lovecraft|Howard the Great]] was inspired by ancient findings describing an outbreak of the same virus a few million years ago. It even came from Yuggoth. Some of the people, by the way, seem to like the results; there is an entire faction based around a religion [[Chaos Cults|worshiping the mutations]], while another is [[Tau|commie pacifists trying to find a balance with the virus]]. A third faction [[Imperium of Man|just wants to destroy them all at all costs]].&lt;br /&gt;
&lt;br /&gt;
So far, the game has managed to gather the required half million dollars and is moving toward the stretch goals. A few of the contributors have even bought the right to design a character (a leader of a survivor group).&lt;br /&gt;
&lt;br /&gt;
Expected; large bosses, your own mutated soldiers with blasted off limbs, and the option of saving a group of people by [[Dawn of War II|landing on a giant creature and injecting it with poison]].&lt;br /&gt;
&lt;br /&gt;
Oh, and there are [[Flamer|flamethrowers]]&lt;br /&gt;
&lt;br /&gt;
== XPiratez ==&lt;br /&gt;
&lt;br /&gt;
What XCOM 2 was to XCOM: Enemy Within, XPiratez is to X-COM: UFO Defense. Made of pure [[Awesome|awesome]], you lead a crew of female mutants on a quest to kick ass, gain riches, and fuck bitches. A mod for OpenXcom, it&#039;s completely free and gets constant updates. Go check it out! Nothing&#039;s more satisfying then crushing a pureblood&#039;s head in with a sledge hammer and then mowing down his mates with your [[Dakka|custom Boarding gun]]. To say more would be to spoil its unique atmosphere and feeling of exploration as you uncover what has happened to the world.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[X-Com Play By Post]], experimental rules for playing X-Com on a forum.&lt;br /&gt;
*[[XCOM: Tomorrow&#039;s War edition]], a conversion of [[Tomorrow&#039;s War]] for playing X-Com on the tabletop.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Don_t_mess_with_humanity_by_Jaekyu.jpg&lt;br /&gt;
Image:Get_Some_by_IronShrineMaiden.jpg&lt;br /&gt;
Image:Public_Display_of_Affection_by_Jaekyu.png&lt;br /&gt;
Image:Rookie_Shooter_by_Jaekyu.png&lt;br /&gt;
Image:X-Com_(1).jpg&lt;br /&gt;
Image:X-Com_(2).jpg&lt;br /&gt;
Image:X-Com_(3).jpg&lt;br /&gt;
Image:X-Com_(4).jpg&lt;br /&gt;
Image:X-Com_(5).jpg&lt;br /&gt;
Image:X-Com_(6).jpg&lt;br /&gt;
Image:X-Com_(7).jpg&lt;br /&gt;
Image:X-Com_(8).png&lt;br /&gt;
Image:X-Com_(9).jpg&lt;br /&gt;
Image:X-Com_(10).jpg&lt;br /&gt;
Image:Snek.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://ufopaedia.org/index.php?title=Main_Page UFOpaedia.org], a wiki dedicated to X-COM (and sequels, and mods, etc.).&lt;br /&gt;
* [http://openxcom.org/ Open Source engine for the original game]&lt;br /&gt;
* [http://www.fantasyflightgames.com/edge_minisite.asp?eidm=269&amp;amp;enmi=XCOM:%20The%20Board%20Game Fantasy Flight Games&#039;s official X-COM game.]&lt;br /&gt;
* [http://www.nexusmods.com/xcom/mods/88/? Long War main page.]&lt;br /&gt;
* [http://ufoai.org/wiki/About UFO: Alien Invasion]&lt;br /&gt;
* [https://docs.google.com/document/d/1BqoEJUWKVRFSKXOA2Ks3Ce7Kvphmg0kAFKcuXJHgmr0/mobilebasic?pli=1 Things X-COM operatives are not allowed to do], a list in the vein of Mr. Welch&#039;s list. Occasionally hilarious&lt;br /&gt;
&lt;br /&gt;
[[category:Video Games]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>2600:100F:B00F:F313:C052:7EBC:F8E9:BC33</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=XCOM&amp;diff=569319</id>
		<title>XCOM</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=XCOM&amp;diff=569319"/>
		<updated>2017-06-24T16:19:39Z</updated>

		<summary type="html">&lt;p&gt;2600:100F:B00F:F313:C052:7EBC:F8E9:BC33: /* The Bureau: XCOM Declassified */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{/vg/}}&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Xcom_2.png|thumb|right|]]&lt;br /&gt;
&lt;br /&gt;
This is a [[Dan Abnett|rare treat]]. &#039;&#039;&#039;X-COM&#039;&#039;&#039;, or as it&#039;s called across the pond, &#039;&#039;UFO: Enemy Unknown&#039;&#039; is a turn-based strategy game that is, to put it simply, about as close to a game of [[Dark Heresy]] as one can get in isometric 3D. Note that X-COM is significantly older than [[Dark Heresy]], and older than all but the first edition of [[Warhammer Fantasy Roleplay]], so it&#039;d be better to say [[Dark Heresy]] is a lot like X-COM on the tabletop. Dating back to the much-lamented Microprose, it set a gold standard for atmosphere and playability that has, frankly, not been breached in ages.&lt;br /&gt;
&lt;br /&gt;
The game is [[Dwarf Fortress|old as balls]] and in isometric view, which, paired with the Dark Heresy similarities, makes it more /tg/ material than /v/.&lt;br /&gt;
&lt;br /&gt;
==A General Gist==&lt;br /&gt;
&lt;br /&gt;
A general synopsis is that in [[grimdark|the not-so-distant future, there is war - and aliens]]. Aliens are arriving, and they are most assuredly hostile. It falls upon the Extraterrestrial Combat Unit, or the eponymous X-COM, a multi-national task-force, to deal with the invasion by blasting the fuck out of the Aliens, stealing their shit, researching their technology, and using it to fucking kill them off, all the while fighting off terror attacks and trying to figure out where in Uranus these fucking things are coming from (as it turns out, from Mars, and if you win, the final mission involves you going to Mars and dropping an [[Exterminatus]] on their asses).&lt;br /&gt;
&lt;br /&gt;
It kicked ass. It was good enough to spawn a sequel, which was basically the same game, but underwater and infinitely harder. It then spawned a second, somewhat different, but still appreciated sequel, which was decent, if not overwhelmingly good. Then Microprose was bought by [[Hasbro|that which must never be named]], who proceeded to nose-dive the IP with games like [[AIDS|X-COM: Interceptor]] and [[Shit Twinkie|X-COM: Enforcer]].&lt;br /&gt;
&lt;br /&gt;
Fucking [[RAGE|Hasbro]].&lt;br /&gt;
&lt;br /&gt;
Anyway. Combat is a lot like Dark Heresy&#039;s in that it&#039;s exceedingly lethal; at the game&#039;s outset, you have no armor beyond jumpsuits with Kevlar stuffed into them, and your firearms are the best and msot powerful weaponry that chemical propelled explosives can provide only moderately capable against alien forces (though quite diverse). In order to properly take these fucking things on on anything remotely resembling their own terms, you need upgrades. Upgrades come through research, and research comes by shooting down UFOs, landing a ground assault, killing the surviving aliens, and stripping the UFO like the [[Blood Ravens]] do other chapters&#039; shiny bits. Once brought back to base, your researchers can look into what makes the alien&#039;s gear work, research your own weapons and tech, and develop technologies to help in the fight against the Aliens. Eventually, you can load your forces up with [[Space Marine|Power-armored bad-asses]], but starting out, your forces are fragile, and fighting smart is &#039;&#039;vital&#039;&#039;. You &#039;&#039;will&#039;&#039; suffer casualties early on - guaranteed - but such is war, and you must press on, allowing the survivors to grow into [[Colonel Greiss|manly badasses]].&lt;br /&gt;
&lt;br /&gt;
The Aliens themselves are diverse, ranging from the Sectoids (conventional &amp;quot;gray&amp;quot; aliens), to Chryssalids (horrifying abominations that inject targets with eggs that turn them into mindless drones which will explosively birth new Chryssalids thereafter). Nightmare fuel = yes. The game manages to be exceedingly creepy for one so simple, and is one of many reasons that X-COM works so well.&lt;br /&gt;
&lt;br /&gt;
==Tales of Heroism==&lt;br /&gt;
&lt;br /&gt;
In accordance with /tg/&#039;s love of war stories about [[your dudes]], several examples of awesome have been compiled:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Instant&#039;&#039; death doesn&#039;t &#039;&#039;always&#039;&#039; happen. Occasionally, one Rookie will be touched by God and succeed against all odds. After that, he will die horribly. [[Just as Planned]].&lt;br /&gt;
&lt;br /&gt;
X-COM agent of note: [[Marc Lecointe]]. Lecointe survived numerous missions, got the highest kill count on most missions, killed a Snakemen leader and his bodyguards (despite losing over half the squad), and got shot in the face and back with plasma and lived. He eventually was hit with return fire in an alley and began bleeding. He returned fire and killed the Snakeman, but bled to death before help could arrive. Lacointe lives on in our hearts.&lt;br /&gt;
&lt;br /&gt;
Another agent of note is Gristle McThornbody, a Rocket-Toting Team-Killing asshole who refuses to die OR be mind-controlled. He&#039;s so badass, that even when he has 85% or more to hit on a 2x2 alien, he&#039;ll still hit the wall twenty tiles to the left.&lt;br /&gt;
&lt;br /&gt;
== New Stuff and Things ==&lt;br /&gt;
According to things [[/v/]] likes to watch on the Internet, a new X-Com game is in the pipes, set to be made in the gameplay and spirit of the old games, with new graphics and updated for the new generation of gamers to be introduced into the X-Com game style. It lost the dash along the way someplace, and got re-named &#039;&#039;XCOM: Enemy Unknown&#039;&#039;. This new game, which has spawned joy boners in many on /v/ and /tg/ alike, is believed to stem from the utter, burning [[RAGE|fury]] that was originally spawned from 2K&#039;s simply-titled &#039;&#039;XCOM&#039;&#039; game, which, near as we can tell, is an FPS that takes place in the 1960s and has exactly &#039;&#039;nothing&#039;&#039; to do with the actual X-COM franchise. Seriously, don&#039;t look into 2K&#039;s game if you&#039;re a fan of the series on any level - it will cause veterans to spontaneously transform into [[Angry Marines]] and/or [[Khorne|Khornate Berserkers]]. Apparently, those in charge had the wherewithal to note that if they didn&#039;t make a &#039;&#039;proper&#039;&#039; X-COM game, [[/tg/]] (and by extension, [[/v/]]) would [[Anal Circumference|leave their asshole in ruins]]. They even went ahead to declare the two games take place in separate universes. If only [[Games Workshop]] had [[Matt Ward|that much sense]]...&lt;br /&gt;
&lt;br /&gt;
== XCOM: Enemy Unknown by Firaxis ==&lt;br /&gt;
[[File:XCOMGameplay.jpg|200px|thumb|An in-game screenshot of the new game.]]&lt;br /&gt;
And Firaxis came to the rescue, promising to return to the roots of XCOM (note the lack of a hyphen this time around, although the logo &#039;&#039;does&#039;&#039; have a horizontal stripe taken out of the &amp;quot;COM&amp;quot;). Since Firaxis has a lot of ex-MicroProse people, a lot of them have had to do with the original as well, and the original musical score will make a return. Although it&#039;s changed a few things like removing time units, cutting down on your maximum amount of squad members (4 at the start and 6 maximum) and limiting us to one base (though each base location gives its own unique bonus), the game lives up to the original, xeno-killing TBS (Turn-Based Strategy) series.&lt;br /&gt;
&lt;br /&gt;
If you haven&#039;t bought the game and you&#039;re a TBS fan, everyone in /tg/ that isn&#039;t [[That guy]], would highly recommend you give it a whirl at the modest price of &amp;lt;strike&amp;gt;&lt;br /&gt;
$39.99 &amp;lt;/strike&amp;gt; $16.49 for all the good remade XCOM games because of our father Gabe Newell on PC,&lt;br /&gt;
still is 39.99 for console/Non-Steam or $9.99 on mobile/tablet devices.&lt;br /&gt;
&lt;br /&gt;
If anything, this edition of X-com is more in the lines of a traditional board game than the previous ones. One might even be so bold as to compare it to Necromunda and Mordheim on its similarities.&lt;br /&gt;
Like always, we have footage for vidyas: https://youtu.be/qDhuZ4b51hA https://youtu.be/-SKoS5BYVuY  https://youtu.be/bxuzLyR-000&lt;br /&gt;
&lt;br /&gt;
===XCOM: Enemy Within===&lt;br /&gt;
[[File:MectoidMEC.jpg|200px|thumb|Did we mention melee combat with exosuits?]]&lt;br /&gt;
&#039;&#039;Enemy Within&#039;&#039; is an expansion pack (And it&#039;s been a long time since anyone&#039;s used that name for additional content.) for the game that completely re-defines how the game progresses, compared to the original one. The game&#039;s story still progresses like the original game, but expands on it for a more entertaining experience.&lt;br /&gt;
&lt;br /&gt;
It adds the &amp;quot;meld&amp;quot; resource to the game, a type of alien organic/synthetic-hybrid nanomachine that allows you to unlock two powerful technologies: MEC and genetic modification. MEC allows your troops to interface with a Mechanized Exoskeleton Cybersuit, a heavy exoskeleton that brings the heaviest of weapons to the field (Including the option for a powerfist equivalent called a &amp;quot;Kinetic Strike Module&amp;quot;. Yes, make your own faux [[Terminator]] squad! Especially when the Tier-3 Paladin upgrades bulks up your suit&#039;s armor that you look vaguely similar to Termies.). Genetic modification allows you to augment your troops using data gathered from dissected aliens, making them killier than ever before. Infact, you can create your own equivalent of an Imperial [[Space Marine]] with the list of available modifications you can do (Two of these specific upgrades are a second heart and the ability of self-regeneration) .&lt;br /&gt;
&lt;br /&gt;
It also adds new aliens to the xenos&#039; side, like a cloaking squid robots that chokes your troops to death and their own brand of exosuit troops. It also introduces another enemy into the game: EXALT. EXALT are a bunch of power-mad blokes who sees the alien&#039;s invasion as a way to gain power by adapting their technology for themselves, inching them closer to world domination. They see you as an obstacle and are determined to undermine your efforts to defeat the aliens by disrupting your operations through a number of ways and sowing panic amongst XCOM-member nations, generally making your already hectic life even more hectic. You must now defeat this new threat through a combination of [[Ork|cunning brutality and brutal cunning.]] They have most of your technologies to go toe-to-toe with you (Except for their own exosuits) and they are well hidden, so bringing them down won&#039;t be an easy affair.&lt;br /&gt;
&lt;br /&gt;
=== XCOM 2 ===&lt;br /&gt;
[[File:People%27s_reaction_to_XCOM_2%27s_Vipers.png|200px|thumb|Turns out they &#039;&#039;are&#039;&#039; poison glands.  Hee.]]&lt;br /&gt;
A direct-ish sequel to EU/EW, XCOM 2 seems to decide that what&#039;s canon is not: &amp;quot;you killed all the aliens, now here&#039;s more aliens&amp;quot;, but &amp;quot;you know that Impossible Ironman game you played for a laugh and got utterly stomped? That&#039;s the canon ending&amp;quot;. (The utterly stomping part takes place in the base assault, and it is so bad that two of the most important things got taken: The Commander, and more importantly, central officer Bradford&#039;s sweater). The aliens won before humanity even got to laser weapons, taking over the world and unifying humanity (read: ruling over them in a pseudo-utopia &amp;quot;Brave Neuuw World&amp;quot;-style), and basically preparing to turn them into another of their slave races (not that most of humanity knows this).&lt;br /&gt;
&lt;br /&gt;
XCOM refused to back down even after the Council of Nations ceased to exist and instead went underground, hijacking an alien supply ship to act as a mobile base for hit-and-run operations against the alien occupiers, in the hopes of toppling the ADVENT (the puppet government aliens&#039;ve set up) and exposing the true purpose of their supposedly ideal society to the world.&lt;br /&gt;
&lt;br /&gt;
New features include:&lt;br /&gt;
The Assault class has been given a makeover to focus even more on [[Rip and Tear]], replacing the sidearm with a sword and changing title to the Ranger. The Sniper has been renamed the Sharpshooter and given a pistol-focused skill-tree-route that turns the soldier into Clint Eastwood (literally, like you can have a stand-off by firing 3 pistol-shots in the same turn). The Support class has been renamed the Specialist and been given a drone to hack, heal, shield and/or zap shit remotely. The Heavy has been given a nice grenade launcher to act as your cover-stomper, and been renamed the Grenadier. Psi-operatives are their own class now as well, and get hate-hair and purple eyes because that makes sense and all psychically talented people look like neo-punks. Troops can be captured, and then rescued, which also reclaims any expensive gear they had on them (but it&#039;s never the captured troops you actually need back).&lt;br /&gt;
New enemies (without spoilers), including human ADVENT security troops (who really love to say &amp;quot;bitch&amp;quot; and pointing towards your soldiers) with magnetic weapons who look like humans till you get their armor off, sectoid-human hybrids with teeth, thumbs, and belly buttons (which can be really creepy if you &#039;&#039;&#039;really&#039;&#039;&#039; think about it), and transsexual Snake-women called Vipers (which is what the Thin Men actually look like without their disguises). Yes, there were snaketits on the thread that announced this to /tg/. Yes, /d/ has drawn porn of them. Yes, it will be added to the gallery.&lt;br /&gt;
&lt;br /&gt;
Moving on.&lt;br /&gt;
&lt;br /&gt;
XCOM 2 also contains an in depth explanation for the aliens&#039; motives that many fans felt was lacking or too ambiguous in Enemy Within. Apparently, the Ethereals have some kind of fatal disease they can&#039;t cure, so they&#039;ve been trekking around the galaxy culminating genes to form the ultimate bodies for themselves, while amassing a genetically supreme army. When the Ethereals found humanity, they found their genes to be so awesome and powerful that just adding some of them to a lowly sectoid turned it from a pathetic 3&#039; tall creature you could kill with basic weapons, to an 8&#039; tall psionic rape machine that could raise the dead and withstand salvos of bullets to the face. They then set up an alien government on Earth so they could discretely process humanity&#039;s best genetic material and slowly form new bodies for themselves that don&#039;t die called Avatars. And by don&#039;t die, we mean have copious amounts of health, teleport every time they&#039;re injured, regenerate like crazy, are guaranteed to successfully mind control anything, and are immune to any of your psychic abilities. And the boss fight involves killing three of these dick-butts and an endless wave of alien reinforcements. Using human DNA is also where their ADVENT troops came from, they grew armies of human spliced with unspecified alien to act as their public face to the humans. But humanity wins anyway, because humans are just that fucking awesome.&lt;br /&gt;
&lt;br /&gt;
The game is also notable for abandoning the usual conditions for losing. The norm for the series is for your funding to get cut if too many countries lose faith in XCOM. Since you&#039;re fighting a guerilla war and your support are humans fighting to survive outside the aliens&#039; control zones, that isn&#039;t happening. Instead you lose if the aliens complete the Avatar Project, their goal to mass produce the bodies for the etherals. If they do you get treated to a scene of almost all resistance being crushed because the Avatars are dangerous enough in small numbers and army of them would unstoppable. You can slow progress, but can only stop it by finishing the game.&lt;br /&gt;
&lt;br /&gt;
So far there have been three DLCs for XCOM 2. &amp;quot;Anarchy&#039;s Children&amp;quot; added new customization features for your soldiers, most of which you wouldn&#039;t ever really use. &amp;quot;Alien Hunters&amp;quot; adds a new mission, weapons, and alien rulers who you have to hunt down. The alien rulers get to take an action every, single, time, one of your soldiers does. This is even more infuriating then it sounds. Some more customization options are added too. &amp;quot;Shen&#039;s Last Gift&amp;quot; adds another mission and the SPARK class soldier. SPARKs are robots you have to make in the proving ground that wish they were half as cool or good as the MECs from Enemy Within. Hopefully, someone in the modding community will fix this soon. You also can&#039;t add modifications to their guns, which is stupid, and their guns, while much larger and more powerful-looking than the other squad specialized weapons, don&#039;t do more damage than the rest of the squad&#039;s specialized weapons. This is also stupid, as an auto-cannon would naturally do much more damage than a SAW. And here comes the fun part; if you read the developers blog, their idea of &amp;quot;balance&amp;quot; is to actually nerf plenty of stuff...so the game is harder after having a buffed-up alien lord chase your dudes all over the game. Was old-school really this hard?&lt;br /&gt;
&lt;br /&gt;
=== XCOM: Long War ===&lt;br /&gt;
&lt;br /&gt;
What, the new XCOM wasn&#039;t complicated enough for you?  There&#039;s a mod called &amp;quot;Long War&amp;quot; which goes into lots more detail, a bit more like the classic game.  Now, the aliens will advance their plans and escalate their forces and assaults based on their own progression system, and the game is rebalanced around the expectation that you will not succeed at every mission (and you won&#039;t -- the aliens are plenty tough to see to that).&lt;br /&gt;
&lt;br /&gt;
=== XCOM: The Board Game ===&lt;br /&gt;
&lt;br /&gt;
From [[Fantasy Flight Games]], there&#039;s a board game adaptation of XCOM (in fact, &#039;&#039;XCOM: Enemy Unknown&#039;&#039; was quite inspired by board games, with the two-actions-per-turn system instead of the old &#039;time units&#039;).  There&#039;s a companion app for smartphones, tablets, and computers which controls the aliens and informs players of events, a bit like a [[Game Master]], but without exposing the players to too much bookkeeping.  Amazing what games can do with computers these days -- just imagine if such a thing had been available for [[FATAL]]!  On second thought, don&#039;t.&lt;br /&gt;
&lt;br /&gt;
Players (1-4) take on different roles in the XCOM organization.  The Commander keeps an eye on the budget and allocates interceptors.  The Chief Scientist directs research efforts.  The Central Officer works the app and solicits input from the others (if there are any) to make decisions (many of which are time-critical).  The Squad Leader manages troops and base defense.  Together, they need to allocate their resources, judge when to push risky but rewarding avenues (inviting retribution from the aliens if they fail), and defend humanity.  Like the games, successes are rare -- a die only has a 1/3 chance of coming up with a success, and tasks may need multiple successes.  There is also an &amp;quot;enemy die&amp;quot;, a [[d8]] that is rolled against the number of times that task has been attempted.  If it rolls equal to or under that number, something bad happens.  So, do you pool resources for critical tasks (neglecting anything else, and hoping that your priorities are correct), in order to most likely be successful before the threat level climbs too high?  Or do you stay flexible but push your luck?  Your call, commander.&lt;br /&gt;
&lt;br /&gt;
=== XCOM 2: Long War 2 ===&lt;br /&gt;
If you thought XCOM 2 was &#039;&#039;already&#039;&#039; hard, thanks in part to the involvement of the original Long War modders in the game&#039;s development, said modders come back with a sequel mod for the game. Not only does this go even further than the first Long War in going into a lot of detail, such as new graphical touches, significant rebalancing and completely overhauling the global map to be more reminiscent of classic X-com. But the difficulty is amped up even more, with missions even requiring you to send in potentially fatal scouting parties to make sure your &#039;&#039;other&#039;&#039; squads don&#039;t die on the spot. Also, rather than launching parties directly into battle, missions spawn on the geoscape with an expiration timer.  The player &#039;&#039;can&#039;&#039; launch immediately, but the enemy presence will be drastically increased!  Instead, the idea is that the squad can spend time infiltrating, to let ADVENT get complacent and draw troops elsewhere.  Having more Resistance folks working Intel increases mission expiration times, but the bigger and heavier the squad, the more infiltration time is require.  And vice versa -- short-staffing a squad can allow a player to infiltrate to high percentages on short notice...but now you&#039;ve only got like four guys on the ground, and that might not be enough firepower if activations go badly...&lt;br /&gt;
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This mod requires dramatically more strategic thought and care. Weapons, armor, and equipment are all purchased individually, forcing you into decisions like &#039;do I continue the rollout of my newly available armor-piercing coilguns, or do I buy armor for the two rookies I&#039;ve trained up?&#039; and &#039;do I send my last seven man team to secure me an engineer, commit them to a long infiltration to wipe out an advent tower, or hold them in reserve for a better opportunity?&#039; The difficulty is likewise much higher, but you have dramatically expanded options to combat it with special weapons, squad leaders, extra inventory slots packed with flashbangs, veteran troop skills, chooseable bonus perks, a psi advancement training regime that makes some actual sense, and many, many more troops and mission opportunities. Minor reinforcement on that last one, in fact: in stock XCOM 2 you&#039;ll likely end the campaign with fewer than twenty soldiers, whereas here it&#039;s pretty common to have a hundred active-duty troopers at a time.&lt;br /&gt;
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Also, the Shinobi is the most overpowered class below the Psi-Operative. Making missions easier then they should be as he can [[derp|bypass Overwatch]] and has a very low impact on infiltration. Unlike the Psi-Operative he is available after promoting a Rookie.&lt;br /&gt;
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== The Bureau: XCOM Declassified ==&lt;br /&gt;
Despite having the name XCOM in the title, the game really has little relation to the series. The reason behind this is because 2K passed this game on to the lovely people that brought you Bioshock 2; meaning it was made by a studio that makes more or less decent games. It&#039;s supposed to be a prequel, set in the 1960s during the Cold War era. The protagonist, William Carter, was a CIA agent just delivering a suitcase of classified &amp;quot;documents&amp;quot; until an Outsider disguised as a female agent got ahold of it. Not long after that, an alien invasion commenced!&lt;br /&gt;
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The Bureau is a RPG that plays like Mass Effect, but not as good for a variety of reasons. One reason is in the dialog scene, you&#039;re given choices of what to ask/say. They really don&#039;t impact the game, nor changes it for the most part, so you can skip a majority of it if you want to. The agents in your squad are pretty dull, sure you can change their names and how they dress, but really doesn&#039;t offer any friendship/foe engagements. If they die, you will need to recruit another agent and start him off from scratch, but really, leveling them up isn&#039;t fun and customizable, so just restart a checkpoint if they do die.&lt;br /&gt;
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The agents in your squad have bad AI if you don&#039;t babysit them and give commands on what they should do, and their skills at fighting Outsiders are... Well, okay. The best they can offer is their abilities, so spamming them and you taking care of the killing is an effective way to go (Some recommend starters to start their first mission with a Recon to cause critical damage on certain enemies and a Commando for [[DISTRACTION CARNIFEX|taunting the grunts and make them easy picking for you.]]&lt;br /&gt;
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There would be more to go on, but if you want to know more about the game, you can search up reviews of XCOM Declassified. In short, it&#039;s a decent prequel that fans can find some enjoyment, but it&#039;s not as good as Enemy Unknown. Without going into spoilers, there&#039;s also a reveal during the last few levels that&#039;s surprisingly meta and well-written. Still worth looking into if you can find it for cheap or rent it.&lt;br /&gt;
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Interestingly enough, turns out that the universe in XCOM Declassified is the same as that of Enemy Unknown/Within&#039;s.  After the events in The Bureau, all records were wiped.  This explains why the player had to start from scratch at the beginning of Enemy Unknown.  When the Ethereals of Unknown/Within spoke of their [[Derp|own failure to ascend,]] they really meant that they wanted to be like the Ethereals from The Bureau.  Either way, only time will tell exactly [[Grimdark|what the hell they were preparing humanity for.]]&lt;br /&gt;
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== Xenonauts ==&lt;br /&gt;
A faithful remake of the original X-com, with time units and all that. Changes a few things (like lack of Psionics on your side) and adds vehicles (yes, blowing up half a building with a rocket jeep is awesome) and controllable dogfights. &lt;br /&gt;
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Other differences between it and the original include:&lt;br /&gt;
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Maps are mostly pregenerated, not fully procedural.&lt;br /&gt;
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Fewer weapon and ammo types. Seriously, you&#039;ve got the big five (pistol, shotgun, assault rifle, sniper, and LMG) and a rocket launcher. No variant ammo types, although the weapons do have researched tiers (which are simply damage-ups). This means no unfairly powerful weapons like the Rape Launcher or the Stun Grenade Launcher.&lt;br /&gt;
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More basic inventory control. You don&#039;t micromanage individual missiles, and you can have as many magazines, grenades, and med-kits as you want.&lt;br /&gt;
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Smaller team sizes. Max troop count on a mission is 12, with the best drop-ship.&lt;br /&gt;
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Fewer oddball items, like the motion scanner or psi-ball, but there is now an assault shield, so your dudes don&#039;t immediately die when popping open a UFO.&lt;br /&gt;
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Rookies are better out of the gate, but are still shit compared to your colonels. Still, they have a decent chance of killing an enemy in a turn.&lt;br /&gt;
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Explosive weapons damage items, lowering the amount of money you receive from selling. This is for the best, because explosives are stupidly powerful and are probably the most reliable way of putting a fool down.&lt;br /&gt;
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Saveable, customizable loadouts for all of your troops, and obviously no engine-based limit on the amount of items you can bring into a mission.&lt;br /&gt;
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Aliens don&#039;t really hide in corners or really hard to find spots, which makes flushing them out a lot easier.&lt;br /&gt;
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Troops remain vulnerable a lot longer. You are never at the point where you can float an invincible army of death-dealing demigods over a cowering cadre of snakemen, raining death and destruction down with maddened glee.&lt;br /&gt;
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Country relations are more important than after-mission loot.&lt;br /&gt;
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You can kick or pistol whip an enemy to death. Cue surrounding an annoying alien marksman and beating him to death with riot shields.&lt;br /&gt;
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You can call airstrikes to cancel boring UFO raids.&lt;br /&gt;
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=== Xenonauts 2 ===&lt;br /&gt;
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Now with 3D graphics!  A demo is available through GOG.com, with the release planned to be later in 2017.&lt;br /&gt;
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== UFO: Alien Invasion ==&lt;br /&gt;
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The most detailed opensource version of XCOM based on the Quake 2 engine.&lt;br /&gt;
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Buildings are not destructible and it doesn&#039;t have a great fog-of-war.  It doesn&#039;t have unmanned vehicles like the current iterations and sadly doesn&#039;t have any sort of Chryssalids yet.&lt;br /&gt;
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Has a better world map than any other XCOM in that you can fully explore it like google-earth, even showing ship movement on the globe in real time.  The campaign is more forgiving in that it does not force you through Acts like Enemy Unknown where you can&#039;t possible keep everybody happy, or has nations constantly bitching at you for radar coverage like in Xenonauts.  Instead you get to bid captured UFOs and give preference to unhappy nations that feel neglected or where you haven&#039;t been saving civilians frequently.  &lt;br /&gt;
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The camera is completely free in battlescape mode just like in Enemy Unknown, complete with zoom capabilities.  Lots of different weapons, though you will find yourself a fool if you don&#039;t immediately start using alien weapons.  Also levels tend to have more floors than other iterations, such as one mission in which you&#039;re going through an office building or another where you&#039;re entering a subway.&lt;br /&gt;
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The only major problem with the game is that the smoke grenades are so overpowered your guys will be coming out of your drop ship like Snoop-Dogg out of his trailer.  Otherwise you&#039;ll find aliens are more than happy to shower your guys with plasma from across the map.&lt;br /&gt;
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After a general huge update smoke is now useless and aliens are much, MUCH more powerful. &lt;br /&gt;
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Oh, and its free.&lt;br /&gt;
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== Phoenix Point ==&lt;br /&gt;
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A spiritual successor by Julian Gollop himself. As of the time of this edit, being crowdfunded on Fig. The basic idea is; some kind of strange virus has been dug up in the permafrost and has mutated everything in the oceans. Now it&#039;s invading the land, most of the humanity is gone, and you must defend the survivors.&lt;br /&gt;
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The virus morphs all life into Lovecraftian horrors. Literally Lovecraftian; it is implied that [[H.P. Lovecraft|Howard the Great]] was inspired by ancient findings describing an outbreak of the same virus a few million years ago. It even came from Yuggoth. Some of the people, by the way, seem to like the results; there is an entire faction based around a religion [[Chaos Cults|worshiping the mutations]], while another is [[Tau|commie pacifists trying to find a balance with the virus]]. A third faction [[Imperium of Man|just wants to destroy them all at all costs]].&lt;br /&gt;
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So far, the game has managed to gather the required half million dollars and is moving toward the stretch goals. A few of the contributors have even bought the right to design a character (a leader of a survivor group).&lt;br /&gt;
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Expected; large bosses, your own mutated soldiers with blasted off limbs, and the option of saving a group of people by [[Dawn of War II|landing on a giant creature and injecting it with poison]].&lt;br /&gt;
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Oh, and there are [[Flamer|flamethrowers]]&lt;br /&gt;
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== XPiratez ==&lt;br /&gt;
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What XCOM 2 was to XCOM: Enemy Within, XPiratez is to X-COM: UFO Defense. Made of pure [[Awesome|awesome]], you lead a crew of female mutants on a quest to kick ass, gain riches, and fuck bitches. A mod for OpenXcom, it&#039;s completely free and gets constant updates. Go check it out! Nothing&#039;s more satisfying then crushing a pureblood&#039;s head in with a sledge hammer and then mowing down his mates with your [[Dakka|custom Boarding gun]]. To say more would be to spoil its unique atmosphere and feeling of exploration as you uncover what has happened to the world.&lt;br /&gt;
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== See Also ==&lt;br /&gt;
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*[[X-Com Play By Post]], experimental rules for playing X-Com on a forum.&lt;br /&gt;
*[[XCOM: Tomorrow&#039;s War edition]], a conversion of [[Tomorrow&#039;s War]] for playing X-Com on the tabletop.&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Don_t_mess_with_humanity_by_Jaekyu.jpg&lt;br /&gt;
Image:Get_Some_by_IronShrineMaiden.jpg&lt;br /&gt;
Image:Public_Display_of_Affection_by_Jaekyu.png&lt;br /&gt;
Image:Rookie_Shooter_by_Jaekyu.png&lt;br /&gt;
Image:X-Com_(1).jpg&lt;br /&gt;
Image:X-Com_(2).jpg&lt;br /&gt;
Image:X-Com_(3).jpg&lt;br /&gt;
Image:X-Com_(4).jpg&lt;br /&gt;
Image:X-Com_(5).jpg&lt;br /&gt;
Image:X-Com_(6).jpg&lt;br /&gt;
Image:X-Com_(7).jpg&lt;br /&gt;
Image:X-Com_(8).png&lt;br /&gt;
Image:X-Com_(9).jpg&lt;br /&gt;
Image:X-Com_(10).jpg&lt;br /&gt;
Image:Snek.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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== External Links ==&lt;br /&gt;
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* [http://ufopaedia.org/index.php?title=Main_Page UFOpaedia.org], a wiki dedicated to X-COM (and sequels, and mods, etc.).&lt;br /&gt;
* [http://openxcom.org/ Open Source engine for the original game]&lt;br /&gt;
* [http://www.fantasyflightgames.com/edge_minisite.asp?eidm=269&amp;amp;enmi=XCOM:%20The%20Board%20Game Fantasy Flight Games&#039;s official X-COM game.]&lt;br /&gt;
* [http://www.nexusmods.com/xcom/mods/88/? Long War main page.]&lt;br /&gt;
* [http://ufoai.org/wiki/About UFO: Alien Invasion]&lt;br /&gt;
* [https://docs.google.com/document/d/1BqoEJUWKVRFSKXOA2Ks3Ce7Kvphmg0kAFKcuXJHgmr0/mobilebasic?pli=1 Things X-COM operatives are not allowed to do], a list in the vein of Mr. Welch&#039;s list. Occasionally hilarious&lt;br /&gt;
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[[category:Video Games]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>2600:100F:B00F:F313:C052:7EBC:F8E9:BC33</name></author>
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