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		<title>Power Armour</title>
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		<updated>2019-04-18T10:12:32Z</updated>

		<summary type="html">&lt;p&gt;2601:147:4300:1949:7404:527F:7C88:8934: /* Iron Man suits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039; is a science fiction concept of armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as [[Warhammer 40,000]].&lt;br /&gt;
&lt;br /&gt;
==Starship Troopers==&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;.  The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades).  Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
==Warhammer 40,000==&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor. &lt;br /&gt;
&lt;br /&gt;
===Space Marine Power Armour===&lt;br /&gt;
The most iconic users of power armour in 40k are the [[Space Marines]] and the [[Chaos Space Marines]]. Made of ceramite layers upon plates of plasteel and adamantium/[[C.S.Goto|adamantite]] which will deflect all but the most powerful of weapons, Power Armour possess many life support systems designed to keep the Space Marine inside alive, even in the worst and most extreme of battlefield conditions. Has physical properties that has lead some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkeable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
&lt;br /&gt;
The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armor and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls carried by soldiers in the Napoleonic era.  The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for maneuvering in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack.&lt;br /&gt;
&lt;br /&gt;
There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark I: Thunder Armour====&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness.  But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway.  Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armor (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
&lt;br /&gt;
In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armor depending on its state of repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark II: Crusade Armour====&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems now common among Astartes power armor, like a waste recycling unit and automated medical equipment. Much of these newer additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the powerpack. The helmet also came with a bunch of enhanced sensory equipment. Overall protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotors. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
Early depictions of this armour often featured a fixed helmet, similar to old-school diving suits. While [[Forge World]] completely [[Retcon|retconned]] this away for the sake of compatibility with other Marine kits, there had been depictions of Mark II suits with movable helmets since the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, so it&#039;s not like GW were ever consistent about it anyway.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark III: Iron Armour====&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III armour was first conceived for &amp;lt;s&amp;gt;the [[Squat]] campaigns&amp;lt;/s&amp;gt;  boarding actions of the Great Crusade. It was pretty much a modified Mark II designed to provide better frontal protection for close quarters combat, essentially fulfilling the same role that [[Terminator]] armour would later fulfill. By the time of the Horus Heresy, the Mark III was slowly being phased out and replaced by Terminator armour, but it&#039;s still fairly common among the Traitor Legions. In fact, several of the more traditional Legions were reluctant to phase out Mark III because it was the most brutally iconic mark of power armour in their day, so there was talk of keeping it for honour guards or spear tip operations. Even into M41, the helmet or faceplate is still popular. It appears as a DLC armor in [[Last Stand - Captain|The Last Stand]] &lt;br /&gt;
for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark IV: Imperial Maximus Suit====&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
Now having access to more [[Standard Template Construct]]s, the Mechanicum was able to further refine power armour internal systems. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made a whole lot lighter than before while only marginally reducing Mark II&#039;s protective capabilities. Bears mentioning it had much, much more superior manufacturability compared to MkII and was easier to repair due to its nature of having no interlocking armor plates and whatnot. Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage. [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result Mark IV was usually reserved for Chapter Masters and senior Captains of the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV is one of the most prevalent types of armour among the Chaos Space Marines.&lt;br /&gt;
&lt;br /&gt;
Some Chapters/Legions also made their own sub-patterns of Maximus power armor, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
MarkIVTacticalSquad.png|&amp;lt;center&amp;gt;Tactical Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark V: Heresy Armour====&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb|What a stud.]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedaling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (presumably an [[Adeptus Mechanicus]]-sanctioned version that went into mass production), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realised that the retcon didn&#039;t make much sense, since all known art and models of the armour up to that point were no less visually consistent than any of the other Marks (and arguably &#039;&#039;more&#039;&#039; consistent than a couple of them).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark VI: Corvus Armour====&lt;br /&gt;
[[File:Mk6CorvusArmor.png|200px|right|thumb|Hate the Xeno. Ca-caw.]]&lt;br /&gt;
The much beloved [[Beakie]] armour. Designed during the latter years of Great Crusade, this one was initially field-tested by Salamanders and Iron Warriors to become a proper Mk V. While the former&#039;s reaction is unknown, [[Perturabo]] despised the idea of reducing the protection of his &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; sons. He arranged the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whom our autistic wierdo didn&#039;t like, received a lot of Mk VIs and was sent on the galactic fringe to fight Eldar. To Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primach&#039;s name, and beakie armour became a common sight in his legion even before it was actually accepted for service in wider Imperium. It anticipated some of the lately developed Mark VII features, producing a suit of armour that is in many ways equal to its descendants, if being a little bit specialized. Although it offered the worst protection compared to all other proper marks, Mark VI armour was the first to feature a redundant power system and parts that are largely interchangeable with those of other marks, particularly with Mark VII. Somehow, it also manages to be lighter and fit together more smoothly than the current Mark VII Aquila, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the preferred armour among the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] around the time of the Horus Heresy even though it was never actually [[Blood Ravens|issued]] to them. Then again it&#039;s the Alpha Legion so who knows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVI.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark VII: Aquila/Imperator Armour====&lt;br /&gt;
[[File:Mk7AquilaImperator.png|200px|right|thumb|All said, this face really does say &amp;quot;disgust&amp;quot; better.]]&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armor was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous Marks, and also bore the Imperial Aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark VIII: Errant Armour====&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Derp|so the overall design looks like a regular Mark VII with a collar.]] Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the marine&#039;s throat, killing him (similar to a shot trap found on the gun mantlet of Nazi Germany&#039;s Panzer V Panther D &amp;amp; A tanks in WW2). Breaking the trend of reverse-compatibility between newer and older marks, this Mark can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a battle brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology, are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. Munitorium series from GW, however, shows that it&#039;s fully compatible with Mk7, so Veterans will sometimes receive a part of Mk8 to replace analogue from their Mk7 for some heroic deed, meaning if some Veteran is equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their battle brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, while artificer armor, at least in the art, looks like a pimped out Mk.VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armor save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officer using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark IX Armour====&lt;br /&gt;
Who the fuck knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be an Mk5 treatment, with any Mk7 or 8 suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mk9]]. Another possibility is that the Mk9 might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets shit done|actually getting shit done]] and gets a new mark rolled out for the Classic Marines. Nothing&#039;s really known at this point, &amp;lt;s&amp;gt;so actual information should come out in a some weeks&amp;lt;/s&amp;gt; and there&#039;s still no word, over a year after Primaris were announced. Why GW don&#039;t make a new set of models and saying that this Mark is used to bring Veteran Marines physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mk 10 sounds way cooler than Mk 9 (iPhone X, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
&lt;br /&gt;
If it helps, it has been suggested in forums and such, that Mark 9 power armour was that &#039;variant&#039; which was used by pre-primaris Librarians. Still, it is annoying that nothing official is there to be found. This could of course be nothing more than wishful thinking or plain old nonsense, as Librarians have been shown in various armour Marks, and some sources have shown their psychic hoods as a detachable add-ons rather than built-in.&lt;br /&gt;
&lt;br /&gt;
====Mark X: Tacticus Armour====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
A new form of Power Armor introduced in 8th Edition, worn primarily by the Primaris. Combines aspects of Mk8 armor (the collar) with aspects of earlier variants (the helmet (mk4) being the obvious bit) and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armor save, but it &#039;&#039;might&#039;&#039; provide an additional wound, as we have not yet seen Primaris Marines in any other armor or non-Primaris Marines in this suit, so we don&#039;t know if their extra wound is innate or from the armor.]])  So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role. Like all MK10 armour the tacticus class is highly variable, for example the librarian has a Gravis style plated belly. Other changes can be seen across the range of models.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark X: Gravis Armour====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
A Mark X variant; crunch-wise, it&#039;s Power Armor with +1 Toughness. Yay.  (Rumors that 8th Edition is being designed to make future vidya projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set.  The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from ... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all MK10) is highly variable; for example the Inceptors have a tacticus style bodyplate.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
&lt;br /&gt;
Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
&lt;br /&gt;
Seems to be the most [[Skub|contentious]] of all the Mark X variants, by far. It really seems like you either love or hate this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressor.jpg|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisInceptor.jpg|&amp;lt;center&amp;gt;Primaris Inceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark X: Reiver/Phobos Armour====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|Modern. Aerodynamic. [[Nighthaunt|Spoopy]].]]&lt;br /&gt;
Another Mark X variant worn by [[Reiver|Reivers]] and the Vanguard Primaris forces, the Phobos Armour can be compared to the Mark VI &#039;&#039;Corvus&#039;&#039; Armour due to similar associations with recon troops.&lt;br /&gt;
&lt;br /&gt;
Like the Mark VI, the armour is designed for silent infiltrations and drop assaults – and by &amp;quot;drop,&amp;quot; it is sneakily by Grav-chutes, and not flashy like Jump Packs – and in the same way the older mark was pioneered by the [[Raven Guard]], Phobos Armour was pioneered by the [[Original character, do not steal|Primaris]] [[Night Lords|Reivers]]. Since Reivers from time to time enter the battlefield via air drop, the armour&#039;s power pack sometimes sports a pair of fins for the occasion. These fins are used to direct flight as the Reivers&#039; Grav-chutes slow their descent. Whether or not those fins are the Grav-chutes themselves is arguable – probably unlikely because aside from [[Jokaero|Digital Weapons]], Imperium tech does not shine really bright in the field of miniaturization; that is to say, their style choices usually go big or go home. Most of the Vanguard Marines seem to lack these fins, which supports the assumption that they&#039;re not the grav-chutes themselves (Actually, only the Lieutenant in Phobos Armour has the Grav Chutes ability out of the Vanguard, and he has the fins. Other Vanguard are just sneaky, and have Concealed Position instead). The [[Infiltrator]]s&#039; power packs instead sport a bunch of antennas, which make up an omni-scrambler system designed to conceal them from enemy auspex scans. &lt;br /&gt;
&lt;br /&gt;
The standard Phobos helmet seems to come in a couple of different shapes, which resemble either a Mk X Tacitus helmet or a Mk 7 helmet (both of which sport what seem to be some kind of rebreather system). The Reivers instead rock a Night Lords inspired skull-helmet instead of a Raven Guard beakie, which [[Skub|may or may not be awesome]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mark X: Omnis Armour====&lt;br /&gt;
[[FIle:Vanguard_Suppressors.jpg|200px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus armour with Inceptor shock absorber boots, Reiver-style grav-chutes, a miniaturised jump pack (which looks like a second pair of backpack exhausts), and a new helmet visor design. The models have been the subject of a fair bit of [[Skub|&amp;quot;debate&amp;quot;]] since their debut in the Shadowspear box, although that&#039;s likely got little to do with the armour they&#039;re wearing, and more to do with those ridiculously oversized [[Autogun#Accelerator_Autocannon|accelerator autocannons]] that they&#039;re toting.&lt;br /&gt;
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====Artificer Armour====&lt;br /&gt;
[[File:BloodAngelArtificerArmorZoomed.png|200px|right|thumb|A typical Blood Angels Nipple Pattern artificer armor.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. Standard issue for [[Techmarines]] and optional for [[Brother-Captain|officers]], pairing artificer armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.  &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Chaos Power Armour====&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|I&#039;m horny and you corpse-worshippers&#039; got the butts I CRAAAAVE]]&lt;br /&gt;
While many Traitor Marines are equipped with Marks IV or earlier (at least in the lore; if you go buy the models, almost all of them seem to have Mark VII armour with Mark VI legs), Chaos power armor is often a mix-and-match setup. About the only unified feature of Chaos power armour is a distinct power pack with stabilizers on long curved fins, that still runs on solar converter core instead of fusion reactor of modern loyalist power packs. Because Chaos Marines often have to go long periods with no access to proper industrial facilities, proper maintenance and replacement parts became an issue. Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy. &lt;br /&gt;
&lt;br /&gt;
Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
&lt;br /&gt;
As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
&lt;br /&gt;
And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Fleshmetal Armour====&lt;br /&gt;
[[File:AspiringChampionFleshmetal.png|200px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods. A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
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Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything.&lt;br /&gt;
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Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ChaosObliterator.jpg|&amp;lt;center&amp;gt;Obliterator&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Aegis Armour====&lt;br /&gt;
[[File:GreyKnightAegis.png|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that a psyker was sacrificed as part of the machine spirit of the armour (GRIMDARK) but this aspect has been downplayed massively]]. Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the Liber Daemonica. It frequently bears a Stormbolter on its left forearm, keeping both hands of the wearer free to use. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.{{BLAM}} &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GreyKnightArmor1.jpg|&amp;lt;center&amp;gt;Variant 1&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmor2.jpg|&amp;lt;center&amp;gt;Variant 2&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmorCrowe.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Castellan Crowe|Castellan Garren Crowe]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auramite Armour====&lt;br /&gt;
[[File:CustodianAuramite.png|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus terminator armours. The material used for its construction is known as, you guessed right, Auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. The armour itself is even better than artificier armour and include a refractor field, essentially giving it the same properties in-game as terminator armour, it can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fuck up nearby cogitators. The only ones allowed to make it, like all custodes-grade weapons, are Emperor-chosen clans of Terra.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===[[Terminator]] Armour===&lt;br /&gt;
[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
Set aside for space marines who are exemplars of toughness, martial ability and wonky proportions, or an inquisitor, [[Terminator]] armor, or Tactical Dreadnought armor, provides the best personal protection available. Heavily layered with adamantium and indestructible [[pauldrons]], a suit of Terminator armor is meant to steamroll nearly everything, and gives a fighting chance against everything else, which is anything that gives anybody else a fighting chance against Terminators. Standard loadout for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]] or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos variant, but they are able to fit a  shoulder-mounted Cyclone missile rack, equip heavy weapons systems, and arm with other killtastic melee weapons. Since most suits are about at least as old as the chapter that owns them, and that the pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top-quality wargear.&lt;br /&gt;
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Despite all the pain they lay down (and keep away), Terminator armor has a few serious drawbacks. First thing is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near irreplaceable. Second thing is that they lack mobility. They counter this mostly since Terminator armor can be safely teleported from orbit into the thick of it, and judicious use of teleport homers can put them right where you need them, and a [[Land Raider]] can carry small squads. Beyond that, Terminators are otherwise going to be footslogging since they&#039;re too fucking huge to hitch a ride on anything smaller than a house. Unless you&#039;re fighting a fast or a crafty opponent, you won&#039;t care anyways.&lt;br /&gt;
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Terminator Armor had 3 major designs. the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. The &#039;&#039;&#039;Cataphractii Pattern&#039;&#039;&#039; was the first run at Terminator armor, developed after the Mk.III power armor and sharing many systems. Bearing much larger power field generators and thicker armor, it provided better protection than future variants, but was much more unwieldy and difficult to use. In game terms, you get a 4++ and S&amp;amp;P. The &#039;&#039;&#039;Tartaros Pattern&#039;&#039;&#039; shared many of its systems with the Mk.IV power armor and was much more maneuverable than its predecessor, but gave up some of its protection to do so, becoming more like contemporary Terminator armor. The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to produce. It also gave rise to the experimental Gorgon pattern, a design that was being tested during the Heresy by the Iron Hands Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition.&lt;br /&gt;
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After the Horus Heresy, Cataphractii pattern had eventually fallen out of general use; this may have been because the last of that armor was either lost and [[Adeptus Mechanicus|the pattern became another lost technology]] in the following years. Or because production was ceased in favor of later patterns, and most suits were either cannibalized or became chapter relics that wouldn&#039;t see field use again until the day GW released the Angels of Death supplement (no doubt because they&#039;d sell more copies of &#039;&#039;[[Betrayal at Calth]]&#039;&#039; if both 30K and 40K Marine players could use it).&lt;br /&gt;
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Finally, there was one more pattern of Terminator armour, called Saturnine. It&#039;s got the hugest pauldrons one can get before moving into walkers category and was famous for it&#039;s extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since new smaller Castraferum Dreadnoughts could do everything Saturnine was designed for (boarding actions and indoor/tunnel fighting) better and without it&#039;s numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
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&#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the Alpha Legion used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up inventing new technology.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Centurion Armour===&lt;br /&gt;
[[File:CenturionSuit.png|200px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
Since somebody at GW forgot that the [[meme|Xzibit meme]] wasn&#039;t funny anymore, Space Marines now have [[Centurion_Squad|centurion armour]] that they equip like a miniature walker vehicle, more like a mini-mech, a cute little dreadnought preparing space marines for their life after living. Centurion armour is &amp;quot;worn&amp;quot; over regular power armor, giving better protection (like terminator armor without the invul save but with an additional wound, along with +1 to both S and T) and comes in two flavors: assault and devastator. Assault centurions are heavy assault units equipped with drills and meltas or flamers, meant to get in close to enemy strongpoints and fortifications and wreck shit. Devastator units are heavy fire support units with hurricane bolters and twin-linked heavy weapons, which, in practice, provide less fire power than regular [[Devastator Squad]]s, but higher resilience and mobility, as the suits have Slow and Purposeful.&lt;br /&gt;
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Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not after killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warhammer 40000: Space Marine===&lt;br /&gt;
[[image:TitusCropped.png|200px|right]]&lt;br /&gt;
In [[Warhammer 40000: Space Marine]], the Marines are wearing what looks like regular Mark VII Aquila Armor. However, it appears to be far less bulky in comparison to similar armor portrayed in official artwork or [[Dawn of War]], suggesting it might be different. For one thing, it appears to be much more streamlined, with lower pauldrons that aren&#039;t quite as fucking enormous (although still unrealistically huge), and with more head room and mobility in the arm sections. This becomes very apparent when using ranged weapons, like the Bolter.  This streamlining was likely done to avoid hilarious amounts of clipping.  Judging by the fact that every other suit of Imperial power armour in the game - Chaos included - shares this appearance, it is probable that it is simply a reimagining, or a &#039;realistic version&#039; of regular Space Marine armour. It&#039;s not like the Space Marine game is the first artwork to portray power armour with different proportions to other media.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Human Power Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
Virtually identical to Space Marine power armor, these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago).  Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.  &lt;br /&gt;
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Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Imperial Guard|guy in cardboard]].. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Sisters of Battle Armour====&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
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This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
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Helmets are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life then is anyone&#039;s guess). This makes them inverse of the tradition held by the Astartes, where higher ranking officers are more likely to ditch their helmets instead.&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Sisters of Silence Armour====&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in ~~Greek~~ ROMAN mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from Mechanicus implants (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]). Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins.  Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tau Battlesuits ===&lt;br /&gt;
[[image:XV8CrisisBattlesuit.png|200px|right|thumb]]&lt;br /&gt;
Tau battlesuits vary from straight examples of power armor like most of the kinds of battlesuit named &amp;quot;stealth suit&amp;quot; to mini-mecha like the Crisis Suit to full on humongous mecha from the Riptide and up.   They&#039;re described in more detail in their [[Battlesuit|page]] but largely the same principles as human power armor applies to Tau battlesuits.  &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Eldar Armour === &lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of wraithbone and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
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Unlike Imperial powered armor, which is designed to shrug and deflect shots (hence its bulkiness); mesh armor instead scatters the force of a hit throughout the armor, weakening the overall impact of a hit the wearer takes. Its also supposedly heat-resistant, making it effective against energy-based weapons like plasma or lasers (not that you&#039;d notice crunch-wise).&lt;br /&gt;
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While this doesn&#039;t seem like much protection, keep in mind that the Eldar are capable of such rapid movement and reaction that its only matched by [[Space Marine|superhumans]], [[Slaanesh|followers of the cocaine god(dess)]], [[Dark Eldar|and their edgier brethren]], along with the standard Eldar doctrine of emphasizing on mobility and precision. Hence, Mesh armor isn&#039;t really designed to withstand withering amounts of damage like how marine armor works; its designed to keep the wearer agile, yet still sufficiently protected.&lt;br /&gt;
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There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor to help them shrug off hits. The main thing in common they have though, is that they&#039;re much more durable than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet.).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with a layer of wraithbone for more protection.&lt;br /&gt;
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Dark Eldar armour (when they wear it) very rarely gets to the point of being as tough as heavy Aspect armor (with the exception of Incubi armor, which practically is Striking Scorpion Aspect armor) as befits the extremely fragile nature of the Dark Eldar army because GW loves Craftworlds way too much. It is however considerably spikier.&lt;br /&gt;
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=== Ork Armour === &lt;br /&gt;
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[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A VEHICLE YA GITS]]&lt;br /&gt;
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The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armour.   Mega-armour is essentially exclusively worn by the elite of Ork society such as Nobz, Bosses, and Warlords; further ensuring the deadliness of Ork mega-armour users.   While slow and clunky (as is represented by slow and purposeful) and lacking the energy field protection/indestructible surfaces of Tactical Dreadnought armour (hence the lack of an invulnerable save) your average Ork nob is considerably hardier than your average space marine (hence having two wounds) and an Ork warboss is even tougher than that.   However it seems that the Orks have not created quite as many weapons to go along with mega-armor as humanity has created systems to go along with tactical dreadnought armour.  Unlike Terminators, Mega-nobz cannot teleport, and while a Space marine storm bolter/combi-bolter is roughly equivalent to an Ork Kombi-shoota, mega-nobz are not really known to fit any other kinds of ranged weapons onto their suits besides swapping out the second barrel of a kombi-shoota for a rokkit launcher or a skorcha.  The only known exceptions to this are Ork Big meks, and certain Warbosses/Warlords who might fit a unique gun or a Big shoota (if they&#039;re gazghkull) or a kill kannon or megablasta if they&#039;re Gorgutz.  For melee weapons, nearly every ork mega-armour user uses a power klaw, which is a direct equivalent to the human power fist, though some rich orks may choose to trick out their power Klaws, most notably Gorgutz who tricked his power klaw out at both Kaurava and Kronus, even having the damn thing be constantly on fire and at Archeron has decided to fit a launcher and chain system to his power klaw to act as a give grappling hook.   Another weapon used is the Killsaw, which corresponds most closely to the chainfist, although it seems most Mega-armour wearers choose to fit killsaws to both hands rather than just one to make them extra choppy.     &lt;br /&gt;
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Orks don&#039;t often wear full face helmets, generally preferring at most an iron gob to protect their jaws paired with a relatively simple cap helmet (usually horned), but some will go the full distance to protect their faces with helmets best described as full faced welding masks or helmets taking after their warhammer fantasy counterparts&#039; black orc helmets.   This tendency for Orks to not cover their heads adequately has been exploited by Ciaphas Cain at the very least who, when rushed by an Ork Warboss managed to get a victory against an opponent capable of crunching a squad of space marines like toys and stomping many a Space marine Chapter Master or Chaos Lord into powder by emptying his Laspistol&#039;s magazine into the Ork&#039;s head since the rest of the warboss was way too well protected for his chainsword and pistol to make much impact.&lt;br /&gt;
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One advantage Ork mega-armour wearers have over their Space Marine counterparts (loyalist or otherwise) is that Ork Mega-armor wearers can ride on just about any Ork transport and get stuck into the fight almost immediately while terminators will need to wait for a stormraven, land raider, or spartan assault tank to do the same.  Meanwahile a few Nobz can get into a trukk and drive furiously at the enemy to shove some power klaws and killsaws up some place unpleasant.  For many Ork players, this more than makes up for the lack of deep striking options for Meganobz as it provides for a cheap and quick delivery system for their otherwise plodding Meganobz to get into the thick of combat to smash some faces in.   &lt;br /&gt;
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Another thing to note that with Orks it can often be very hard to tell an Ork-meganob apart from an Ork who just so happens to have a lot of bionic gubbinz attached to him.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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==Fallout Power Armor==&lt;br /&gt;
[[File:T-60.png|thumb|right|300px|The newest iteration of atom-powered tin-can, the T-60 Power Armor.]]&lt;br /&gt;
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Unlike Warhammer 40,000, [[Fallout]] powered armor is Fluff-wise more &amp;quot;power&amp;quot; than &amp;quot;armor&amp;quot;. It was originally made to allow troops to use heavy weapons on the move and with increased weight limit it was obvious to put some extra armor on the exo-suit. Even while it turns you into a nearly-indestructible walking tank, there is no shortage of stupidly powerful and/or armour-piercing weapons in Fallout, so sneaking and camouflage are always considered better protection than armor, so the main reason people use it is strength and radiation resistance bonuses. It is also possibly the most realistic armor here, strangely. Around Fallout 1 and 2, power armor was an almost cheat button up to the endgame, with an obscene bonus of +3 STR and near immunity to all small arms fire up to energy and heavy weapons(and Gauss in Fallout 2)&lt;br /&gt;
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Afterwards came Fallout 3, where a leather jacketed character high on morphine could soak more damage than a sober power armored dude and mow him down with a cheap Chinese assault rifle. It had become a glorified metal full plate, met with [[RAGE]] until New Vegas came with some decent power armor, though it still got overshadowed by a badass riot armor that didn&#039;t need training(Lonesome Road DLC) or a clingy female AI driven stealth suit(Old World Blues DLC). &lt;br /&gt;
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Power armor got a massive overhaul in &#039;&#039;Fallout 4&#039;&#039;, turning them into basically an infantry fighting vehicle rather than just better armor. The crafting system extends to upgrades and new systems for the armor, including neat stuff like a stealth field and a jet pack. On one hand Fallout 4 is one of the few games where power armour feels like actual power armour and not just the best armour you can get, but on the other, it was so strong they couldn&#039;t help but give it to you right at the start of the game (because working towards rewards requires an attention span they don&#039;t think we have, apparently) and had to [[Retcon|change the fact power armour comes with an internal battery so you could only use it until you ran out of fusion cells.]]&lt;br /&gt;
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===T-45 Powered Armor===&lt;br /&gt;
[[File:t-45.png|thumb|right|200px|More of a &#039;proof of concept&#039; then a effective piece of military hardware.]]&lt;br /&gt;
The first generation of power armor to go into the field, the T-45 series was rushed into service to hold back the invading Chinese from taking over Alaska. It worked and contained the invasion, but had a lot of problems. Later used on the homefront. The T-45d is most commonly seen in the Capital Wasteland. &lt;br /&gt;
[[File:big_willie.jpg|thumb|left|200px|The T-45 prototype.]]&lt;br /&gt;
After Bethesda got the rights to make &#039;&#039;Fallout 3&#039;&#039;, they were like &amp;quot;Guys, guys, let&#039;s make a SHITTY POWER ARMOR!&amp;quot; and they went through with it. The result was &amp;lt;s&amp;gt;far from shitty&amp;lt;/s&amp;gt; a [[skub|mixed bag]]. Sure, it has -2 AGL, less radiation resistance, and makes you move around like the [[/co/|Comic Book Guy]] from &#039;&#039;The Simpsons&#039;&#039;, but it looks &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;BAD-ASS!!!&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; Noted for using fusion packs and batteries to power the suit like a RC car, which made recharging quick but ran out of power often (though naturally this wasn&#039;t incorporated gameplay wise until Fallout 4). Most suits after had a internal reactor that allowed them to basically run forever (until Bethesda retconned that too). &lt;br /&gt;
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====NCR Salvaged Powered Armour====&lt;br /&gt;
[[File:scrap-armor.png|thumb|right|200px|The BOS equivalent of killing Jesus and wearing his skin.]]&lt;br /&gt;
This is the &#039;zombie&#039; version of the T-45d. After the Battle of HELIOS One, the NCR recovered many suits of T-45d from fallen Brotherhood Paladins. Before issuing them to heavy weapons troops, the NCR stripped most of the &amp;quot;power&amp;quot; part of the armor, and instead of teaching them how to use it properly just slapped on a cheap air conditioner in it and made their heavy units wield them like full plate armor. It&#039;s as retarded as it sounds.&lt;br /&gt;
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It&#039;s use is less for practicality and more as a moral and political tool, basically letting the NCR brag &amp;quot;See? We got power armored troops too!&amp;quot; without actually having the knowledge and technology to build and maintain said troops. Crunch-wise it is utterly fucking useless with an obscene agility penalty and weight.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===T-49 Powered Armor===&lt;br /&gt;
[[File:t-49.jpg|thumb|right|200px|Let me tell you a tale...]]&lt;br /&gt;
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Best well known for being worn by the titular Storyteller (a fan made lore project that became so big Bethesda actors were appearing on it&#039;s show and is practically just short of canon now) the T-49 was a prototype originally expected to succeed the T-45d by improving a number of engineering shortcomings while lowering the power cost to keep the suit running. It even came with a optional modification to make the suit solar powered, only draining it&#039;s fusion core when not in direct sunlight(which is an epic fail science-wise, because a square meter of sunlight is roughly a kilowatt at 100% efficiency. But fuck basic physics, our SJW&#039;s need their &amp;quot;renewable&amp;quot; wank, good luck lighting a lamp with the fragile panels around the armor) . Only a small number were produced however since the in built fusion reactor of the T51b armor made most of it&#039;s power based features obsolete. Only a couple of suits have survived to the modern day and are more considered collector items then military equipment.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===T-51 Powered Armor===&lt;br /&gt;
[[File:FNV T51b Armour.png|thumb|right|200px|The T-51b Power Armor. By far the most popular variant, though it&#039;s certainly not because if the doughboy look of NPCs in New Vegas...]]&lt;br /&gt;
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The second generation of power armor, the T-51 series managed to get all the kinks ironed out. Used to kick the Chinese out of Alaska and invade China. The quintessential Fallout power armor suit. The T-51b variant is common among the West Coast Brotherhood of Steel. Two suits are known to be in the Capital Wasteland.&lt;br /&gt;
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This armor only has +1 STR for some reason. What&#039;s even stranger is that the hunk of metal that you put on your head (AKA the helmet, but who calls it that?) gives you a +1 CHR bonus (probably because it&#039;s heavily featured in old world propaganda, but yet again, so was the T-45d variant). We really should be wearing around hunks of metal on our heads these days. After all, this armor be pullin&#039; all dem bitches...&lt;br /&gt;
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T-51b is the most advanced power armor that existed in the world before the Great War. [[Retcon|At least it was, until Bethesda decided to change that in Fallout 4,]] [[Rage|even though this fact was well established nearly two decades before Fallout 4 came out.]]&lt;br /&gt;
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Used as the standard armor for Paladins, the suit has become an icon (both in universe and real life) for the Brotherhood of Steel.&lt;br /&gt;
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===X-01 Power Armor===&lt;br /&gt;
[[File:x-01.png|thumb|right|200px|The original, the best.]]&lt;br /&gt;
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The Enclave rolled out their advanced power armor in 2220. It went through several upgrades and variants through its operational history, like the Tesla armor, which has improved energy resistance, and Hellfire armor, which has improved insulation against heat (for which the flame weapon-armed troopers who wear them are grateful). It can be encountered, in all of its variants, on the West Coast, the Mojave Wasteland, the Capital Wasteland, and the Commonwealth (the latter is, however, strange, since neither Enclave&#039;s bases, nor even evidence of Enclave operations are encountered in Commonwealth. Except from one children of atom zealot in Far Harbor, who says he was part of the Enclave. [[Fail|Still doesn&#039;t explain the Nuka World Quantum Armour though.]] Bethesda sucks at continuity.). &lt;br /&gt;
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[[File:x-02.png|thumb|left|200px|The shitty &#039;urban&#039; modification, often known as the X-02]]&lt;br /&gt;
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It&#039;s implied that the newer versions of the armor as seen in Fallout 3 is actually a sort of stripped down &#039;urban&#039; version of the armor. Like their stripped down plasma rifles they are designed to be easier to maintain and build, most likely due to losing most of their resources and production facilities after the war with the NCR. While, like their plasma rifles, the redesign is shit compared to the original the fact it&#039;s lighter and provides easier (MUCH easier) movement better suits the more enclosed city environments where being a walking tank just gets you suck in door frames all the time. &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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[[File:hellfire.png|thumb|right|200px|Hellfire armor, the compromise between X-01 and X-02]]&lt;br /&gt;
The Hellfire armor further suggests that the enclave are attempting to close the gab, combining the cheaper more agile qualities of the newer design with the protection of the earlier designs.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===T-60 Power Armor=== &lt;br /&gt;
[[File:t-602.png|thumb|right|200px|&amp;quot;Can never have enough pauldrons.&amp;quot; - Bethesda]]&lt;br /&gt;
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A new addition to the series in Fallout 4. Technically retrofitted T-45 armor, and originally just intended to be a visual retcon of it by the developers, before Bethesda decided to make the new design its own thing. [[Fail|While there certainly were ways to make this a post-war power armor,]] [[Retcon|Bethesda instead decided to make it the best power armor that was available before the Great War, which since Fallout 1 had been T-51b.]] [[Rage|Many long time fans of the series did not approve of this decision.]] Probably the worst quality of this armor is the fact design wise it&#039;s just a T-45d with more metal plates bolted onto it (seriously it has pauldrons for it&#039;s pauldrons!) so why it&#039;s not just waved away as being T-45d upgraded to work alongside T-51b really just prove how bad Bethesda is at incorporating new lore.&lt;br /&gt;
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===Horned Power Armor=== &lt;br /&gt;
[[File:horned_armor.jpg|thumb|right|200px|Don&#039;t piss off Rudolph.]]&lt;br /&gt;
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Used in the semi-canonical (due to New Vegas, Fallout 4) Fallout Tactics (Bethesda&#039;s offical stance is that the major events are canon, but many fans choose to believe the whole thing is canon) the Horned Power Armor is used by the Midwestern Brotherhood of Steel with it&#039;s defining feature being, you guessed it, horns. The Midwestern Brotherhood stands out as fully incorporating itself into wasteland life, offering protection to tribes and towns in return for resources, recruits and information. This in turn is shown in the design of the armor, being the only suit designed from scratch by a Brotherhood faction since the war. Designed for mass production over protection (similar to the more recent Enclave designs) the armor still incorporates many mechanical elements from the T-51b such as a internal reactor. It&#039;s also slimmer and less bulky then other armor designs (though not on the same level of the newer Enclave designs).&lt;br /&gt;
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Overall the armor is a compromise between mass production and protection, with heavy modification possible due to the more scrappy way it is produced unlike the more industrial Enclave. While it is numerous enough to equip all of their Paladins (keeping in mind their numbers are MUCH larger then other chapters) it still leaves more of the lower ranking infantry to use more traditional protection.&lt;br /&gt;
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===Raider Power Armor===&lt;br /&gt;
[[File:raider_armor.png|thumb|right|100px|If the T-51b was a Tiger tank, this is an armored car.]]&lt;br /&gt;
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Raiders in the Commonwealth have managed to refurbish power armor frames. They weld together scrap to make external armor plates. Raider power armor is the least versatile &amp;amp; weakest of all the armor types. It&#039;s complete shit against anything that has a caliber above 38. and laser pistols can kill the user within 4-5 shots. Turns out a bunch of drugged-out vindictive assholes who shun society are not the best engineers. [[Orks|Still looks metal as hell though.]]&lt;br /&gt;
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==Rifts Power Armor==&lt;br /&gt;
The RPG [[Rifts]] has sooo much power armor, there&#039;s entire books devoted to listing different models of the things. Perhaps the most notable and iconic is the Glitterboy, named for it&#039;s shiny reflective armor, but most famous for the Boom Gun, a huge railgun so powerful it has to anchor itself to the ground with extendable pylons to keep from being knocked on it&#039;s ass every time it&#039;s fire, and which produces a sonic boom loud enough to deafen even superhuman foes wearing enclosed armor. &lt;br /&gt;
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The main armor of the Coalition States is the flying SAMAS armor, which is cool and all and has mini plasma missiles but lacks a gigantic boom gun. Even though the CS views the design as their sole property, since it&#039;s based on a pre-cataclysm design a couple groups have their own.&lt;br /&gt;
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Less common power armors include Centaur armor in case you want some extra horse legs, dinosaur power armor, the [[Angron|Angrar]] armor which is actually a pissed off demon who tries to corrupt you, and Chipwell armor, which cuts out all the super advanced alloys everything else uses and replaces them with something approximating tinfoil, for your bargain-basement power armor needs.&lt;br /&gt;
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==StarCraft Power Armor==&lt;br /&gt;
[[File:Terran marine.jpg|200px|thumb|right|Incredibly unoriginal, rip off of space marine armor. But still fucking cool looking.]]&lt;br /&gt;
In [[StarCraft]], the Confederate Marine Corps Power Armor, more simply called the CMC power armor, is the standard powered armor suit used by all military factions within the Koprulu sector. Despite the fact that each armored suit comprises a complex array of sensors and other advanced combat technologies, life-support systems,  and its own independent power supply that appears to be a portable fusion reactor, it seems to be dirt-cheap as hell to manufacture, given that every armed force within the Koprulu sector can give one of these suits to every Terran marine worth a damn.  Unfortunately, that technology doesn&#039;t seem to grant much actual protection; the marines are usually unceremoniously wiped out by the &amp;lt;s&amp;gt;dozens&amp;lt;/s&amp;gt; hundreds during an engagement.&lt;br /&gt;
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Along with that, however, it&#039;s not exactly known if the armor plating on the suit can protect the wearer from actual combat damage. The CMC armor is incapable of reliably protecting the wearer from projectiles, ruptures, or chemical attacks (apart from the passive hazards found in NBC environments), in both fluff and crunch, considering that it cannot hope hold out against: zergling claws, roach acid, the Marines&#039; own gauss guns (hell, it can&#039;t even deflect the pistol rounds from their sidearms), fire and/or plasma, hydralisk spines,  Mutalisk wurms, Psi attacks, Protoss photon guns, and really just about anything. Then again even tanks, huge giant robots and battlecruisers could not hold against said attacks en masse - this might say more about how nasty are weapons in StarCraft universe rather than how shitty is armor there, or more likely it&#039;s how real world armor works. In fact, some of the fluff describes it as existing more to protect the wearer from the recoil of the [[Gauss]] than anything else.  In addition, Starcraft armor is primarily ablative - no armor in the game renders anything in the game immune to damage. However, it should be noted: Fluff stated at certain points people got blunt force trauma&#039;ed to death by the gauss fire event inside the suits. Besides that, acid, if applies to joins in the suit, burns through those and note the armor. Since mind attacks are, well, mind based, armor ain&#039;t gonna do shit. It&#039;s really just Spess Suit first, armor second.&lt;br /&gt;
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Other variants exist, based on specialised functions. Medics wear a light armor that isn&#039;t designed for combat, but which carries advanced field surgical equipment and even some minor cybernetic construction equipment, allowing them to patch up wounded troopers and fix their busted armor. More visually distinctive is a model of power armor worn by Firebats. The armor is much bulkier than the standard armor, which keep in mind was already similar in size to terminator armor, especially in Starcraft II, where the thing&#039;s arms and pauldrons are bigger than its legs. Since the the armor&#039;s bulk makes it thicker, it can take far more abuse than the regular armor. As the name of unit might indicate, the armor uses a pair of built-in flamethrowers. The armor worn by Marauders in Starcraft II looks almost identical apart from a change in color, and has the same durability, but in place of flamethrowers uses grenade launchers that are best used against armor. The visual similarity between the two is neatly explained by the fact Marauder armor is rebuilt and re-purposed Firebat armor. Despite the armors&#039; size (and concomitantly longer legs), the guys using them are just as slow as regular marines (oh come off it, the legs aren&#039;t much longer. they&#039;re lucky to not be slower). A third type of armor is made for Reapers, which looks similar to [[Assault Marines]] except their jetpacks are bigger.&lt;br /&gt;
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Less well known, but still present, is the armor worn by the Protoss. This advanced alien armor, although considerably more &amp;quot;ceremonial-looking&amp;quot; than Terran armors, is actually significantly more durable. Not only is it comprised of more resilient materials, but it contains built-in devices that convert the bearer&#039;s psionic energy into a forcefield; though this is depleted by absorbing damage, it will eventually regenerate, if the user survives. Presumably, it also provides environmental protection, though that may have something to do with the fact that the Protoss&#039; alien biology makes them hardier than humans, even without armor they can take more abuse than any Terran CMC armor variant. The common &amp;quot;Zealot&amp;quot; armor also has wrist-mounted devices that can focus psionic energy into energy-blades, which they use to rip &#039;n&#039; tear shit. Dark Templars use similar devices to create &amp;quot;void blades&amp;quot;, whose alien energies are one of the few things that can permanently kill &amp;quot;ruler&amp;quot; type Zerg such as Cerebrates.  &lt;br /&gt;
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Starcraft armor is often mocked for looking fat and bulbous, something which grew more pronounced in Starcraft 2.  This is also worsened by Starcraft suffering from &amp;quot;elephant sealitis&amp;quot; much like Warcraft, where the men tend to be so big in comparison to female models that you wonder how anyone has heterosexual sex without breaking female half of the equation.   The pre-rendered CGI models aren&#039;t too bad about this although they certainly are on the fat side of armor design when the general trend in scifi aesthetics has been to make things sleeker and slimmer, but the in-game models are pretty awful about this.   The Starcraft 2 Firebat and Marauder look tubbier than the god damn Centurion.  The very fact that Starcraft&#039;s power armor manages to make Space Marine armor look slim and sexy is the source of a tremendous deal of derision from Warhammer fans.&lt;br /&gt;
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==Metroid Power Armor==&lt;br /&gt;
AKA the &amp;quot;Power Suit&amp;quot; or &amp;quot;Chozo Power Suit&amp;quot;, and one of the most powerful armors on this list. Like Starcraft, pretty much every scrub gets a power suit in Metroid (especially if you&#039;re with the Galactic Federation), but the main character&#039;s suit is the one you probably want to know about.  [[Samus Aran]]&#039;s armor is like a wearable, form fitting [[Titan (Warhammer 40,000)|Titan]], designed by [[Lord of Change|magic bird people]] who took Samus in after her parents were killed. It completely kicks the shit out of basically &#039;&#039;all&#039;&#039; other technology in the Metroid universe; while a Federation plasma cannon is as powerful as a charged shot of Samus&#039;s Plasma Beam (which slices through aliens like a knife through warm butter), it&#039;s also nearly as big as a person, takes several minutes to charge, and requires a heavy power pack, while the proper Plasma Beam is integrated with all of Samus&#039;s other weaponry into her forearm-sized cannon, takes &#039;&#039;seconds&#039;&#039; to charge, absorbs ambient atmospheric energy to function, and is so energy-efficient it doesn&#039;t dip into her suit&#039;s resources whatsoever.&lt;br /&gt;
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But that&#039;s not all, it&#039;s ridiculously modular and can accept pretty much any piece of technology ever and turn it into an upgrade, even if the Chozo had never once encountered the technology in question! Samus doesn&#039;t have any idea of how this works either [[Derp|but more or less all she knows about the suit and its functions is that it works.]]&lt;br /&gt;
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When fully upgraded to end-game status, the Chozo suit is an unstoppable engine of destruction that&#039;s not only ludicrously durable but also incredibly fast and amazingly well armed. The only real flaw in its design is that it is stupid easy to knock all of its power ups and reset to default -- Samus never manages to hold onto her upgrades between games, though it could be because as we know that power ups can be destroyed (from metroid prime), she decides to just store them somewhere safe when she doesn&#039;t need them since most of her power ups are relics made by a species no one has seen a living example of in years. Like all Power Armours worth their name it also has [[pauldrons]]; the default pauldrons are actually pretty small, but add a Varia upgrade (where some materials have listed the pauldrons as a cooling system associated with the upgrade) and she can shame even the most ridiculous Space Marine.  However as Metroid has grown older, Samus&#039; suit has become sleeker and more form fitting.  In the transition from Prime 1 to Prime 2, her varia suit became considerably sleeker, with the most notable changes being that her visor went from a T to a Y and that her pauldrons went from going to a bit above her brows to being low enough to offer her full peripheral vision.   This suit design was kept as the official one (super smash brothers brawl&#039;s preference of the 2-D style &amp;quot;straight visor&amp;quot; suit notwithstanding) until Other M.    &lt;br /&gt;
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Until other M, the sleekest and slimmest power suit was the light suit, where the pauldrons were downright tiny and looked like something that would allow a full range of motion, meant to emphasize just how advanced and glorious the fusion of chozo and luminoth technology was.  Then Other M came and essentially made the Light Suit&#039;s proportions the standard, with the pauldrons now being at most going up to her chin if not shorter.   Whereas her older suits were bulky and androgynous, right now her default armor is pretty obviously worn by a woman even if it lacks anything egregious like boobplate or high heeled boots thanks to its pronounced hour glass figure.  While not subject to as much criticism as the Zero Suit this redesign certainly has a lot of people who aren&#039;t really much of a fan of it.   Whether it&#039;s out of simply disliking the aesthetics or that Nintendo&#039;s preference for it seems to be them showing favoritism for the extremely contentious Other M game over the almost universally beloved Prime trilogy is dependent on who you ask. To be fair, there&#039;s as much criticism of the Zero suit for looking like impractical fetish gear as there is criticism for it overshadowing what should be Samus&#039; default appearance in marketing in an attempt to appeal to waifu seeking weebs.&lt;br /&gt;
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In Metroid, Power Armor seems to be a ubiquitous and easy to manufacture technology.   Basically the entirety of the Federation military, both Marines and Army are equipped with it.  All of the hunters in prime hunters could outfit themselves with shields comparable to Samus&#039; own suit, and one of the hunters; Sylux (Metroid&#039;s resident ensemble dark horse and probable pretty boy given Nintendo&#039;s recent male character design) has a suit of power armor that&#039;s basically equally matched to Samus&#039; when both have a similar level of upgrades in every way.  Notably Sylux&#039;s armor is said to most likely be a stolen federation prototype from a black ops research base that was destroyed some time ago, as is his ship.  So clearly the Federation was aware of the massive gap in capability between their troops and Samus Aran and was trying to rectify it until whomever Sylux is stole it and totaled all of their research on the project.   However by Metroid Fusion it seems the Federation at least has the ability to replicate the software portions of Samus&#039; technology, which has some disturbing implications given that Fusion exposed the rot at the Federation&#039;s core.    &lt;br /&gt;
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As for how Federation grunt power armor performs.  Federation Marines seem to be generally evenly matched with Space Pirates who seem to be greatly physically superior to the average human based on the athletics they constantly do.   Whether or not it&#039;s shielded is unknown, but twenty or so marines made a pretty decent last stand against a hugely numerically superior force of Ing possessed Splinters (dog sized predators who seem to be aether&#039;s equivalent of wolves and who become much more durable when possessed by the Ing) before being inevitably overwhelmed by their enemy&#039;s sheer numbers.   The Demolition troopers whom you have to escort in the last leg of the pirate homeworld&#039;s arc of Metroid Prime 3 to destroy a gate blocking the way to the phazon leviathan can also more than pull their own weight against the unending hordes of Space Pirates the Pirates will throw at you the moment they realize that you&#039;re on your way to destroy their leviathan.   And their armor is actually noted as somewhat weaker than is standard for Federation marine armor (which...doesn&#039;t make a terrible deal of sense for soldiers whose job it is to handle explosives in the face of heavy enemy fire, that&#039;s a kind of job where you would want as much armor as you can get away with having) which makes it even more impressive.      &lt;br /&gt;
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There&#039;s also Federation Force&#039;s clunky Golem project Mini-Mecha but the less we speak of Federation Farce the better.&lt;br /&gt;
&lt;br /&gt;
==Halo Power Armor==&lt;br /&gt;
[[File:Spartan.jpg|200px|thumb|right|Spartan MJOLNIR Mark IV armour]]&lt;br /&gt;
Most people think of the Spartan power armor when they are asked about Halo. These suits cost as much as a UNSC ship and have the decency to protect the wearer from [[What|multiple Fuel Rod shots, despite being penetrated by a single pistol shot]]...inconsistency aside the Spartan power armor is in between the strengths of Astartes power armor and the Terran power armor. Unlike most other armors, the enhanced speed and strength given by these things is too much for an ordinary human; anybody other than the Spartans, who underwent genetic enhancements, and had a large wire stuck into their brain, ends up [[Grimdark |getting mutilated in the armor just by trying to move in it]]. Other power armor in Halo includes both the Brute and Elite combat harness which boosts their already insane strength (twice that of a human of the same mass for elites, about two or so tons for a Brute) and reaction time (although Brutes tend to be a bit more sluggish than humans).&lt;br /&gt;
&lt;br /&gt;
The energy shields in the power armor are probably the suit&#039;s most vital asset, as without them no human, genetically modified or not, could possibly survive eating at least 10,000 rounds in a single battle. Besides this, later games add a number of armor upgrades that radically augment the suit&#039;s features, such as a jetpack, bubble shield, EMP blast, etc. Sprint used to be an add-on, for... some reason, but fortunately became a standard feature.  &lt;br /&gt;
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More noteworthy perhaps for the fact it does not cost as much as a spacecraft, does not have pauldrons the size of the user&#039;s head and is implied to be halfway to efficient or practical (but if you took away its active ingredient, the shield generator it becomes as useful as wet tissue paper) and is used by the SAS in SPEHSS is the ODST armor, which has both better data analyst equipment than the MJOLNIR and suspiciously similar play style to the piece of junk used in halo 1.&lt;br /&gt;
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Of course there are the Forerunner Combat-Skins, which the books hype but the games tend to show much less impressive technology that makes the books make very little sense trying to reconcile the two. Whether it is used to dumb down the difficulty to make the game playable or pull out some ill-contrived [[Bullshit|bullshit excuse]] to explain why the Forerunner tech can be taken down by the magic of 7.62 NATO rounds is often [[Skub|a point of contention.]] For example, the books describe mini-mecha suits that can command a million drones or level city blocks but how you can reconcile this with the British B1 battle droids as designed by Apple that make up the bulk of the Prometheans in Halo 5 is anyone&#039;s guess. Whilst 343i tried to explain that the Prometheans were the byproduct of a madmen not giving a damn about quality control, it immediately contradicts itself when we see those same Prometheans suddenly [[Derp|blowing up Forerunner starships with the same weapons that many of us considered as &#039;meh&#039; in the game itself.]]  One also has to remember that Sentinels and Prometheans still have to be close enough to the suits in power to be relevant on the same battlefield before you run into the question that plagues many a superhero team, the age old &amp;quot;how is Hawkeye relevant on a team with Thor and the Silver Surfer?&amp;quot; It certainly doesn&#039;t make much sense when the Boredom Eternal/He of the endless recycled boss fights can [[Wat|take on a ludicrous amount of direct tank shots but can be taken apart with a combat knife]] and is supposed to be some badass guard figure. Then again, Halo isn&#039;t really known for its plot consistency and rivals WH40K on how unreliable the sources are.  &lt;br /&gt;
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It is also worth noting that Forerunner armor comes in mini-mecha and form-fitting varieties.  Most of the above is for the mini-mecha, while form-fitting armor seems to be substantially less impressive.  This is probably reconcilable by the people working on the Games having a completely different vision of the Halo universe than Greg Bear who likely recycled some concepts he had from unfinished books for the Forerunner trilogy.  In the mean time, 343 took whatever it saw as having interest for its game ideas (namely the Ur-Didact and Librarian characters) and largely ignored the rest.  And of course, Halo 5 had a completely different writer than Halo 4 and Halo 5 is so far regarded as having by far the worst writing in the entire series out of any of the games.  Where everyone is out of character, the people who aren&#039;t out of character are so boring you won&#039;t remember a thing about them after finishing, several plot holes that was pulled out of everyone&#039;s asses and absolutely everyone is an idiot and all eight of the main characters are so superfluous to the plot that you could remove them all and not a single thing would change.   &lt;br /&gt;
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While Halo Spartans used to be pretty top of the line impressive for visual scifi; as the Genre has matured the genre has also become full of far, far more over the top settings as it becomes more and more possible to display over the top stunts.   Much like how Superman&#039;s initial power level quickly ended up being eclipsed by various golden age competitors, a lot of what MJOLNIR armor can do has become so bog standard in science fiction (especially because a lot of its touted in game features are now standard for every FPS protagonist; apparently the first world war was fought by a bunch of wolverine clones, who knew?) that it&#039;s lost a great deal of its luster.  To its credit Halo has avoided the route Superman underwent back in the Golden Age where he just kept on getting more powerful to one up his competition like Captain Marvel in the comic book superpower arms race; but if you&#039;re used to playing Warframe or something like that you can come into Halo wondering why Master Chief is supposed to be special. In which case congratulations for missing the entire point of the Spartans and the Master Chief.  They are special because despite the power of their enemies they still manage to win through a combination of dumb luck and mind-boggling courage and tenacity that is intended (and succeeds in) engendering respect and admiration in the audience/player.&lt;br /&gt;
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==Marathon Power Armor==&lt;br /&gt;
&lt;br /&gt;
Halo&#039;s grand-daddy has two examples:&lt;br /&gt;
&lt;br /&gt;
One is a human full body armor designed to allow the wearer to fight in vacuum. While sturdier than average, it was designed to be used in the aforementioned vacuum first and as an armor second. On the bright side, the integrated power source allows the wearer to use energy weapons with impunity.&lt;br /&gt;
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The other is the Pfhor power armor worn by the local Elite-equivalents, the Hunters who serve as Heavy Infantry and as dedicated slave hunters. Actually, the more correct description is that the armor is built around the heavy cyber- and gene-engineered Pfhor.&lt;br /&gt;
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==Metal Gear Exoskeletons==&lt;br /&gt;
Exosuits have featured throughout the &#039;&#039;Metal Gear&#039;&#039; series. While not very /tg/-ish, they do deserve a spot on this list for being either [[Indrick Boreale|balls-out wacky]] or [[Gabriel Seth|complete awesome]].&lt;br /&gt;
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===Solidus&#039;s Powered armor===&lt;br /&gt;
The powered armor suit worn by Solidus Snake during his rebellion. It uses artificial muscles that grant him vastly increased strength and reflexes (to the point he could parry concentrated machine gun fire with just his swords) and an accelerator that acted like a booster to allow him to travel great distances in the blink of an eye. The suit could &amp;quot;Hulk up&amp;quot;, the artificial musculature bulking out for even greater strength enhancement. It was also equipped with an extra pair of limbs called &amp;quot;Snake Arms&amp;quot;, very strong robotic tentacles mounted on the shoulders that could also shoot &amp;quot;plasma&amp;quot; missiles. However that works. They probably meant to say Plasma Bolts.&lt;br /&gt;
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===The Octosuit===&lt;br /&gt;
Solid Snake&#039;s signature suit in MGS4, it was made of artificial muscles like Solidus&#039; suit. Because he&#039;d turn into an old fart at this point, the octosuit was less of a performance-enhancing set of power armor as it was a full-body prosthetic. Still, it allowed him to fight as well as his younger self, with the added bonus of the Octosuit passively copying his surroundings to allow him to blend in better. With the added facemask, he could even fully disguise himself to remain totally inconspicuous in public - doesn&#039;t work on murderous robots at abandoned military facilities, however it does give him enough strength to knock them over. Of course, Snake should be shooting those damn things when they appear.&lt;br /&gt;
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===Cyborg Exosuits===&lt;br /&gt;
After the fall of the Patriots, cyborg technology was released into the world. With CNT muscle fiber being as cheap to produce as plastic, just about every mercenary insane enough opted to be augmented and encased in one of these things. This armor enhances the wearer&#039;s strength, agility, and durability to absurd levels, basically turning them into [[Eversor|unstoppable murder machines that will completely wreck the shit out of anything they face]].&lt;br /&gt;
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The caveat to this is that majority of cyborgs are not mentally sound for a variety of reasons. While some accepted augmentation willingly to enhance their abilities or restore lost functionality (and are thus able to come to terms with their new life), there are many who were forced to undergo cyborg transformation, either through force or grave necessity (a lot of cases were that they were former soldiers couldn&#039;t find jobs, either because their home country was in civil war, their country&#039;s economy was floored by the post-SOP recession, or they&#039;re disabled. So it was either sign up with a PMC to armor up or you and your family starves to death). Those recipients can be injected with fear-inhibiting nanomachines that will force them to fight, regardless of the circumstances, [[grimdark|all while their inner self is trapped, screaming, in their mind and is unable to stop themselves]].&lt;br /&gt;
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Some of the more notable examples include [https://www.youtube.com/watch?v=K7Hgg4C92IU Gray Fox, the Patriots&#039; first Cyborg Ninja], who was resurrected and became a guinea pig for further genetic experimentation. His exoskeleton was grafted to his own skeleton to allow him to safely utilize its strength-enhancing features, such as incredible strength and reflexes. However, he wasn&#039;t alright in the head. Fox was forcibly brought back from the dead and put into the project against his will, due to this his only ambition in his life is to have one final duel with Solid Snake before finally being given eternal rest.&lt;br /&gt;
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Raiden was captured by the Patriots and turned into a cyborg in Area 51. Everything from the jaw down was removed and his mandible-less skull and dangling spinal cord were attached to a cyborg body. The increased strength allowed him to [https://www.youtube.com/watch?v=R61cCBUWNQM break dance with 10-foot walkers attached to his legs and have a stabbing match with a bisexual flamenco-dancing vampire] and [https://www.youtube.com/watch?v=RypphRK14t8 duel and throw a Metal Gear RAY into the air]. A later body, built exclusively for combat, gave him the facilities to [https://www.youtube.com/watch?v=KzfYcwo7Wtw fight and &#039;&#039;suplex&#039;&#039; a Metal Gear the size of a Warhound Titan, then tear off one of its arms to engage it in a duel and destroy it]. The hyper-specialization for combat meant that this body couldn&#039;t have a self-repair unit; instead, Raiden had to take fuel cells from other military-grade cyborgs to repair any damage he might sustain and replenish his fuel, [[Rip and Tear|by forcefully yanking it out from them and consuming it on the spot]].&lt;br /&gt;
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===Sam&#039;s Powered Armor===&lt;br /&gt;
Defying all semblances of coherency; Jetstream Sam, a Brazilian samurai and Raiden&#039;s eventual rival, used nothing more than an exoskeleton to give him abilities that not only completely outclassed Raiden&#039;s original cyborg body (who, mind you, is able to lift a 30-foot mech and throw it into the air), but be able to go toe-to-toe with Raiden&#039;s later custom built body (who is able to bodyslam a Metal Gear the size of a Warhound Titan). By nothing more, we mean he had little-to-no cybernetic enhancements (his only real one is a cyborg arm after losing his sword arm, and even then he was capable of dueling a Metal Gear RAY UG all on his own before getting it).&lt;br /&gt;
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It did just about everything Raiden&#039;s body could do, from repairing itself by ripping out people&#039;s spines, grant him unreasonably high strength, and give him fast-enough reflexes to slow down time, deflect bullets using nothing more than a sword. and reliably catch his sword after launching it out of his scabbard at high speed using an explosive quick-draw system. One wonders if cyborg tech is even necessary at this point considering Sam can do all this bullshit without getting his arms and legs amputated. Just like Armstrong he was quite loaded. [[Flash_Gitz|So he most likely wasted his family fortune on upgrading his weapon and power armor.]]&lt;br /&gt;
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==Iron Man suits== &lt;br /&gt;
Probably the most well known Power Armor suit in fiction, popularized by the Superhero who&#039;s power is that he has power armor. Tony has built a lot of suits, some meant for a specific purpose, some just a stronger version of older iterations. At the high end, Iron man&#039;s suit is flat out superior to anything in nonserialized science fiction short of a few cheese builds from role playing games (but hey, comic books), even allowing him to fight Odinforce Thor, who mind you, has the power of a being who can destroy galaxies as the side effect of his fights.  Sure his standard suits may be beaten by weaker stuff, but if he really sets his mind to it, the things Tony can build are essentially magic contained in metal and [[Get shit done|get shit done!]]&lt;br /&gt;
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His armor has been constantly getting exponentially better in recent years.  First was the Extremis armor that let him use technopathy in tandem with a super soldier enhancement.  Then was the bleeding edge armor which could basically form weapons as Tony needed them from nowhere from living metal.  Then was the Endo-sym armor which was not only able to do that but drain energy from anything and output so much energy that it can hurt even energy absorbers.   And now he has the Model-Prime armor which can not only do all that but also automatically transform into any other kind of armor he needs whether it&#039;s a bulky hulkbuster suit for raw strength or Samurai esque armor when Tony feels the need to express his inner weeaboo.   Since the older Bleeding Edge armor is low Hereld level he should be able to fight the gods of monotheistic settings and win against most of them! It should also be possible for Mark L Tony in the MCU to defeat them too. As anyone who lasted more than three minutes in a fight with against Thanos when he has at least four Infinity Stone or more for longer than three minutes has at least Solar System level damage output and durability.&lt;br /&gt;
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==Destroyer Armor==&lt;br /&gt;
Perhaps the snazziest and most powerful armor in fiction. This creation of Odin (Marvel Universe version) cannot be damaged by anything less powerful than Odin himself (characters who can smash planets to pieces have tried and failed) and can destroy just about anything weaker than Odin in a single hit. Forerunner suit, Starktech?  HAH.  This is made by gods who actually feel godlike.  Crafted by someone who could eradicate entire galaxies as a side effect of his fights to battle even more powerful beings.  Accept no substitutes, this is the finest power armor you&#039;ll ever find that does not ascend you to Celestial wonkyness. Even if it does run on magic.&lt;br /&gt;
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Humorously, the [[C&#039;Tan|Celestials]] this armor was designed to fight show up in the story and immediately one-shot it.  In a bizarre turn of events the armor has become intelligent and now serves Galactus as a herald.  &lt;br /&gt;
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Comic books are &#039;&#039;weird.&#039;&#039;&lt;br /&gt;
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==Strike Legion==&lt;br /&gt;
[[Strike Legion]] has teraton pistols, Uzis that can outgun all of WH40K and planet busting grenades. You can survive those in one of these babies. Even the weakest ones have built in shield generators and flight capabilities. That is really all that needs to be said.  They are also mass produced.  Like, standard issue level mass produced.  By factions that can outnumber the Imperium of Man.&lt;br /&gt;
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==X-COM==&lt;br /&gt;
[[File:NXCom.jpg|right|200px|thumb|XCOM operatives in Titan armor]]&lt;br /&gt;
[[File:MEC.png|right|200px|thumb|A trio of MEC troopers with kinetic pilebunker fists and minigun. Yes, you can make your own [[Terminator]] squad using MEC upgrades, or get the mod.]]&lt;br /&gt;
[[X-COM]] always had high-tech armor, including actual power armored suits in the first game. The first one is the &amp;quot;Titan&amp;quot; armored suit, a heavy personal powered armor suit composed of alien alloys. These could drastically reduce damage, give the wearer increased strength and stamina. The other is the &amp;quot;Archangel&amp;quot; armor, while less durable, it instead sported a personal jetpack that allowed the user to hover and fly for limited amounts of time until they ran out of fuel. Finally, there is &amp;quot;Ghost&amp;quot; suit, which get more emphasis on power part of power armor, granting increased mobility and maneuverability, while only being slightly more durable than carapace armor, and as the name suggests, it spotted both passive camouflage systems and active cloaking. They&#039;re all fully sealed from the outside-environment and had an array life-support systems, so the wearer was immune to poison, fire, and getting choked to death.&lt;br /&gt;
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However, in the &#039;&#039;Enemy Within&#039;&#039; expansion to the 2012 remake. This came in the form &#039;&#039;&#039;M&#039;&#039;&#039;echanized &#039;&#039;&#039;E&#039;&#039;&#039;xoskeletal &#039;&#039;&#039;C&#039;&#039;&#039;ybersuit troopers, or &amp;quot;MECs&amp;quot; for short. Departing from the usual type of armor, these require a considerable amount of cybernetic enhancements through the use of the game&#039;s Meld resource to use. The pay-off for that is enormous, however. Unlike other low ranking soldiers in X-COM, the MEC troopers are extremely durable (to compensate for their size meaning they can&#039;t use cover.), and can use the most powerful guns in the game, that only the MEC&#039;s strength and durability allows them to use. Additionally, subsequent rank-up abilities and suit upgrades will further make MECs much more killy, and can improve the small ammo clip of the main gun. &lt;br /&gt;
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However, while MECs are incredibly powerful, they are not invincible. They are like XCOM&#039;s equivalent of tanks, and much like tanks, they tend to draw the biggest amount of enemy fire in the map (This is made more problematic by the fact that even the aliens&#039; basic plasma pistol can be a threat to MECs and the enemy AI will usually prioritize anyone not in cover), very limited ammunition stores which force frequent reloads, and just generally tend to lose against numbers where they&#039;re simply [[Imperial Guard|drowned by the sheer amount of attacks that come their way]]. Thus, relying completely on MECs isn&#039;t the best strategy, and it is always best to supplement MECs with some infantry for support.&lt;br /&gt;
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Since the technology for the MEC troopers is taken from the alien invaders, they unsurprisingly have their own version called the Mectoid. The Mectoid is one of their basic troopers, the Sectoid, in their own MEC suit. By the sequel they have phased these out and instead have Advent MECs, which, like the sectopod, are fully autonomous and have no living pilot. The Advent MECs are equipped with giant mag cannons and triple shot grenade launchers. And can jump 30+ feet. Failure to incapacitate (or hack) one as soon as it&#039;s encountered will end in much [[Rage|rage]]. unless you have [[Rip and Tear|end game weapons]]&lt;br /&gt;
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In XCOM 2 power amour takes 3 forms:&lt;br /&gt;
*The Wraith suit, which is similar to ghost armor in that it trades some protecting power for increased maneuverability and dodging ability. Trades ghost mode for wraith mode, which lets you walk through all obstacles for two turns. Also comes with a grappling hook.&lt;br /&gt;
*Basic power armour called the warden suit.&lt;br /&gt;
*And the &amp;quot;Hey guys let&#039;s strap a even more powerful Exosuit power thing on to power armor and slap a thermonuclear weapon onto the wrist and see what happens&amp;quot; WAR suit.&lt;br /&gt;
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It also can be WH40k armor and weapons. Someone made a mod.&lt;br /&gt;
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==Warmachine==&lt;br /&gt;
[[File:PIP33007 500.jpeg|200px|thumb|right|A Khador Man-O-War Shocktrooper]]&lt;br /&gt;
[[Warmachine]] has had a number of different armors that technically qualify as power armor (almost all warcaster armor, for instance, includes enhancements to the wearer&#039;s strength and speed fueled by their magic), but probably the closest (and likely most famous) thing it has to traditional power armor is [[Khador]]&#039;s Man-O-War armor. Designed because Khador found it the lack of materials to make cortexes for its [[Warjack]]s meant even with the effort it put into building its jacks to last, it had a problem with still having a lot of resources it wasn&#039;t using and its lack of any cheaper jacks meant the jacks it had tended to be too badly outnumbered. To compensate for these problems, they designed huge suits of armor that would allow the wearers to function almost like pseudo-Warjacks. The Man-O-War functions the same way Khador&#039;s jacks do: it&#039;s slow, heavily armored, and hits really hard when it gets in close. [[Fluff]] wise there&#039;s a problem with the built in boilers releasing steam where it shouldn&#039;t go and killing the wearer, but this doesn&#039;t show up in gameplay since it would make them too unreliable (plus it only happens when they&#039;re damaged enough, depending on the addition to the game).  Not that they care as they gladly DIE IN STEAM!! Since the armor is still expensive to manufacture, Khador only allows its veteran troops to wear it, meaning they possess high skill with melee weapons.&lt;br /&gt;
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While the Man-O-War is an industrialized solution to lacking mechanical brains for light warjack-production, they are not the only power armors in the [[Iron Kingdoms]]: Some very eccentric mechaniks actually build their own armor called &amp;quot;Ironhead armour&amp;quot;. Though the Man-O-War-armour is big and scary, these tend to be even larger and impractical, and are usually built so only the bearer can use it properly. The use for these is everything from mechaniks-work to warfare, as proved by Captain Dominic Darius of Cygnar, who actually build himself a small, wearable light &#039;jack which in turn creates new miniature &#039;jacks called Halfjacks as long as he activates the thing. The thing is a four-ton heavy machine, that births smaller machines at all times. I couldn&#039;t make this shit up.&lt;br /&gt;
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Also, the [[Iron Kingdoms]] RPG allows players to own these armors - The Gods, Nations and Kings expansion allows for the use of Man-O-War armour and career, and the 52# issue of [[No Quarter]] has rules for your own custom-build murdermachine of steel and awesome.&lt;br /&gt;
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== Star Wars ==&lt;br /&gt;
The [[Star Wars]] Expanded Universe has had some minor power armor use. The iconic Stormtrooper armor is unpowered, but the zero-G assault Stormtrooper or &amp;quot;Spacetrooper&amp;quot; armor is a suit of powered armor that is worn over regular Stormtrooper armor, and may have been associated with the Dark Trooper armor. Dark Trooper armor itself was bigger and had strength enhancing and protective systems, but the mobile factory ship the project was based on was destroyed by Rebel agent Kyle Katarn. It incorporates a set of thrusters and other integrated weapons. Visually, it looks a bit like a cross of [[Terminator]] armor and NASA&#039;s Manned Maneuvering Unit, with a goofy, oversized Stormtrooper helmet.&lt;br /&gt;
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These were all based off of Mandalorian armor, which was more streamlined and effective than storm trooper armor, but also more expensive.  &lt;br /&gt;
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Power armor isn&#039;t used as much, since some sources indicate that the materials used in regular armor can hardly stand up to the ubiquitous blaster, nor the much rarer but much more asskicking lightsaber. Though in actuality, power armor is practically useless in the universe when compared to [[Plot armor]].&lt;br /&gt;
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There&#039;s also the Phase III Dark Troopers, which functioned as both automated robot infantry or could be worn as Power Armor, and was pretty much 40K Terminator Armor that wasn&#039;t hunched over(Soloing tank columns,anyone?), and had a built-in jetpack along with fun stuff like micromissiles.&lt;br /&gt;
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Sadly, like all cool things in the Star Wars universe, it shows up for just a couple games and books, then gets immediately destroyed and you never use it.&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein== &lt;br /&gt;
From Wolfenstein 3D onwards, Wolfenstein has pretty much always featured some sort of power armor being used by the Nazis.  The first game had Hitler&#039;s power suit which comes at you with quadruple gatling guns, though when his health was depleted the suit would be destroyed and he&#039;d jump out and keep on fighting you with dual wielded gatling guns (and somehow have more damage per second this way) and later games generally give special elite Nazis suits of dieselpunk power armor.   Unfortunately for the Nazis, they&#039;re going up against motherfucking Captain B.J Blazkcowicz so all the power armor in the universe isn&#039;t going to save them from him showing the world what you do with Nazi scum.   In the latest game, the new order; Deathshead gets into a mini-mecha suit that&#039;s essentially an update of Hitler&#039;s power armor from Wolfenstein 3D, most notably featuring four gatlIng guns as Strasse tries to kill you in the moon baⁿse while ranting about he&#039;s the actual good guy here.  Which is of course just him being a deluded Nazi bastard because by this point you&#039;ve had twenty hours to see how very much of an awful person he is. You ALSO get power armor, that is remarkably inconsistent, as in get zapped by laser beams, shot by bullets and rockets, unbreakable unless you run out of armor, but getting punched in the chest twice deactivated it. Also, guys with crowbars pry it off. Somehow.&lt;br /&gt;
&lt;br /&gt;
== Real Life ==&lt;br /&gt;
[[File:Powered Exoskeleton.jpg|thumb|right|250px|DARPA exoskeleton going through its paces in a rather literal sense.]]&lt;br /&gt;
[[File:RLpowerarmour.jpg|thumb|left|250px|TALOS Power armour.]]&lt;br /&gt;
While they are still some ways off from producing a fully functional power suit, there is interest in the idea. Some people are now looking into making functional powered exoskeletons, this includes some guys in Japan and the US government. While it&#039;s initially going to be used to help do heavy lifting where heavy equipment is impractical/inadvisable, along with helping the disabled to walk once more, using it for military applications is in the works. Hell, just look at the image. The basic idea works well enough, but there are still in the experimental phases and while they got the basics of the &amp;quot;power&amp;quot; part down they have yet to add the armor. &lt;br /&gt;
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Even so, they still have a fair bit to go since most early versions will be restricted by a power tether or run on batteries that have at most a few hours of juice. Still, the first airplane&#039;s flight only was about 35 meters and it took less then two decades to go from that to the first transatlantic flight.&lt;br /&gt;
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When they have a working model, this will by the only Superpower ability that isn&#039;t fictional or pseudoscience.&lt;br /&gt;
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When they do get armour, it will probably look like Fallout power armour.&lt;br /&gt;
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==Fantasy in General== &lt;br /&gt;
Depending on who you ask, any magic armor that increases your speed and strength and has spells that counteract encumbrance bound to it could be considered a form of power armor, especially if it&#039;s full plate armor and particularly if it has some system to keep out nasty shit like drowning, poison gas, or the vacuum of space.   It is armor, and it is using a power source in the form of magic to enhance the wielder.   More traditional power armor can also be found in fantasy; particularly in settings that are at least to a clockpunk level of technological development, often using magic or just not caring enough about physics to allow power suits to function with technology like steam boilers, clockwork gears, and diesel engines or simply running off of magical energy.  This particular trend has started to become more common as more and more fantasy writers have started to rebel against the concept of medieval stasis and even in settings that don&#039;t just outright abandon the faux-medieval trappings of fantasy try to incorporate more in the ways of technological development or practical magic.  In warhammer fantasy perhaps the most famous suit of power armor belongs to Ikit Claw, an ingenious device that is powered by warp stone and comes complete with an arm cannon to fire off warp lightning.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:99810101076 ArmourThroughAgesNEW01.jpg|The first five Marks through the ages.&lt;br /&gt;
File:Power Armour Components.png|Diagram of Aquila armour components.&lt;br /&gt;
File:Newsletter vision study.jpg|Eternal Crusade concept art. Again, fitting real snugly.&lt;br /&gt;
File:Terran marine cutout.jpg|It actually fits! Still a bit unsure about those hips though.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2601:147:4300:1949:7404:527F:7C88:8934</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=XCOM&amp;diff=569488</id>
		<title>XCOM</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=XCOM&amp;diff=569488"/>
		<updated>2019-04-18T04:49:22Z</updated>

		<summary type="html">&lt;p&gt;2601:147:4300:1949:7404:527F:7C88:8934: /* X-COM 2 / War of the Chosen */&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; (It was released as XCOM in North America, it was &#039;&#039;UFO: Enemy Unknown&#039;&#039; literally everywhere else) 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, &#039;&#039;Terror From The Deep&#039;&#039;, which was basically the same game, but underwater and infinitely harder. Story-wise, the destruction of the Martian base activated a fail-safe in the aliens&#039; system that woke up T&#039;leth, their &#039;secondary&#039; (and mobile) base buried deep under the seas of Earth. X-Com now again must protect the people while finding out about where exactly T&#039;leth is and go in to blast it to smithereens with extreme prejudice. It was hard. Really hard. Not only do aliens have a major advantage technology-wise at the start and they tear through your recruits with impunity, but later in the game when you catch up they start using a nasty trick to take control of your troopers, leading to sometimes hilarious and [[rage|extreme rage-inducing]] turn one [[TPK]]s as your heavy weapon trooper gets controlled and fires his heavy weapon inside the transport while the team is busy disembarking. Oh, and did we mention that the only way to research the best armour in the game was to capture a live specimen of a rarely-appearing alien? And that to capture a live specimen you had to send a poor redshirt in armed with an oversized cattleprod to stun it in close quarters? And that said alien was [[rip and tear|able to tear a human apart effortlessly]] in close quarters? And (as if all that wasn&#039;t bad enough already), that the poor redshirt then had to pick up and to carry the damn unconscious thing back to the human ship praying [[rape|that the specimen didn&#039;t wake up with a grudge before he got there and the mission ended]]? Yeah, it was kinda like that. &lt;br /&gt;
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It then spawned a second, somewhat different but still appreciated sequel, &#039;&#039;X-Com Apocalypse&#039;&#039;. Destruction of T&#039;leth fucked up Earth&#039;s biosphere and humanity retreated to quickly built mega-arcologies to survive. Unlike the two first game, there&#039;s a bigger political aspect to things as you have not only to make sure you deal with the damn aliens coming to fuck your shit up, but remain best buds with the other humans while doing so. It tried to blend Turn-Based &amp;amp; Real-Time strategy into one so you could play it at the speed you wanted. All in all, a decent and ambitious, if not overwhelmingly good game (mostly because a ton of content was cut before release). Basically this time it was one [[Cyberpunk]] city against extradimensional aliens, though the equipment from the first two games gave the player a far greater headstart. &lt;br /&gt;
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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]]. At least Interceptor had a decent backstory and for those with a good eye, explain where the aliens in &#039;&#039;X-Com Apocalypse&#039;&#039; came from.&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 most 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 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 to avoid hurting the brains of [[/v/|delicate little console kiddies]] like removing time units, removing ballistic simulation, 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), it still somehow manages to be a good game in its own right. If the original X-COM is like Mordheim, then XCOM is like Space Hulk: massively simplified and more heavily dependent on the luck of the die, but with less micromanagement and long-term planning required.&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. 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 unlike most &amp;quot;horse armor&amp;quot; tier DLCs with the name this one actually deserves it) 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 upgrade 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. In fact, 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 robot 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 New 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. So they free the captured Commander (sadly the sweater seems to be shrunk in the wash) and it&#039;s guerilla warfare time.&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 &amp;quot;human&amp;quot; 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 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 status abilities(ie: panic, disorientation, and mind control, you can still annihilate them with psionic fire). 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 aliens 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 guerrilla 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 Ethereals. 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 an 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 recently four 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 changed in war of the chosen,because firaxis realized it was bullshit). 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. War of the Chosen finally allows players to add modifications to their guns, gave them better aim and a health boost. So now they&#039;re worth taking. If your Grenadier is injured or has low morale. While their weapons are much larger and more powerful-looking than the other squad specialized weapons, they don&#039;t do more damage than the regular specialized weapons. This is stupid, as an auto-cannon would naturally do much more damage than a 7mm Gatling Gun. They are also prohibitively expensive so you have no choice to do the mission if you want one for cheap. Optional mods have improved their balance to outright making them a super unit if you wish. As well, for you elegan/tg/entlemen out there, you now have the option of Space Marines and Imperial Guard, in Armors Of The Imperium, which brings plenty of firepower to the table. As of right now, it contains: Customizable SM armor, Dreadnoughts, Terminators, Bolters, Heavy Bolters, Plasmaguns, etc&lt;br /&gt;
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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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You think that&#039;s bad, the end game unlocks second wave options, like increasing all Health by 50%, having your guys get worse as they get injured, have their stats rolled at random, so you can make the game even HARDER! Because dying is &#039;&#039;fun&#039;&#039;.&lt;br /&gt;
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And finally, if you find yourself bored with the vanilla experience, XCOM 2 has a very healthy and active modding community adding anything from extra voice packs to full on reworks of the entire game akin to the famed Long War of the original game. Do you want Bob Ross to lead your squad to victory? Want to bring back weapons and MECs from the EU and EW? Your own custom [[Deathwatch]] kill team? The possibilities might not be &#039;&#039;endless&#039;&#039;, but you can ensure no two games are ever the same. A warning though, due to how easy it is to create and add mods to your game, care should be taken when implementing them, [[rage|as conflicting or poorly made mods can crash the game or corrupt your saves.]] Additionally, unoptimized or script-heavy mods can make lower-spec computers run like absolute ass.  Unreal Engine 3.5 has annoying stability issues as well. You read that correctly. [[Derp|It runs not on the latest version of Unreal Engine 4, but a modified version of Unreal Engine 3.]] [[Fail|Not even the DLCs or WOTC itself have fixed these issues]]. Even a high end gaming machine will experience game crashes due to the age of the engine. With a higher chance if one is running over 150+ mods. So care should be taken when concurrently running a large number of them. Damn it, Firaxis patch your damn game! &lt;br /&gt;
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====XCOM 2: War of the Chosen====&lt;br /&gt;
&lt;br /&gt;
This brand new expansion gives us three new allies to aid us. It&#039;s actually more than large enough to be a game into itself.&lt;br /&gt;
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*Reapers: Stealthy hunters who are armed with nothing but a rifle and explosives. It&#039;s enough. They wear [[Shadowrun|trench coats and gas masks]]. Have a special ability where they have a chance to not reveal themselves upon attacking. Enemies have vastly reduced detection ranges against Reapers, and Reapers can detonate explosives on the map without revealing themselves. They can also throw an environmental explosive. [[Dakka|They also have an ability that lets them shoot at an enemy until they run out of ammo.]] Long story short, these guys are only slightly less powerful than the Reapers from Mass Effect.&lt;br /&gt;
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*Skirmishers: ADVENT defectors who are armed with a grappling hook that can pull them to a rooftop and pull themselves to the enemy or vice versa and at max level allows them to have the [[Awesome|alien rulers ability to gain action points every. Time. The. Enemy. Moves.]] Except it only works three times a turn, and doesn&#039;t trigger on non-move actions. [[fail|The game doesn&#039;t tell you this.]] [[Derp|Their Bullpups has lower range and damage over the standard rifle.]] Despite the longer barrel would give it the same stats and longer range. Once again you need download a workshop mod to fix this.&lt;br /&gt;
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*Templars: [[Grey Knights|A resistance group made of only psionics]] that wield psi blades and machine pistols, but you&#039;ll probably never use those. They&#039;re fast, hard to kill, and hit like a brick. And like any good psi-based unit, they can fry their enemies with lighting from their hands. They&#039;re like the [[rip and tear]] half of the Ranger, but with psionic powers. They&#039;re also fantastically hammy and roll their Rs.&lt;br /&gt;
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But these new allies come with a catch as you now have to fight the titular chosen who can adapt to your soldiers&#039; abilities with their own strengths and weaknesses, and the Lost ([[tarpit|zombie swarms]]) that attack both you and ADVENT. Along with these new allies and enemies is trying to get the three resistance groups to work together, as well as a new fatigue and relationship system.&lt;br /&gt;
&lt;br /&gt;
The faction leaders are voiced by actors from [[Star Trek|Star Trek: The Next Generation]]. [[Fail|They do pretty good job except for Marina Sirtis poorly performed lines.]] Good thing the game allows players to switch to a better voice for your first Reaper(and their other soldiers).&lt;br /&gt;
&lt;br /&gt;
====Tactical Legacy Pack====&lt;br /&gt;
&lt;br /&gt;
A mini expansion pack that adds 4 mini-campaigns detailing some of the adventures of Bradford and Lily Shen during the tumultuous days of ADVENT&#039;s takeover, adds new weapons to your WotC playthrough for each of these mini-campaigns you beat, allows you to choose between three soundtracks, (X-COM 1, X-COM 2, and Legacy Remixes), allows free access to all of the 100 challenges rather than the random daily challenge system, and even allows you to make your own challenge missions. Also has more than a few bugs and oddities that needs to be fixed with workshop mods. However it isn&#039;t as a glitchy broken mess compared to some [[Fallout|other games]]. &lt;br /&gt;
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IT WAS Free until Dec 3rd, 2018, for all WotC owners. Though it&#039;s still a cheap buy at $7.99 on Steam. The ability to switch between three soundtracks alone is worth it.(remixes of classic XCOM tracks, the OST from Enemy Within and the vanilla War of the Chosen soundtrack. )&lt;br /&gt;
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=== XCOM: Long War ===&lt;br /&gt;
&lt;br /&gt;
The big daddy mod for XCOM: Enemy Unknown made by a small developer known as Pavonis Interactive that is single-handedly responsible for XCOM 2&#039;s thorough mod support (alongside Firaxis [[Blood Ravens| &amp;quot;borrowing&amp;quot;]] some notable aspects of this mod for the actual sequel), Long War is a &#039;&#039;very&#039;&#039; extensive rework of the entire game from the ground up. While the mod greatly expands the classes, perks, weapons and armor players can gear up their dudes with, it also greatly enhances the aliens&#039; arsenal, which now adapts and evolves to combat the player the longer the game goes on. The number of changes made to the game is well into the hundreds and the difficulty is so stepped up that it makes the vanilla game a walk in the park comparatively. This mod is almost universally praised, to the point that not only did Firaxis make it a point to make the sequel as mod-friendly as possible, but they actually partnered up with the Pavonis team to help develop the core XCOM 2 game as well as the first wave of miscellaneous mods to showcase how easy it is to plug-and-play community made content into the game.&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;
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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;
&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 required.  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;
&lt;br /&gt;
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, choosable 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;
&lt;br /&gt;
The Shinobi ([[Derp|all the Ninja IRL schools have closed up shop]]) is the most overpowered class. Making missions easier then they should be as he can [[derp|bypass Overwatch]] and has a very low impact on infiltration. Making missions unrealistic for players who hate RNG and want a pure stealth game.&lt;br /&gt;
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The Devs of Long War have said there will not be making a Long War for War of the Chosen. As Firaxis added a ton of crap that would take years for Long War Studios to sift through it and make the mod playable. Also, they&#039;re making their own XCOM, so they wouldn&#039;t have the resources to do both anyways.&lt;br /&gt;
&lt;br /&gt;
== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== Xenonauts ==&lt;br /&gt;
&lt;br /&gt;
X-Com coded by [[Reasonable Marines]].&lt;br /&gt;
&lt;br /&gt;
A faithful remake of the original, 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. Basically the alien invasion is during the Cold War and makes everyone shit themselves simultaneously when THOUSANDS of spaceships are openly in orbit and fucks humanity&#039;s shit up in creative ways. Every day the UFO&#039;s are left wandering, news bulletins full of terror emanate from the screen, worrying you further.&lt;br /&gt;
&lt;br /&gt;
The ending is very creative, particularly concerning the plot of how an inferior species can even bother to defeat a powerful empire. Stunningly well-made, desperate final mission which may result in a glorious ending, or a bittersweet ending where you still win but the assault team is martyred.&lt;br /&gt;
&lt;br /&gt;
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).&amp;lt;s&amp;gt; This means no unfairly powerful weapons like the Rape Launcher or the Stun Grenade Launcher.&amp;lt;/s&amp;gt; There *are* a few super weapons but seriously, if you waste a &amp;quot;Singularity Generator&amp;quot; which is an ENTIRE CAPTURED BLACK HOLE (a hot commodity salvageable from alien battleships) for a 50 kilogram (without ammo) glorified grenade launcher that doesn&#039;t even one shot its AoE, you are a fucking moron.&lt;br /&gt;
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More basic inventory control. You don&#039;t micromanage producing and storing individual missiles, and you can have as many magazines, grenades, and med-kits as you want, limited by carrying limit. You just build the alien-based laser or plasma gun, base gives you ammo made fashioned from a melted-down alien cells. (Alenium is basically a quantum-grade battery aliens came up with. Usually it powers the alien craft, you simply creatively salvage the spent ones into explosives because [[HFY]].)&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. Said shield gets upgraded with Alien alloys, and even the final mission sees use of it. Trust me.&lt;br /&gt;
&lt;br /&gt;
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, doubly so if carrying a missile launcher. No longer to operatives miss the broad side of a barn. They *will* miss the spot but will still shake it badly.&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. Considering Reaper, the expy for Chyrssalids are even faster and crazier, you *are* going to need them.&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. I said flushing out mind you, as they DO charge out and deal extremely serious amounts of damage before going down, to say nothing of teleporting aliens that burst fire in your face if they are lucky.&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. Even if you do, weird aliens will teleport close and blow you out of the sky, or your flyer will fry a nerve from psionics.&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;
&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 &amp;lt;s&amp;gt;later in 2017&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;late 2018&amp;lt;/s&amp;gt; early 2019.&lt;br /&gt;
&lt;br /&gt;
== 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;
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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. Still, fuck it. Final version is broken, often locking the game, and developers have been keeping silent, the fucking FAGGOTS.&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, fully funded and in development with a hard-as-balls backer pre-alpha having been released. The basic idea is; some kind of strange virus has been dug up in the permafrost and has had two outbreaks so far, each escalating in severity. Now it&#039;s invading the land a third (and fatally final) time, most of humanity is gone (Partly cus of the virus, partly cus of WW3 happening during the second outbreak), and you must defend the survivors from both the creatures and each other, you poor sap.&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. Humanity being humanity, there are several factions with drastically different ideas on how to deal with it; there is a faction based around a religion [[Genestealer Hybrids|worshipping the mutations that is also capable of retaining human consciousness despite said mutations]], another is [[Eclipse Phase| high-tech anarcho-communists trying to coexist with the virus and other factions]] while the third faction [[Starship Troopers|Is a high-tech PMC turned militaristic civilization with &amp;quot;Service Guarantees Citizenship&amp;quot; that just wants to destroy the virus and any of its sympathizers]].&lt;br /&gt;
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So far, the game has managed to gather enough funding and reach one stretch goal for a floating base that will be given as FREE DLC, along with other stretch goals at a later date should the game be successful.&lt;br /&gt;
&lt;br /&gt;
Expected; large bosses, your own mutated soldiers with crippleable limbs, the option of saving a group of people by [[Dawn of War II|landing on a giant creature and injecting it with poison]], Deep Lore, A hybrid of the old TU and new Two-Action system, unique tech trees for each faction (which you can also get in on by either allying with or stealing from them) and randomized global events (a la Crusader Kings 2).&lt;br /&gt;
Oh, and there are [[Flamer|flamethrowers]], Shoulder-Mounted missiles, power armor, gauss rifles and other goodies, such as a mutant mount for the cultist faction.&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 than crushing a pureblood&#039;s head in with a sledge hammer and then mowing down his mates with your [[Dakka|custom Boarding gun]]. Basically, post XCOM defeat, humanity is a province in the alien empire, and a long, long time later, you lead a band of mutant female pirates living the pirate life, looting, capturing, ransoming, and eventually enslaving prisoners. More detailed, fanmade, with a morally darker atmosphere for the protagonist faction (apart from turning prisoners from human factions to slaves -miners for men, maids for females, and ahem...&amp;quot;squires&amp;quot; for shota younglings from Cult of Sirius), PirateZ offers a unique experience.&lt;br /&gt;
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== The Tabletop Game ==&lt;br /&gt;
&lt;br /&gt;
Yes, there was a Tabletop game, made by [[Fantasy Flight Games]], so this article has some direct /tg/ relevance. The problem is, [[Derp | you need a cell phone app to play it]].&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Needless to say, in this game, there are many different types of aliens that your teams are going to have to fight.&lt;br /&gt;
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===Original Continuity===&lt;br /&gt;
&lt;br /&gt;
====X-COM: UFO Defence====&lt;br /&gt;
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&#039;&#039;&#039;Sectoid&#039;&#039;&#039;: Doesn&#039;t matter what game, these guys are always the first things you face. They&#039;re not tough, but they are annoying, and the higher ranked ones (yes aliens have ranks, just like your guys in the old games) can and will successfully mind-control your guys all the fucking time.&lt;br /&gt;
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&#039;&#039;&#039;Cyberdisk&#039;&#039;&#039;: The original flying, metal pancake, these guys only show up supporting Sectoids. They can take an abusive amount of punishment, and deal it out just as much, before exploding when they are finally disabled. Expect to see your bullets passing over or under it all the fucking time.&lt;br /&gt;
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&#039;&#039;&#039;Floater&#039;&#039;&#039;: Changed significantly in the remake. Here they&#039;re a still mostly intact torso and abdomen mounted on a giant, floaty antigravity ball. They can&#039;t fly as freely as the ones in future versions, but they&#039;re far less suicidal, and prone to setting up ambushes.&lt;br /&gt;
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&#039;&#039;&#039;Reaper&#039;&#039;&#039;: Big, spiky dogs that appear alongside Floaters on terror missions. They&#039;re dumb as shit and only attack in melee making it easy enough to lure them out and turn your entire fire team against them. Now if that would actually kill them. &lt;br /&gt;
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&#039;&#039;&#039;Snakeman&#039;&#039;&#039;: Another basic type, these guys are easy pickings on any mission other than Terror Missions. Their autopsy states that they are stuffed full of fertilised eggs so take that &amp;quot;men&amp;quot; part with a grain of salt.&lt;br /&gt;
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&#039;&#039;&#039;Chryssalid&#039;&#039;&#039;: And these are the reason you&#039;ll hate Snakemen on terror missions. They bring Chryssalids with them. Twelve foot tall murder bugs that kill people, plant their eggs into them, turn them into shuffling zombie, which hatch into new Chryssalids unless killed, &#039;&#039;quickly&#039;&#039;. Unlike the remake these guys can take a beating, and it&#039;s entirely possible to have an entire squad with laser weapons and repeating grenade launchers hit one of these bastards with every shot, and it&#039;ll still be standing at the end. You see one of these things, you do not let your squad break apart or approach blind corners.&lt;br /&gt;
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&#039;&#039;&#039;Muton&#039;&#039;&#039;: As always the aliens&#039; equivalent to your guys, except they&#039;re better armoured (despite wearing goofy green jumpsuits), better armed, and just better being as they&#039;re not the best janitors all the world&#039;s militaries have to offer. Mutons don&#039;t have Psionics on their side, so if you want to play with them bringing along your Psi Specialist is a good idea, otherwise they&#039;re going to take an absurd amount of punishment to put down. A superhuman grade Muton can take a block of High Explosive to the chest and come out shooting, so bring the plasma, and bring enough it of for a small city block.&lt;br /&gt;
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&#039;&#039;&#039;Celatid&#039;&#039;&#039;: One of the two terror units found alongside Mutons, it looks like nothing more than a floating kidney bean. It&#039;s small, it&#039;s fast, and it has the most damaging non-High Explosive attack in the game, which becomes even more destructive against non-armoured targets like your rookies, or civilians. Thankfully this attack works on a lobbed arc so its range is severely nerfed down to 7 tiles, but out in the open that goes up to 16 tiles, and it can attack up to three times in a turn if it doesn&#039;t have to move.&lt;br /&gt;
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&#039;&#039;&#039;Silicoid&#039;&#039;&#039;: The second terror unit that is deployed alongside Mutons, and the most useless alien unit in the game. It crawls along at a speed of 8 tiles a turn, has no ranged attacks, and triggers reaction fire from even the worst of your guys allowing you to use it as a reaction fire training sponge, especially if you use Incendiary rounds as it will not take any damage from fire or incendiary rounds, but your guys will still gain experience. High Explosives work well against it.&lt;br /&gt;
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&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: Far different from the remake game, Ethereals are packing heat in conjunction with their insane Psi abilities. These cloaked bastards can fly, will rain plasma fire down on your squad, spot for their allies to make their job easier, and at the end of it all, they&#039;ll mind control or panic the ragged remains of your squad. Kill them as quickly as you can, preferably from long distance with a Blaster Launcher.&lt;br /&gt;
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&#039;&#039;&#039;Sectopod&#039;&#039;&#039;: Giant metal murder toads. These guys aren&#039;t actually robots, although they come close, they are intact Remote Control murder mechs for the ethereals so that they don&#039;t have to get close to you while they turned you into plasma fried Kentucky X-COM rookie. The scary thing about these guys is just how much punishment they seem to take, even from late game weapons; however if you can target their rear armour, and bring laser weapons (which deal x1.5 damage against these guys) you&#039;ll be laughing all the way to the ICU. Of course this is going to make your prospects against their Ethereal controllers far, far worse, but hey-ho, win some, lose some.&lt;br /&gt;
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====Terror From The Deep====&lt;br /&gt;
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IA, IA, CTHULHU FATAGN&lt;br /&gt;
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&#039;&#039;&#039;Aquatoid&#039;&#039;&#039;: Genetically, and surgically slap gills and flippers onto a Sectoid, et Voila! You have an Aquatoid. Their commanders still have the Psionic abilities of their land locked cousins, but they call it Molecular Control, because they&#039;re fancy like that.&lt;br /&gt;
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&#039;&#039;&#039;Gillman&#039;&#039;&#039;: Apparently an earth creature, these creatures from the black lagoon were around when DINOSAURS ROAMED THE EARTH!, and submitted to the aliens when they arrived the first time round. They make for &#039;poor&#039; soldiers (although this being TFTD that just means their only better than your guys by a factor of 1 or so, and not 3) and can take a bit of punishment from basic weaponry, although by the time you get Sonic weaponry, they start dropping like wheat before the scythe. Taking one of these guys in alive, and dead is critical to researching melee weapons (???), and accessing the final mission. So get catching.&lt;br /&gt;
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&#039;&#039;&#039;Lobsterman&#039;&#039;&#039;: An organic Sectopod, these guys will walk off whatever you throw at them, and then strike back with extreme prejudice. Ironically though they&#039;re mostly weak to stunning weapons, making tasers, and stun grenades the best weapon to use against them if you&#039;ve got them. If you don&#039;t, well you can always use drills to pierce their hides, or hope that the tiny plinking of your harpoons cause them to laugh themselves to death.&lt;br /&gt;
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&#039;&#039;&#039;Tasoth&#039;&#039;&#039;: A clone vat species based off of humanoid velociraptors, these guys would be awesome, if they were on your side. As they are not, they are assholes. In combat they function as Ethereal lite&#039;s, unable to fly, and not quite as psionically potent, they make up for this by having much more physical strength, health, and durability.&lt;br /&gt;
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&#039;&#039;&#039;Bio-Drone&#039;&#039;&#039;: A brain-in-a-jar mounted on a super speaker. Electrical impulses torture the brain and use its screams (without vocal chords, don&#039;t ask me) to project a wave of hyper-condensed sound which will melt the victim&#039;s brain inside their head. Noise Marines might have stolen this idea for their Doom Siren. Grimdark as fuck because often the brains are made of kidnapped civilians.&lt;br /&gt;
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&#039;&#039;&#039;Calcinite&#039;&#039;&#039;: A Gelatinous green goop inside an old school diving suit, it might be possible to mistake this thing for one of your guys while you&#039;re underwater, but they remain fully suited up while on land, so the helmet is a good indicator. They lack any ranged attacks, and will instead try to run up and claw your agents face off, to add to this, their antique diving suits are tougher than your guys starting body armour (WHY?), nonetheless any weapon will put them down.&lt;br /&gt;
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&#039;&#039;&#039;Deep One&#039;&#039;&#039;: You&#039;d think this would be the perfect place for some Cthulhu monstrosity, but sadly no. These guys are more &amp;quot;The Fly&amp;quot; than anything else. Humans that have been captured, tortured, and then surgically and genetically altered to become alien shock troops, the only original bit of their humanity left is their eyes. Their primary ranged attack is an arcing electrical burst (which is treated as a Gauss weapon for damage types) which allows them to fire over walls and other obstacles so nowhere is safe.&lt;br /&gt;
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&#039;&#039;&#039;Hallucinoid&#039;&#039;&#039;: Giant electrical jellyfish. The aliens keep on taking earth creatures and turning them into weapons of war. Although choosing jellyfish may have been a... poor decision. These things aren&#039;t particularly aggressive, preferring to just gently float into range when they can be bothered, rather than hunting your agents down. Unfortunately they&#039;re still tough enough to weather the storm of fire that their slow approach allows you to unleash on them, and their melee attack is devastating.&lt;br /&gt;
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&#039;&#039;&#039;Tentaculat&#039;&#039;&#039;: BECAUSE IT WOULDN&#039;T BE A X-COM GAME WITHOUT CHRYSSALIDS, NO MATTER WHAT YOU CALL THEM. THEY CAN FLY NOW SO HAVE FUN! (appearance is directly identical to Grell from [[Dungeons &amp;amp; Dragons]])&lt;br /&gt;
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&#039;&#039;&#039;Triscene&#039;&#039;&#039;: A mother-fucking T-REX! The aliens brought back a T-Rex, slung two sonic cannons onto its sides, and let it loose in battle. These guys are the sectopods of TFTD, without the sectopod&#039;s weaknesses. However they have one glaring flaw, which is they have no under armour, and one well placed grenade will severely hurt them, or outright kill them if powerful enough.&lt;br /&gt;
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&#039;&#039;&#039;Xarquid&#039;&#039;&#039;: An overgrown Nautilus that swims in reverse, the things act like sniper tanks, preferring to sit in one corner of the map, usually several levels up, and snipe your squad from a safe distance. Other than the reaction fire you&#039;ll inevitably take when hunting these things down, they&#039;re not particularly dangerous, just use cover and explosives if they&#039;re on the ground, or get underneath them and take out their weak underbelly.&lt;br /&gt;
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====X-COM: Apocalypse====&lt;br /&gt;
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&#039;&#039;&#039;Brainsucker&#039;&#039;&#039;: Because Facehugger was already taken. Why is the first alien you encounter in this game another GOD-DAMNED CHRYSSALID? FOR FUCK&#039;S SAKE! These guys are fairly weak, and can be dealt with simply in RT mode, in TB however, their movement speeds enough to take them from outside your field of vision and into attack range, considering that their melee attack is a one hit kill keep enough time units back for reaction fire.&lt;br /&gt;
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&#039;&#039;&#039;Multiworm&#039;&#039;&#039;: One big ugly green fat worm the size of a human that shoots acid like a machinegun. Kill it with piercing weapons for a surprise burst of FOUR land equivalent of piranha, the Hyperworm. Use fire and nades for a pentakill in one shot. &lt;br /&gt;
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&#039;&#039;&#039;Hyperworm&#039;&#039;&#039;: Doglike rapid moving worms with a vicious bite. Toss fire and grenades to kill quickly. &lt;br /&gt;
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&#039;&#039;&#039;Chrysalis&#039;&#039;&#039;: In 72 hours, the Hyperworm turns into that to produce new aliens. Harmless meat bag. &lt;br /&gt;
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&#039;&#039;&#039;Anthropod&#039;&#039;&#039;: Ugly blue humanoid alien with decent stats. The first gun using alien. Helpless on its own but Alien equipment becomes TPK bait afterwards complete with personal shield and fuckhuge bazookas. &lt;br /&gt;
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&#039;&#039;&#039;Psimorph&#039;&#039;&#039;: Huge flying blob [[Psyker]] with fuckton of HP. Kill on sight as it will mindrape every agent. Luckily stays in the Alien Dimension... Mostly. &lt;br /&gt;
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&#039;&#039;&#039;Spitter&#039;&#039;&#039;: Misunderstood Pink Guy from Uganda who looks for de way, spitting on Heretics. Weak. &lt;br /&gt;
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&#039;&#039;&#039;Megaspawn&#039;&#039;&#039;: Imagine an Imperial Knight but alien scum and wholly organic. Its&#039; rapid firing, replenishing rocket launcher arm and ORGANIC LASER CANNON ARM says it all. Huge and powerful. &lt;br /&gt;
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&#039;&#039;&#039;Popper&#039;&#039;&#039;: Muslim alien who Allahu Akbar&#039;s you. &lt;br /&gt;
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&#039;&#039;&#039;Skeletoid&#039;&#039;&#039;: Anthropod V2.0 with flying. Fast reacting, agile and smart. Dangerous with endgame equipments. &lt;br /&gt;
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&#039;&#039;&#039;Micronoid Aggregate&#039;&#039;&#039;: Actual alien rulers. Hive mind of single cells running across all Alien veins and buildings. &lt;br /&gt;
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&#039;&#039;&#039;Queenspawn&#039;&#039;&#039;: Mother whore, land octopus and breeding bitch. If you stun her, you get the best Alien toxin gun... AND IN GAS FORM! Now you can start a race war and gas all xeno scum, like humanity should. &lt;br /&gt;
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&#039;&#039;&#039;Overspawn&#039;&#039;&#039;: Kaiju alien dropped from top 2 biggest UFO&#039;s. When aliens get mad, it will rampage across town, and can destroy the xcom base underfoot if it hits its building. Scramble all crafts and shoot it down, try hitting it with rubble for instakill.&lt;br /&gt;
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===Reboot Continuity===&lt;br /&gt;
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The reboot continuity has its own array of different monsters, with some changes in variety between the first and second game.&lt;br /&gt;
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====X-COM Enemy Unknown / Enemy Within====&lt;br /&gt;
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&#039;&#039;&#039;Sectoid&#039;&#039;&#039;: Tiny little grey men in the first game, these are the first Psionic enemy you&#039;ll meet, with the ability to boost each other in combat. This can be rather nasty giving them an extra hit point and a +10 to hit and dodge, although if you kill the booster, you&#039;ll kill whatever Sectoid they&#039;re boosting as well thanks to Psychic feedback.&lt;br /&gt;
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&#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;: Only in the first game, these guys are Sectoids on psychic steroids. You&#039;ll see one on the tutorial mission and get a taste of what they can do, even if you don&#039;t fight it. They&#039;re stronger, tougher, and more psionically powerful than the basic sectoid, and are the first unit that can possess your guys mid-firefight.&lt;br /&gt;
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&#039;&#039;&#039;Thin Man&#039;&#039;&#039;: Apparently an &amp;quot;Infiltrator Unit&amp;quot; nobody (other than the Ethereals) would mistake these guys for human at close distance as they have snake scales running up their necks, and are skinny enough to make a supermodel jealous. Apparently they were made from genetically modifying Snake-women as they can spit clouds of poison at great distance, and will explode into one when they&#039;re killed. Otherwise they&#039;re real flimsy.&lt;br /&gt;
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&#039;&#039;&#039;Muton&#039;&#039;&#039;: How you know the aliens are stepping up their game. Everything up till now has been child&#039;s play (for a particularly psychotic child), then these guys come along. Big, tough, cunning, brutal, and dangerous, these guys will mulch a squad equipped with regular weapons and armour without breaking a sweat, and capturing one of these guys alive brings one of the better upgrades. Have fun.&lt;br /&gt;
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&#039;&#039;&#039;Muton Berserker&#039;&#039;&#039;: Ha, ha, ha. These girls are melee monsters, capable of soaking up bullets by the magazine, and slowly getting angrier and angrier as they do. If they can get in close they&#039;ll unleash the melee hurt, but thankfully they&#039;re not amazingly fast. Thankfully, their instinctive charge of the last person who shot them means you can set them up to run a gauntlet of Overwatch fire, with a bit of luck.&lt;br /&gt;
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&#039;&#039;&#039;Muton Elite&#039;&#039;&#039;: As much health as the Berserkers, plus armor, and lacking the berserk charges. Instead, they carry heavy plasma cannons.&lt;br /&gt;
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&#039;&#039;&#039;Floater&#039;&#039;&#039;: Apparently reject Mutons, stripped down to an upper torso and fitted up with cybernetic implants, mainly a jetpack. They&#039;re your first hint that the aliens may not be one big happy family, as they have an idle animation consisting of them ripping at their flesh and bionics until blood spurts. They&#039;re basically the fastest unit in the game, great Overwatchers, and pack about as much punch as a standard Muton. They have a special ability that sacrifices all their actions for the turn to instead fly to any single spot on the map, which they love to use to get the drop on your team.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;: A tougher, armored version of the standard Floater, with a bigger gun. Basically just replace floaters in the late game to keep them competitive, but they&#039;ve got no new tricks up their sleeves.&lt;br /&gt;
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&#039;&#039;&#039;Outsider&#039;&#039;&#039;: Strange &amp;quot;digital&amp;quot; lifeforms that serve as the technicians of the alien forces. You need to capture one of these in order to advance the game. They&#039;re wimpy, but their light plasma rifles are deadly accurate, so they can gun down whole teams if you&#039;re careless.&lt;br /&gt;
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&#039;&#039;&#039;Sectopod&#039;&#039;&#039;: The aliens&#039; equivalent of a tank; an enormous, heavily armored killer robot with insanely high health, high armor, a 50% damage reduction ability with the Enemy Within expansion, and the ability to blaze away with both a fuck-off huge laser and to launch showers of cluster bombs. They also blow up when you kill them. Your most hated enemy.&lt;br /&gt;
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&#039;&#039;&#039;Cyberdisk&#039;&#039;&#039;: A ridiculously fast flying robot that can shapeshift between a flying saucer-like flight-mode (in which it&#039;s harder to hit) and its unfurled combat mode. Not quite as killy as the sectopod, but still really adept at ruining your day.&lt;br /&gt;
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&#039;&#039;&#039;Drone&#039;&#039;&#039;: Small flying robots that basically zip around like laser-spitting wasps. They don&#039;t do much damage, but they can repair mechanical aliens and they explode like a grenade when killed. And they&#039;re extra-hard to hit, for added nuisance factor.&lt;br /&gt;
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&#039;&#039;&#039;Chryssalid&#039;&#039;&#039;: An absolute fucking nightmare, just like the original series. These bugs are lightning fast, vicious, and if they kill anyone they&#039;ll automatically plant an egg in the corpse, which will turn into a zombie before hatching a new chryssalid three turns later. And these zombies are tough enough to weather several turns of shooting. One of the standout points of Enemy Within is a pre-baked mission where you get to investigate a whaling ship that crashed ashore in Newfoundland after being infested by Chryssalids who turned the catch into their personal hive. Your job is to first investigate the area, and then light the place up for your bombers so they can carpet bomb the place into fire and rubble, running your squad away the whole time.&lt;br /&gt;
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&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: The leaders of the alien forces, physically frail but masters of [[psionics]], which they can use to &#039;&#039;really&#039;&#039; fuck up your day.&lt;br /&gt;
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&#039;&#039;&#039;Seeker&#039;&#039;&#039;: A relatively weak squid-like robot that uses camouflage to sneak up on its prey and then tries to crush it to death with its tendrils. They like to go after isolated members of your squad, which can be used to bait them into going after Assault troopers with Close Combat Tactics for hilarious effects.&lt;br /&gt;
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&#039;&#039;&#039;Mechtoid&#039;&#039;&#039;: An armored exoskeleton piloted by a sectoid, carrying twin plasma mini-cannons. Sectoids can use their mind merge ability to give a layer of shielding to mechtoids; killing the sectoid removes the shield and causes some damage to the mechtoid.&lt;br /&gt;
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====X-COM 2 / War of the Chosen====&lt;br /&gt;
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&#039;&#039;&#039;ADVENT&#039;&#039;&#039;&lt;br /&gt;
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The end results of what the Ethereals want to do with humanity. Puppet soldiers controlled by a series of psionically linked chips that feed back to command nodes. It&#039;s stated that the commander was supposed to be one of these before XCOM manages to rescue him in the tutorial mission.&lt;br /&gt;
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*&#039;&#039;&#039;Trooper&#039;&#039;&#039;: The grunts, they come in three flavours, with increasing HP, Dodge, and Accuracy. Challenging only in numbers, and then only thanks to the fact that a shot will hit you at some point, and they can take fire away from the actual threats.&lt;br /&gt;
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*&#039;&#039;&#039;Officer&#039;&#039;&#039;: These guys aren&#039;t a threat on their own, however they can Holo-Target one of your guys for free, granting their allies a +10 to hit against that soldier. either take out everyone around them, or take them out, before that becomes a problem.&lt;br /&gt;
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*&#039;&#039;&#039;Shield-Bearer&#039;&#039;&#039;: The most annoying ADVENT type in the base game, these guys can pop a shield that gives every ADVENT and Alien soldier in range +3 or +5 temporary HP. Combined with their armour these guys can take a licking and keep on ticking. Taking them out will drop the shield on everybody else, so they should be a target priority otherwise the fight is going to take far longer than it should. They also kinda look like Robocop so they have that going for them.&lt;br /&gt;
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*&#039;&#039;&#039;Stun-Lancer&#039;&#039;&#039;: Melee focused, these guys are noticeable by the fact they were far less armour than any other ADVENT soldier. They&#039;ll charge forwards if in range, and attempt to taze your guys with their Melee beatsticks. While this normally just runs a good chance of disorienting or stunning your soldier, it can straight up knock your dudes unconscious if RNG fates it so. Otherwise they&#039;ve just got regular ADVENT Rifles.&lt;br /&gt;
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*&#039;&#039;&#039;Priest&#039;&#039;&#039;: Introduced in WotC, these guys are the ADVENT Psions, they can boost another ADVENT soldier, much like Sectoids could in Enemy Unknown (and like that game if you kill the priest the soldier will suffer psionic feedback and die), or they can put one of your guys in Stasis for a turn, preventing them from doing anything. Advanced and Elite priests have additional tricks that allow them to Mind-Control your guys, and place themselves in Stasis if they would be killed, instead staying around with 1 HP for another turn.&lt;br /&gt;
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*&#039;&#039;&#039;Purifier&#039;&#039;&#039;: Flamethrower wielding ADVENT troops that only appear in WotC. The guys are kept &amp;quot;secret&amp;quot; from the public (despite that fact they can appear in any mission if the RNG says so) as they are supposed to hunt down and kill the lost in the old, abandoned cities. As stated they use flamethrowers, alongside incendiary grenades, and when you kill them there&#039;s a good chance they will explode, so don&#039;t kill them with melee unless you want to lose your eyebrows. Although that can lead to some hilarious chain reactions if you&#039;re lucky.&lt;br /&gt;
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*&#039;&#039;&#039;General&#039;&#039;&#039;: Only appears in assassination missions in WotC. Essentially just a beefed up Officer with a shit ton of HP, and the ability to throw Flash-Bangs.&lt;br /&gt;
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*&#039;&#039;&#039;MEC / Heavy MEC&#039;&#039;&#039;: The first truly heavy ADVENT Unit. These things come with an absurd amount of HP for the early game, and multiple armour pips. They&#039;re not particularly smart however and do not use cover at all, instead relying on their durability to weather your shooting so take advantage of this. Remember not to bunch your guys up as they have a shoulder mounted missile launcher that they will use on your guys if they&#039;re clustered together. MECs can also use suppression at the end of their turn if they can&#039;t target a group.  The Heavy MEC is just tougher and more accurate, you can think your way through this fight. The best way to deal with them is hacking or anti-machine equipment such as EMP rounds and grenades.&lt;br /&gt;
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*&#039;&#039;&#039;Turrets / Heavy / Superheavy&#039;&#039;&#039;: It&#039;s a turret. What more do you want? They have some armour and a decent amount of HP as well as the ability to fire up to twice per turn (more often than not, they&#039;ll shoot once then enter overwatch). As can be expected, turrets don&#039;t move and are more often than not positioned up on building rooftops or on trains. Like most mechanical enemies, you can also hack it with a Specialist or simply destroy it using the devastating Bluescreen rounds. If the turret is on a rooftop, you can also utilize conventional explosives (like grenades or rockets) to blow out the floor from underneath it, destroying the turret instantly.&lt;br /&gt;
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*&#039;&#039;&#039;Sectopod&#039;&#039;&#039;: The final, and toughest ADVENT unit. It&#039;s just as much of a nightmare as it was in the first game. Sectopods have three actions per turn as opposed to the nearly universal two, can extend their legs to give themselves a height advantage over your soldiers and walk through nearly all buildings and terrain (destroying cover or even blowing out the floor from underneath your soldiers as it does so) in their path. The basic shots they fire do devastating damage and shred armor, potentially killing even highly ranked soldiers if caught even slightly off-guard. They explode rather violently when they are finally defeated, likely killing or severely injuring any units caught in the blast. As with any robotic unit they can be hacked by a properly specced specialist, although their rather high hacking defense makes taking control of them extremely difficult. Bluescreen Rounds, EMP Grenades and/or acid grenades are all highly recommended when fighting it.&lt;br /&gt;
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&#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Sectoid&#039;&#039;&#039;: Tougher than you remember due to the infusion of human DNA. Now have the ability to resurrect dead troopers - yours and ADVENT - as zombies, and all sectoids from the get-go can lay a mind whammy on your troops, randomly panicking, disorientating or controlling them.&lt;br /&gt;
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*&#039;&#039;&#039;Chryssalid&#039;&#039;&#039;: Because why the fuck wouldn&#039;t the Ethereals keep their most effective terror weapon. These guys have changed from scuttling horrors to burrowing, venomous, scuttling horrors, capable of turning anyone they kill, either with their venom or their claws into a slowly metamorphosing cocoon that, if it reaches maturity, will spit out &#039;&#039;&#039;THREE&#039;&#039;&#039; new chryssalids, because Firaxis hates you. They are rendered mostly harmless by being set on fire, so if you think you&#039;re going to run into them bring incendiary rounds, fire bombs, and hell weave vests.&lt;br /&gt;
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*&#039;&#039;&#039;Viper&#039;&#039;&#039;: The most famous of the new aliens because they look like [[serpentfolk|humanoid snake-women]] with [[furry|nice tits and a sweet pair of hips]]. Appear pretty early in the game; not much tougher than sectoids, but quite annoying. They can drag you out of cover with their tongue whip attack, spew toxic clouds like the Thin Men, and strangle you in melee like a Seeker. These gals represent the true form of the Thin Man alien from the last game.&lt;br /&gt;
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*&#039;&#039;&#039;Andromedon&#039;&#039;&#039;: One of the cooler new alien designs, it could almost have been ripped out of the old X-COM series. It looks like a combination of an old diving suit and an iron lung, filled with green sludge, and a single pickled alien who apparently needs that sludge to live. When you kill it the first time the suit reboots and come to life by itself, dropping its heavy plasma cannon and charging into melee. In its first form, an Andromedon is a tough customer, with more armour &amp;amp; health than a Muton while packing the same firepower. In its second form it will only ever try to hit you with its fists, but it leaves behind trail of acidic and poisonous sludge that hurts your guys if they try to move through it (because jumping isn&#039;t a thing, despite the ability to haul yourself up drainpipes) which makes navigating the battlefield a hassle, especially in densely packed urban missions. Thankfully their second form will be easier to deal with. As these Powered Armor wearing little shits will Overwatch to hamper squad mobility and toss Acid Bombs at [[your_dudes]] if not killed ASAP. &lt;br /&gt;
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*&#039;&#039;&#039;Faceless&#039;&#039;&#039;: A new enemy that should only appear in Terror Attack missions. Shapeshifters that look like ordinary humans until your troops get too close, then they turn into &#039;&#039;fucking huge&#039;&#039; moaning melted-wax men with claws the length of shotguns. Can take quite a beating and will literally tear down houses to get at your troops. They can be seeded in regular missions if you pull the Dark Event that allows them to mingle with the regular citizens during missions. Isn&#039;t that lovely.&lt;br /&gt;
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*&#039;&#039;&#039;Muton&#039;&#039;&#039;: Remaining as the ethereal&#039;s shock infantry, these Mutons have apparently been crossbred with humanity, making them smaller, faster, and deadlier. Apparently, they&#039;re smarter too, but considering just how badly the A.I can flub up sometimes, you have to wonder about that. They aren&#039;t packing any more HP, but they&#039;re now armoured, so they&#039;ll soak up more damage unless you can shred their armour with heavy weapons and explosives. They&#039;ll still be a threat until you get Plasma weapons, and 3rd tier armour, but once you&#039;re there, they pretty much become chaff beneath the scythe. They also like tossing grenades if they don&#039;t have a direct line of sight on your troops. Along with the ability to use suppression if a Muton can&#039;t get into melee. Making them an annoyance well into the late game.&lt;br /&gt;
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*&#039;&#039;&#039;Berserker&#039;&#039;&#039;: Now visually more distinct from the regular muton instead of just having a fancy costume. Still the same extremely tough melee combatants with the same instinctive berserker charge. Apparently, these are actually the muton &#039;&#039;women&#039;&#039;. Gives a whole new meaning to the term [[amazon]], huh?&lt;br /&gt;
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*&#039;&#039;&#039;Codex&#039;&#039;&#039;: A replacement for the Outsider, but far more annoying. The Codex first appears when you Skulljack an ADVENT officer, and it looks like a weirdly sexy woman made of pure energy, but with a cybernetic brain &amp;amp; spinal column. They can teleport around the battlefield, and when struck by an attack that fails to kill them, they split into two Codexes with half of their remaining health. They can also create temporary zones of energy that suck all the ammo out of your guns, and then close with deadly force. Naturally you want Snipers or Magnetic/Plasma Weapon chain attacks to kill them quickly. Which you should have by the time of encountering them. Unless of course you rush the skull-jack out in your first run, and get one of these while you still have conventional weapons, in which case... have &#039;&#039;fun&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Specter&#039;&#039;&#039;: Another WotC specific enemy. These guys look like the Codex if they were made out of Necron Scarabs rather than pure energy. It&#039;s fitting too as they are a collection of Psionic nanobots that can grab your guys, stun them, and create a shadowy doppelgänger with all of your guy&#039;s skills and gear, and none of their bad luck. Thankfully killing the Specter will also kill this doppelganger and bring your guy back into the fight, but if you&#039;re not ready losing a guy and the enemy gaining that guy can turn the tides right back against you. Oddly, attacks that harm biological targets without requiring a will test can harm the Specter.&lt;br /&gt;
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*&#039;&#039;&#039;Gatekeeper&#039;&#039;&#039;: A giant, floating, psionic ball. No, we&#039;re not joking. For all the goofiness of trying to summarise this thing, it&#039;s a shockingly vicious threat. That big metal ball containing a psionic powerhouse in the shape of several fleshy tentacles, which if it gets close will shed its armour, and proceed to bitchslap your soldiers into the ground. And you&#039;ll want it to do this because it has 4/5 pips of armour that need to be shredded away depending on difficulty. It also has the ability to mind control your guys, raise the dead, and fire an insanely powerful laser beam, and it&#039;ll try to use cover despite being a 2x2 giant, floating, metal, psychic ball of doom. One of them is are always encountered during the Psi Gate and will likely be the first time seeing them. As a final FU, when killed they explode with a blast that will reach all tiles around them, heavily wounding or outright killing any of your squad next to them. So melee units should be kept far away unless they&#039;re a fully upgraded Templar. Hilariously these tiny Eldritch Abominations can be mind controlled by Psi Operatives. Another way of dealing with them is using explosives and heavy weapons that shreds their armor. These would be the first targets to use Frost Grenades on if you encounter them early in the maps. You should have Magnetic or Plasma Weapons by the time Gatekeepers start showing up or they will be nearly impossible to defeat.&lt;br /&gt;
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*&#039;&#039;&#039;Archon&#039;&#039;&#039;: So someone in the Aliens&#039; side realized that having a heavily mutilated torso mounted on jetpacks, which actively tore at its implants and constantly mounted suicide charges so it could be put out of its misery was bad for PR, so they replaced the Floaters with these guys. They look almost angelic, and their design incorporates a lot more white and gold and less obviously chop-shop cybernetics. The nigh-constant pain going away has made them far smarter too. They still like to jump around the battlefield, but now they can also use a new ability called Blazing Pinions to rain rockets down on your guys after a turn&#039;s delay and will actually take advantage of cover.&lt;br /&gt;
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*&#039;&#039;&#039;Avatar&#039;&#039;&#039;: The Ethereals&#039; plans are revealed when you discover these creatures. Avatars are genetically engineered lifeforms created from the genes of the most psi-capable humans, crafted to house the essence of the Ethereals, whose own bodies are breaking down irrevocably. Extremely tough, powerful psionics, kill on sight. The Commander gets one of his own at the end of the game. This is because they plugged him/her into their psionic network and never bothered to remove or change anything after XCOM recovered them. [[Fail|As the Ethereals are really quite stupid despite claiming to be a superior race.]] While lacking the full skill set of the Psi Operative. They have useful abilities. Their equivalents doing more damage or allowing multiple uses of mind control. Avatars also come an awesome gun that they hardly ever use. However when the Commander&#039;s Avatar wields it.([[recursion|The player essentially giving orders to themself]]). [[Cheese|It ignores armor values, uses very little action points that it allows him to fire twice in one turn, and can knock a Sectopod down to half health.]] It can be acquired through modding the game&#039;s files. The mods in the Steam Workshop restrict the weapon to Psi-Operatives. It wouldn&#039;t make much sense otherwise.&lt;br /&gt;
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&#039;&#039;&#039;The Alien Rulers&#039;&#039;&#039;: &lt;br /&gt;
If you played the previous game, you may have been wondering: &amp;quot;what happened to Dr. Valen?&amp;quot; Well, the first DLC for XCOM 2, &amp;quot;Alien Hunters&amp;quot; reveals that she went off and set up her own base in an abandoned alien genetics lab, where her experiments in undoing the genetic suppressants on three cryogenically suspended subjects created three amped-up alien variants so powerful that the Ethereals couldn&#039;t control them. Great work, doc! Alien Rulers have a huge health bar and many unique abilities, but one of their more bullshit traits is that they get a free turn in reaction to &#039;&#039;every&#039;&#039; action your troops take. The best way to deal with is using Venom Bombs that damages them every turn and prevents them from taking an action. Along with abilities that allow your troops to take use multiple attacks that count as one action. Something you should have before facing them in mid to late game. Because fuck these guys. While you could choose to face them as early as your first Blacksite mission in WotC. Doing so means missing out on controlling Bradford and seeing his gun with [[cheese|every possible upgrade in action.]] The only real way to use it outside of the Alien Ruler introduction mission is through using game mods.&lt;br /&gt;
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*&#039;&#039;&#039;The Viper King:&#039;&#039;&#039; The only male Viper in existence, this creature shows why the Ethereals removed the male gender from the viper species with how rampantly he set about fertilizing every female viper he could encounter, filling an entire base with a huge array of hatchling vipers you have to fight through. His unique abilities allow him to spit a freezing gas instead of the normal venom. The weakest of the Alien Rulers, the Viper King is usually the first one you encounter. If you manage to tag &#039;n&#039; bag Subject Gamma, you can turn his carcass into a unique Spider Suit, the Serpent Suit, that can scare the scales off of normal vipers and lash out with freezing whips.&lt;br /&gt;
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*&#039;&#039;&#039;The Berserker Queen:&#039;&#039;&#039; Even bigger and scarier than normal Berserkers, Subject Beta can not only unleash a howl that can panic your whole squad, but is equipped with cybernetically integrated hammers she can use to create earthquakes. From her carcass, you can build the R.A.G.E Suit, which not only terrifies mutons and berserkers, but lets your trooper make a berserker-style charge attack themselves.&lt;br /&gt;
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*&#039;&#039;&#039;The Archon King&#039;&#039;&#039;: Subject Alpha is the nastiest Alien Ruler in the game, and has the most health. His special attack &amp;quot;Devastate&amp;quot; is a version of Blazing Pinons (the Archon&#039;s &amp;quot;shower an area with rockets&amp;quot; ability) that does less damage, but which can also disorient, stun and knock unconscious. Worse, it hits on the next Ruler Reaction, meaning you have no chance to get away from it the way you do from Blazing Pinions. He also has a unique attack where he grabs a trooper, hauls them into the air, and then power dives them into the floor. If you can take down this asshole, his corpse can be refashioned into the Icarus Armor, a superior Warden Armor suit that grants the Vault ability and the ability to pull off the Archon&#039;s &amp;quot;move to any point on the map you wish&amp;quot; twice per mission. Give it to your best Sniper. As this allows them to keep up with the rest of the squad and find the nearest vantage point.&lt;br /&gt;
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&#039;&#039;&#039;The Chosen&#039;&#039;&#039;: &lt;br /&gt;
The new Dragons aka Second in Command below the Ethereals. Coming with a bunch of BS abilities that can wreck your troops at lower levels. You also want to find their base ASAP as they gain upgrades through the game like you do and can hurt your income. Getting their OP shit is also a nice bonus.&lt;br /&gt;
&lt;br /&gt;
When first encountered they&#039;ll attempt to stun and capture one of your troops. If they appear during a Blacksite mission, The Chosen AI will just straight up murder a squad member. [[Rage|Despite the game not giving hints to this change in behavior.]] So if you&#039;re counting on manipulating their AI into kidnapping a soldier who is near death during those missions. The Chosen will just slaughter your squad like the rest of Advent. Because all bets when are off when your trying to kill mommy? and/or err daddy? Shklee? Maybe?&lt;br /&gt;
Thankfully, the game rolls to give them permanent weakness, along with an arch enemy who will deal extra damage to a Chosen among the new Hero classes. They will also roll for one immunity and a special ability, though the immunities are things that many players will hardly ever use against a boss regardless. The special power can either be meh, or fuck you right over. Good thing for the player the summoning powers are mutually exclusive and can&#039;t gain strengths that counter most of their weaknesses.&lt;br /&gt;
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They can also be countered by researching Mindshields, your own (fully upgraded) Psi operatives and the buffed Sparks. When you have the latter two the Mindshields are redundant as the last two are right out immune to being stunned and mind controlled.  Too bad there aren&#039;t new lines for a Spark with Julian&#039;s voice. As hearing a GlaDOS expy with the attitude of Bender snark back at The Chosen would have been hilarious.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Assassin&#039;&#039;&#039;: The first of the Chosen you&#039;ll meet if you&#039;re playing the &amp;quot;Lost and Damned&amp;quot; mission to introduce yourself to the new mechanics introduced in WotC, the Assassin is a dark reflection of the Ranger class. The biggest [[Weeaboo|weeb]] in all of Advent. She attacks mostly with her Katana (although she does have a rarely used shotgun called Arashi, and you&#039;ll thank the programmers she rarely uses it), striking out of concealment to stun one of your guys (Who you&#039;ll then have to revive or risk them getting kidnapped), before running away. In the same turn. Because the Bad Guys get to move, shoot, move, but the player doesn&#039;t get nice things. To top this all off she&#039;s immune to overwatch so you either have to try and escape from the current mission, or take the fight back to her just as hard. Oh yeah, and avoid bunching your guys up, or she will stun half the squad at a time with an area of effect special attack, but don&#039;t get too spread out or you won&#039;t be able to revive stunned soldiers before she kidnaps them. Thankfully, her concealment works by the same rules as yours, and it&#039;ll break if one of your guys flanks her, so if you&#039;ve got a good idea of where she is, you can move someone in to reveal her, and then light her up with the rest of the squad. To make her easier to deal with make sure to take a Specialist with Scanning Protocol. After killing The Assassin you can build Arashi and her Katana. Though many will find her Katana redundant after they have tier 3 Axes and late game Templars.&lt;br /&gt;
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*&#039;&#039;&#039;The Hunter&#039;&#039;&#039;: While you would expect a roided up [[Space Wolves|Craven the Hunter cosplaying furfag]] by name alone. He is instead a more or less a [[Vindicare|hit man armed with a pistol and sniper rifle]] with an Affably Evil personality. He&#039;s also known to have team killed some of the weaker Advent aliens when he got bored. Unlike his siblings he outright admits that he is a psychopath who likes killing things. The Hunter&#039;s abilities are a bit mundane compared to the other Chosen. While still being effective none the less. His Tracking Shot can aim at your troops from the other side of the map, and if they don&#039;t move he will kill them the next. This makes mind controlling Advent and hacking MECs for recon useful for once. He also come with a grappling hook with no cool-down, stun grenades and pistol tranq shots that never miss. So don&#039;t be stupid and send in a lone Reaper. Even if he rolls them as a weakness. As they don&#039;t put out enough damage to out snipe him and will end up killed or captured instead. His Sniper rifle Darklance and pistol Darkclaw are obviously weapons that are meant for your Snipers. So Reapers can&#039;t use it. &lt;br /&gt;
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*&#039;&#039;&#039;The Warlock&#039;&#039;&#039;: Probably the most dangerous of The Chosen, if you don&#039;t have Mindshields. If you do he&#039;s about as dangerous as the final boss of the game. If you don&#039;t he&#039;s damned near impossible as he&#039;ll mind control your entire squad a once. Otherwise he&#039;ll summon waves of exploding spectral zombies, or psionic copies of Stun Lancers. On his direct offense he has a buffed up plasma rifle that will do extra damage to psionics (i.e. your Psi Operative and Templar), a mind bullet that will split off to affect up to two additional targets, and the ability to teleport his own allies into flanking positions. Sometimes his AI does some stupid shit such as teleporting an Advent next to him. Bonus points if said Advent is the target your supposed to kill during the mission. Once you get his Disruptor rifle, it has every possible upgrade in the game. Though only Rangers, Psi-Operatives and Specialist can take it. A waste on the latter two as by the time you get it. Their late game abilities and equipment make giving them a 3.5 tier weapon redundant.&lt;br /&gt;
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&#039;&#039;&#039;The Lost&lt;br /&gt;
Also know as the laggers, as the game starts slowing down if there are too many of them on screen. Introduced in WotC, the Lost were created when survivors of the initial invasion decided that returning to the desolated ruins of their former cities still infested with radioactive alien drop-pods and trying to live off the scraps [[derp|was a good idea]]. The Lost serve as a sort of third enemy faction and will attack XCOM, ADVENT and Alien forces alike (though with a very high preference for [[your dudes]], go figure). Any explosives, be they grenades, gas tanks or cars will summon hordes of them in the missions they appear in and can potentially overwhelm both your soldiers and your computer&#039;s RAM in high enough swarms. They have a notable weakness to fire and if ignited, will run away panicking before burning to death. Any successful killshot (be they from you or the aliens/ADVENT) will refund the action point spent to kill it, which helps significantly when dealing with swarms of them. Like both the aliens and ADVENT, all variants will start appearing with more base health as time passes, but as long as you&#039;re on top of your research game, they shouldn&#039;t be a problem.&lt;br /&gt;
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*&#039;&#039;&#039;Regular&#039;&#039;&#039;:  Standard Lost behave exactly like any prototypical zombie; they beeline it towards whichever enemy suits their fancy and try to peg them in the head with their rotting limbs. In most cases, they can easily be killed in a single shot with most guns, bar the unlucky miss/damage roll.&lt;br /&gt;
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*&#039;&#039;&#039;Dasher&#039;&#039;&#039;: Faster and with slightly more initial HP (4-5, as opposed to 2-3) these guys aren&#039;t much more of a threat compared to regular Lost. They do have a surprising threat range and can easily surround isolated soldiers if not picked off immediately, however.&lt;br /&gt;
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*&#039;&#039;&#039;Brute&#039;&#039;&#039;: These guys have a lot of HP for a Lost, can actually deal some melee punishment. Early on they do require a little bit of focus fire to down them and they become more and more common by endgame. Then again, by endgame you&#039;ll have the best weapons and armour, so once again... only really a threat if you&#039;re unlucky, and there&#039;s a lot of them.&lt;br /&gt;
&lt;br /&gt;
Recommended soldier classes for missions involving lost are Reapers with Banish, Skirmishers and Rangers/Templars with the Bladestorm and Templars/Sharpshooters with Faceoff for room clearing. Dragonfire rounds also ensure that even if by some miracle the Lost shot by them survives, they&#039;ll be rendered harmless and die shortly after. There is also a mod that makes their targeting more realistic. As by default they target XCOM(70%) over Advent(30%). Which doesn&#039;t make sense as Advent would have no reason to deploy Purifiers. They become even more annoying if the game rolls to deploy a Chosen at the same time. By wary of your RAM and don&#039;t rely on autosaves.(16GB+ is the bare minimum you want to have! If it still lags use lower settings. High settings look about as good as maximum and still run at a decent FPS.)&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;
* [https://openxcom.org/forum/index.php?topic=5026.0] A 40k mod for openxcom NO idea as to why it hasn&#039;t shown up here.&lt;br /&gt;
[[category:Video Games]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>2601:147:4300:1949:7404:527F:7C88:8934</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=XCOM&amp;diff=569487</id>
		<title>XCOM</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=XCOM&amp;diff=569487"/>
		<updated>2019-04-18T02:56:27Z</updated>

		<summary type="html">&lt;p&gt;2601:147:4300:1949:7404:527F:7C88:8934: /* X-COM 2 / War of the Chosen */&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; (It was released as XCOM in North America, it was &#039;&#039;UFO: Enemy Unknown&#039;&#039; literally everywhere else) 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;
&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;
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It kicked ass. It was good enough to spawn a sequel, &#039;&#039;Terror From The Deep&#039;&#039;, which was basically the same game, but underwater and infinitely harder. Story-wise, the destruction of the Martian base activated a fail-safe in the aliens&#039; system that woke up T&#039;leth, their &#039;secondary&#039; (and mobile) base buried deep under the seas of Earth. X-Com now again must protect the people while finding out about where exactly T&#039;leth is and go in to blast it to smithereens with extreme prejudice. It was hard. Really hard. Not only do aliens have a major advantage technology-wise at the start and they tear through your recruits with impunity, but later in the game when you catch up they start using a nasty trick to take control of your troopers, leading to sometimes hilarious and [[rage|extreme rage-inducing]] turn one [[TPK]]s as your heavy weapon trooper gets controlled and fires his heavy weapon inside the transport while the team is busy disembarking. Oh, and did we mention that the only way to research the best armour in the game was to capture a live specimen of a rarely-appearing alien? And that to capture a live specimen you had to send a poor redshirt in armed with an oversized cattleprod to stun it in close quarters? And that said alien was [[rip and tear|able to tear a human apart effortlessly]] in close quarters? And (as if all that wasn&#039;t bad enough already), that the poor redshirt then had to pick up and to carry the damn unconscious thing back to the human ship praying [[rape|that the specimen didn&#039;t wake up with a grudge before he got there and the mission ended]]? Yeah, it was kinda like that. &lt;br /&gt;
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It then spawned a second, somewhat different but still appreciated sequel, &#039;&#039;X-Com Apocalypse&#039;&#039;. Destruction of T&#039;leth fucked up Earth&#039;s biosphere and humanity retreated to quickly built mega-arcologies to survive. Unlike the two first game, there&#039;s a bigger political aspect to things as you have not only to make sure you deal with the damn aliens coming to fuck your shit up, but remain best buds with the other humans while doing so. It tried to blend Turn-Based &amp;amp; Real-Time strategy into one so you could play it at the speed you wanted. All in all, a decent and ambitious, if not overwhelmingly good game (mostly because a ton of content was cut before release). Basically this time it was one [[Cyberpunk]] city against extradimensional aliens, though the equipment from the first two games gave the player a far greater headstart. &lt;br /&gt;
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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]]. At least Interceptor had a decent backstory and for those with a good eye, explain where the aliens in &#039;&#039;X-Com Apocalypse&#039;&#039; came from.&lt;br /&gt;
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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 most 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 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;
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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 to avoid hurting the brains of [[/v/|delicate little console kiddies]] like removing time units, removing ballistic simulation, 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), it still somehow manages to be a good game in its own right. If the original X-COM is like Mordheim, then XCOM is like Space Hulk: massively simplified and more heavily dependent on the luck of the die, but with less micromanagement and long-term planning required.&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. 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 unlike most &amp;quot;horse armor&amp;quot; tier DLCs with the name this one actually deserves it) 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 upgrade 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. In fact, 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 robot 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 New 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. So they free the captured Commander (sadly the sweater seems to be shrunk in the wash) and it&#039;s guerilla warfare time.&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 &amp;quot;human&amp;quot; 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 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 status abilities(ie: panic, disorientation, and mind control, you can still annihilate them with psionic fire). 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 aliens 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 guerrilla 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 Ethereals. 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 an 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 recently four 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 changed in war of the chosen,because firaxis realized it was bullshit). 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. War of the Chosen finally allows players to add modifications to their guns, gave them better aim and a health boost. So now they&#039;re worth taking. If your Grenadier is injured or has low morale. While their weapons are much larger and more powerful-looking than the other squad specialized weapons, they don&#039;t do more damage than the regular specialized weapons. This is stupid, as an auto-cannon would naturally do much more damage than a 7mm Gatling Gun. They are also prohibitively expensive so you have no choice to do the mission if you want one for cheap. Optional mods have improved their balance to outright making them a super unit if you wish. As well, for you elegan/tg/entlemen out there, you now have the option of Space Marines and Imperial Guard, in Armors Of The Imperium, which brings plenty of firepower to the table. As of right now, it contains: Customizable SM armor, Dreadnoughts, Terminators, Bolters, Heavy Bolters, Plasmaguns, etc&lt;br /&gt;
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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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You think that&#039;s bad, the end game unlocks second wave options, like increasing all Health by 50%, having your guys get worse as they get injured, have their stats rolled at random, so you can make the game even HARDER! Because dying is &#039;&#039;fun&#039;&#039;.&lt;br /&gt;
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And finally, if you find yourself bored with the vanilla experience, XCOM 2 has a very healthy and active modding community adding anything from extra voice packs to full on reworks of the entire game akin to the famed Long War of the original game. Do you want Bob Ross to lead your squad to victory? Want to bring back weapons and MECs from the EU and EW? Your own custom [[Deathwatch]] kill team? The possibilities might not be &#039;&#039;endless&#039;&#039;, but you can ensure no two games are ever the same. A warning though, due to how easy it is to create and add mods to your game, care should be taken when implementing them, [[rage|as conflicting or poorly made mods can crash the game or corrupt your saves.]] Additionally, unoptimized or script-heavy mods can make lower-spec computers run like absolute ass.  Unreal Engine 3.5 has annoying stability issues as well. You read that correctly. [[Derp|It runs not on the latest version of Unreal Engine 4, but a modified version of Unreal Engine 3.]] [[Fail|Not even the DLCs or WOTC itself have fixed these issues]]. Even a high end gaming machine will experience game crashes due to the age of the engine. With a higher chance if one is running over 150+ mods. So care should be taken when concurrently running a large number of them. Damn it, Firaxis patch your damn game! &lt;br /&gt;
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====XCOM 2: War of the Chosen====&lt;br /&gt;
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This brand new expansion gives us three new allies to aid us. It&#039;s actually more than large enough to be a game into itself.&lt;br /&gt;
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*Reapers: Stealthy hunters who are armed with nothing but a rifle and explosives. It&#039;s enough. They wear [[Shadowrun|trench coats and gas masks]]. Have a special ability where they have a chance to not reveal themselves upon attacking. Enemies have vastly reduced detection ranges against Reapers, and Reapers can detonate explosives on the map without revealing themselves. They can also throw an environmental explosive. [[Dakka|They also have an ability that lets them shoot at an enemy until they run out of ammo.]] Long story short, these guys are only slightly less powerful than the Reapers from Mass Effect.&lt;br /&gt;
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*Skirmishers: ADVENT defectors who are armed with a grappling hook that can pull them to a rooftop and pull themselves to the enemy or vice versa and at max level allows them to have the [[Awesome|alien rulers ability to gain action points every. Time. The. Enemy. Moves.]] Except it only works three times a turn, and doesn&#039;t trigger on non-move actions. [[fail|The game doesn&#039;t tell you this.]] [[Derp|Their Bullpups has lower range and damage over the standard rifle.]] Despite the longer barrel would give it the same stats and longer range. Once again you need download a workshop mod to fix this.&lt;br /&gt;
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*Templars: [[Grey Knights|A resistance group made of only psionics]] that wield psi blades and machine pistols, but you&#039;ll probably never use those. They&#039;re fast, hard to kill, and hit like a brick. And like any good psi-based unit, they can fry their enemies with lighting from their hands. They&#039;re like the [[rip and tear]] half of the Ranger, but with psionic powers. They&#039;re also fantastically hammy and roll their Rs.&lt;br /&gt;
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But these new allies come with a catch as you now have to fight the titular chosen who can adapt to your soldiers&#039; abilities with their own strengths and weaknesses, and the Lost ([[tarpit|zombie swarms]]) that attack both you and ADVENT. Along with these new allies and enemies is trying to get the three resistance groups to work together, as well as a new fatigue and relationship system.&lt;br /&gt;
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The faction leaders are voiced by actors from [[Star Trek|Star Trek: The Next Generation]]. [[Fail|They do pretty good job except for Marina Sirtis poorly performed lines.]] Good thing the game allows players to switch to a better voice for your first Reaper(and their other soldiers).&lt;br /&gt;
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====Tactical Legacy Pack====&lt;br /&gt;
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A mini expansion pack that adds 4 mini-campaigns detailing some of the adventures of Bradford and Lily Shen during the tumultuous days of ADVENT&#039;s takeover, adds new weapons to your WotC playthrough for each of these mini-campaigns you beat, allows you to choose between three soundtracks, (X-COM 1, X-COM 2, and Legacy Remixes), allows free access to all of the 100 challenges rather than the random daily challenge system, and even allows you to make your own challenge missions. Also has more than a few bugs and oddities that needs to be fixed with workshop mods. However it isn&#039;t as a glitchy broken mess compared to some [[Fallout|other games]]. &lt;br /&gt;
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IT WAS Free until Dec 3rd, 2018, for all WotC owners. Though it&#039;s still a cheap buy at $7.99 on Steam. The ability to switch between three soundtracks alone is worth it.(remixes of classic XCOM tracks, the OST from Enemy Within and the vanilla War of the Chosen soundtrack. )&lt;br /&gt;
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=== XCOM: Long War ===&lt;br /&gt;
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The big daddy mod for XCOM: Enemy Unknown made by a small developer known as Pavonis Interactive that is single-handedly responsible for XCOM 2&#039;s thorough mod support (alongside Firaxis [[Blood Ravens| &amp;quot;borrowing&amp;quot;]] some notable aspects of this mod for the actual sequel), Long War is a &#039;&#039;very&#039;&#039; extensive rework of the entire game from the ground up. While the mod greatly expands the classes, perks, weapons and armor players can gear up their dudes with, it also greatly enhances the aliens&#039; arsenal, which now adapts and evolves to combat the player the longer the game goes on. The number of changes made to the game is well into the hundreds and the difficulty is so stepped up that it makes the vanilla game a walk in the park comparatively. This mod is almost universally praised, to the point that not only did Firaxis make it a point to make the sequel as mod-friendly as possible, but they actually partnered up with the Pavonis team to help develop the core XCOM 2 game as well as the first wave of miscellaneous mods to showcase how easy it is to plug-and-play community made content into the game.&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 required.  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, choosable 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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The Shinobi ([[Derp|all the Ninja IRL schools have closed up shop]]) is the most overpowered class. Making missions easier then they should be as he can [[derp|bypass Overwatch]] and has a very low impact on infiltration. Making missions unrealistic for players who hate RNG and want a pure stealth game.&lt;br /&gt;
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The Devs of Long War have said there will not be making a Long War for War of the Chosen. As Firaxis added a ton of crap that would take years for Long War Studios to sift through it and make the mod playable. Also, they&#039;re making their own XCOM, so they wouldn&#039;t have the resources to do both anyways.&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;
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X-Com coded by [[Reasonable Marines]].&lt;br /&gt;
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A faithful remake of the original, 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. Basically the alien invasion is during the Cold War and makes everyone shit themselves simultaneously when THOUSANDS of spaceships are openly in orbit and fucks humanity&#039;s shit up in creative ways. Every day the UFO&#039;s are left wandering, news bulletins full of terror emanate from the screen, worrying you further.&lt;br /&gt;
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The ending is very creative, particularly concerning the plot of how an inferior species can even bother to defeat a powerful empire. Stunningly well-made, desperate final mission which may result in a glorious ending, or a bittersweet ending where you still win but the assault team is martyred.&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).&amp;lt;s&amp;gt; This means no unfairly powerful weapons like the Rape Launcher or the Stun Grenade Launcher.&amp;lt;/s&amp;gt; There *are* a few super weapons but seriously, if you waste a &amp;quot;Singularity Generator&amp;quot; which is an ENTIRE CAPTURED BLACK HOLE (a hot commodity salvageable from alien battleships) for a 50 kilogram (without ammo) glorified grenade launcher that doesn&#039;t even one shot its AoE, you are a fucking moron.&lt;br /&gt;
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More basic inventory control. You don&#039;t micromanage producing and storing individual missiles, and you can have as many magazines, grenades, and med-kits as you want, limited by carrying limit. You just build the alien-based laser or plasma gun, base gives you ammo made fashioned from a melted-down alien cells. (Alenium is basically a quantum-grade battery aliens came up with. Usually it powers the alien craft, you simply creatively salvage the spent ones into explosives because [[HFY]].)&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. Said shield gets upgraded with Alien alloys, and even the final mission sees use of it. Trust me.&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, doubly so if carrying a missile launcher. No longer to operatives miss the broad side of a barn. They *will* miss the spot but will still shake it badly.&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. Considering Reaper, the expy for Chyrssalids are even faster and crazier, you *are* going to need them.&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. I said flushing out mind you, as they DO charge out and deal extremely serious amounts of damage before going down, to say nothing of teleporting aliens that burst fire in your face if they are lucky.&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. Even if you do, weird aliens will teleport close and blow you out of the sky, or your flyer will fry a nerve from psionics.&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;
&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 &amp;lt;s&amp;gt;later in 2017&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;late 2018&amp;lt;/s&amp;gt; early 2019.&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. Still, fuck it. Final version is broken, often locking the game, and developers have been keeping silent, the fucking FAGGOTS.&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, fully funded and in development with a hard-as-balls backer pre-alpha having been released. The basic idea is; some kind of strange virus has been dug up in the permafrost and has had two outbreaks so far, each escalating in severity. Now it&#039;s invading the land a third (and fatally final) time, most of humanity is gone (Partly cus of the virus, partly cus of WW3 happening during the second outbreak), and you must defend the survivors from both the creatures and each other, you poor sap.&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. Humanity being humanity, there are several factions with drastically different ideas on how to deal with it; there is a faction based around a religion [[Genestealer Hybrids|worshipping the mutations that is also capable of retaining human consciousness despite said mutations]], another is [[Eclipse Phase| high-tech anarcho-communists trying to coexist with the virus and other factions]] while the third faction [[Starship Troopers|Is a high-tech PMC turned militaristic civilization with &amp;quot;Service Guarantees Citizenship&amp;quot; that just wants to destroy the virus and any of its sympathizers]].&lt;br /&gt;
&lt;br /&gt;
So far, the game has managed to gather enough funding and reach one stretch goal for a floating base that will be given as FREE DLC, along with other stretch goals at a later date should the game be successful.&lt;br /&gt;
&lt;br /&gt;
Expected; large bosses, your own mutated soldiers with crippleable limbs, the option of saving a group of people by [[Dawn of War II|landing on a giant creature and injecting it with poison]], Deep Lore, A hybrid of the old TU and new Two-Action system, unique tech trees for each faction (which you can also get in on by either allying with or stealing from them) and randomized global events (a la Crusader Kings 2).&lt;br /&gt;
Oh, and there are [[Flamer|flamethrowers]], Shoulder-Mounted missiles, power armor, gauss rifles and other goodies, such as a mutant mount for the cultist faction.&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 than crushing a pureblood&#039;s head in with a sledge hammer and then mowing down his mates with your [[Dakka|custom Boarding gun]]. Basically, post XCOM defeat, humanity is a province in the alien empire, and a long, long time later, you lead a band of mutant female pirates living the pirate life, looting, capturing, ransoming, and eventually enslaving prisoners. More detailed, fanmade, with a morally darker atmosphere for the protagonist faction (apart from turning prisoners from human factions to slaves -miners for men, maids for females, and ahem...&amp;quot;squires&amp;quot; for shota younglings from Cult of Sirius), PirateZ offers a unique experience.&lt;br /&gt;
&lt;br /&gt;
== The Tabletop Game ==&lt;br /&gt;
&lt;br /&gt;
Yes, there was a Tabletop game, made by [[Fantasy Flight Games]], so this article has some direct /tg/ relevance. The problem is, [[Derp | you need a cell phone app to play it]].&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Needless to say, in this game, there are many different types of aliens that your teams are going to have to fight.&lt;br /&gt;
&lt;br /&gt;
===Original Continuity===&lt;br /&gt;
&lt;br /&gt;
====X-COM: UFO Defence====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sectoid&#039;&#039;&#039;: Doesn&#039;t matter what game, these guys are always the first things you face. They&#039;re not tough, but they are annoying, and the higher ranked ones (yes aliens have ranks, just like your guys in the old games) can and will successfully mind-control your guys all the fucking time.&lt;br /&gt;
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&#039;&#039;&#039;Cyberdisk&#039;&#039;&#039;: The original flying, metal pancake, these guys only show up supporting Sectoids. They can take an abusive amount of punishment, and deal it out just as much, before exploding when they are finally disabled. Expect to see your bullets passing over or under it all the fucking time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Floater&#039;&#039;&#039;: Changed significantly in the remake. Here they&#039;re a still mostly intact torso and abdomen mounted on a giant, floaty antigravity ball. They can&#039;t fly as freely as the ones in future versions, but they&#039;re far less suicidal, and prone to setting up ambushes.&lt;br /&gt;
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&#039;&#039;&#039;Reaper&#039;&#039;&#039;: Big, spiky dogs that appear alongside Floaters on terror missions. They&#039;re dumb as shit and only attack in melee making it easy enough to lure them out and turn your entire fire team against them. Now if that would actually kill them. &lt;br /&gt;
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&#039;&#039;&#039;Snakeman&#039;&#039;&#039;: Another basic type, these guys are easy pickings on any mission other than Terror Missions. Their autopsy states that they are stuffed full of fertilised eggs so take that &amp;quot;men&amp;quot; part with a grain of salt.&lt;br /&gt;
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&#039;&#039;&#039;Chryssalid&#039;&#039;&#039;: And these are the reason you&#039;ll hate Snakemen on terror missions. They bring Chryssalids with them. Twelve foot tall murder bugs that kill people, plant their eggs into them, turn them into shuffling zombie, which hatch into new Chryssalids unless killed, &#039;&#039;quickly&#039;&#039;. Unlike the remake these guys can take a beating, and it&#039;s entirely possible to have an entire squad with laser weapons and repeating grenade launchers hit one of these bastards with every shot, and it&#039;ll still be standing at the end. You see one of these things, you do not let your squad break apart or approach blind corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muton&#039;&#039;&#039;: As always the aliens&#039; equivalent to your guys, except they&#039;re better armoured (despite wearing goofy green jumpsuits), better armed, and just better being as they&#039;re not the best janitors all the world&#039;s militaries have to offer. Mutons don&#039;t have Psionics on their side, so if you want to play with them bringing along your Psi Specialist is a good idea, otherwise they&#039;re going to take an absurd amount of punishment to put down. A superhuman grade Muton can take a block of High Explosive to the chest and come out shooting, so bring the plasma, and bring enough it of for a small city block.&lt;br /&gt;
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&#039;&#039;&#039;Celatid&#039;&#039;&#039;: One of the two terror units found alongside Mutons, it looks like nothing more than a floating kidney bean. It&#039;s small, it&#039;s fast, and it has the most damaging non-High Explosive attack in the game, which becomes even more destructive against non-armoured targets like your rookies, or civilians. Thankfully this attack works on a lobbed arc so its range is severely nerfed down to 7 tiles, but out in the open that goes up to 16 tiles, and it can attack up to three times in a turn if it doesn&#039;t have to move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silicoid&#039;&#039;&#039;: The second terror unit that is deployed alongside Mutons, and the most useless alien unit in the game. It crawls along at a speed of 8 tiles a turn, has no ranged attacks, and triggers reaction fire from even the worst of your guys allowing you to use it as a reaction fire training sponge, especially if you use Incendiary rounds as it will not take any damage from fire or incendiary rounds, but your guys will still gain experience. High Explosives work well against it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: Far different from the remake game, Ethereals are packing heat in conjunction with their insane Psi abilities. These cloaked bastards can fly, will rain plasma fire down on your squad, spot for their allies to make their job easier, and at the end of it all, they&#039;ll mind control or panic the ragged remains of your squad. Kill them as quickly as you can, preferably from long distance with a Blaster Launcher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sectopod&#039;&#039;&#039;: Giant metal murder toads. These guys aren&#039;t actually robots, although they come close, they are intact Remote Control murder mechs for the ethereals so that they don&#039;t have to get close to you while they turned you into plasma fried Kentucky X-COM rookie. The scary thing about these guys is just how much punishment they seem to take, even from late game weapons; however if you can target their rear armour, and bring laser weapons (which deal x1.5 damage against these guys) you&#039;ll be laughing all the way to the ICU. Of course this is going to make your prospects against their Ethereal controllers far, far worse, but hey-ho, win some, lose some.&lt;br /&gt;
&lt;br /&gt;
====Terror From The Deep====&lt;br /&gt;
&lt;br /&gt;
IA, IA, CTHULHU FATAGN&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatoid&#039;&#039;&#039;: Genetically, and surgically slap gills and flippers onto a Sectoid, et Voila! You have an Aquatoid. Their commanders still have the Psionic abilities of their land locked cousins, but they call it Molecular Control, because they&#039;re fancy like that.&lt;br /&gt;
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&#039;&#039;&#039;Gillman&#039;&#039;&#039;: Apparently an earth creature, these creatures from the black lagoon were around when DINOSAURS ROAMED THE EARTH!, and submitted to the aliens when they arrived the first time round. They make for &#039;poor&#039; soldiers (although this being TFTD that just means their only better than your guys by a factor of 1 or so, and not 3) and can take a bit of punishment from basic weaponry, although by the time you get Sonic weaponry, they start dropping like wheat before the scythe. Taking one of these guys in alive, and dead is critical to researching melee weapons (???), and accessing the final mission. So get catching.&lt;br /&gt;
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&#039;&#039;&#039;Lobsterman&#039;&#039;&#039;: An organic Sectopod, these guys will walk off whatever you throw at them, and then strike back with extreme prejudice. Ironically though they&#039;re mostly weak to stunning weapons, making tasers, and stun grenades the best weapon to use against them if you&#039;ve got them. If you don&#039;t, well you can always use drills to pierce their hides, or hope that the tiny plinking of your harpoons cause them to laugh themselves to death.&lt;br /&gt;
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&#039;&#039;&#039;Tasoth&#039;&#039;&#039;: A clone vat species based off of humanoid velociraptors, these guys would be awesome, if they were on your side. As they are not, they are assholes. In combat they function as Ethereal lite&#039;s, unable to fly, and not quite as psionically potent, they make up for this by having much more physical strength, health, and durability.&lt;br /&gt;
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&#039;&#039;&#039;Bio-Drone&#039;&#039;&#039;: A brain-in-a-jar mounted on a super speaker. Electrical impulses torture the brain and use its screams (without vocal chords, don&#039;t ask me) to project a wave of hyper-condensed sound which will melt the victim&#039;s brain inside their head. Noise Marines might have stolen this idea for their Doom Siren. Grimdark as fuck because often the brains are made of kidnapped civilians.&lt;br /&gt;
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&#039;&#039;&#039;Calcinite&#039;&#039;&#039;: A Gelatinous green goop inside an old school diving suit, it might be possible to mistake this thing for one of your guys while you&#039;re underwater, but they remain fully suited up while on land, so the helmet is a good indicator. They lack any ranged attacks, and will instead try to run up and claw your agents face off, to add to this, their antique diving suits are tougher than your guys starting body armour (WHY?), nonetheless any weapon will put them down.&lt;br /&gt;
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&#039;&#039;&#039;Deep One&#039;&#039;&#039;: You&#039;d think this would be the perfect place for some Cthulhu monstrosity, but sadly no. These guys are more &amp;quot;The Fly&amp;quot; than anything else. Humans that have been captured, tortured, and then surgically and genetically altered to become alien shock troops, the only original bit of their humanity left is their eyes. Their primary ranged attack is an arcing electrical burst (which is treated as a Gauss weapon for damage types) which allows them to fire over walls and other obstacles so nowhere is safe.&lt;br /&gt;
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&#039;&#039;&#039;Hallucinoid&#039;&#039;&#039;: Giant electrical jellyfish. The aliens keep on taking earth creatures and turning them into weapons of war. Although choosing jellyfish may have been a... poor decision. These things aren&#039;t particularly aggressive, preferring to just gently float into range when they can be bothered, rather than hunting your agents down. Unfortunately they&#039;re still tough enough to weather the storm of fire that their slow approach allows you to unleash on them, and their melee attack is devastating.&lt;br /&gt;
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&#039;&#039;&#039;Tentaculat&#039;&#039;&#039;: BECAUSE IT WOULDN&#039;T BE A X-COM GAME WITHOUT CHRYSSALIDS, NO MATTER WHAT YOU CALL THEM. THEY CAN FLY NOW SO HAVE FUN! (appearance is directly identical to Grell from [[Dungeons &amp;amp; Dragons]])&lt;br /&gt;
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&#039;&#039;&#039;Triscene&#039;&#039;&#039;: A mother-fucking T-REX! The aliens brought back a T-Rex, slung two sonic cannons onto its sides, and let it loose in battle. These guys are the sectopods of TFTD, without the sectopod&#039;s weaknesses. However they have one glaring flaw, which is they have no under armour, and one well placed grenade will severely hurt them, or outright kill them if powerful enough.&lt;br /&gt;
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&#039;&#039;&#039;Xarquid&#039;&#039;&#039;: An overgrown Nautilus that swims in reverse, the things act like sniper tanks, preferring to sit in one corner of the map, usually several levels up, and snipe your squad from a safe distance. Other than the reaction fire you&#039;ll inevitably take when hunting these things down, they&#039;re not particularly dangerous, just use cover and explosives if they&#039;re on the ground, or get underneath them and take out their weak underbelly.&lt;br /&gt;
&lt;br /&gt;
====X-COM: Apocalypse====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brainsucker&#039;&#039;&#039;: Because Facehugger was already taken. Why is the first alien you encounter in this game another GOD-DAMNED CHRYSSALID? FOR FUCK&#039;S SAKE! These guys are fairly weak, and can be dealt with simply in RT mode, in TB however, their movement speeds enough to take them from outside your field of vision and into attack range, considering that their melee attack is a one hit kill keep enough time units back for reaction fire.&lt;br /&gt;
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&#039;&#039;&#039;Multiworm&#039;&#039;&#039;: One big ugly green fat worm the size of a human that shoots acid like a machinegun. Kill it with piercing weapons for a surprise burst of FOUR land equivalent of piranha, the Hyperworm. Use fire and nades for a pentakill in one shot. &lt;br /&gt;
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&#039;&#039;&#039;Hyperworm&#039;&#039;&#039;: Doglike rapid moving worms with a vicious bite. Toss fire and grenades to kill quickly. &lt;br /&gt;
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&#039;&#039;&#039;Chrysalis&#039;&#039;&#039;: In 72 hours, the Hyperworm turns into that to produce new aliens. Harmless meat bag. &lt;br /&gt;
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&#039;&#039;&#039;Anthropod&#039;&#039;&#039;: Ugly blue humanoid alien with decent stats. The first gun using alien. Helpless on its own but Alien equipment becomes TPK bait afterwards complete with personal shield and fuckhuge bazookas. &lt;br /&gt;
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&#039;&#039;&#039;Psimorph&#039;&#039;&#039;: Huge flying blob [[Psyker]] with fuckton of HP. Kill on sight as it will mindrape every agent. Luckily stays in the Alien Dimension... Mostly. &lt;br /&gt;
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&#039;&#039;&#039;Spitter&#039;&#039;&#039;: Misunderstood Pink Guy from Uganda who looks for de way, spitting on Heretics. Weak. &lt;br /&gt;
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&#039;&#039;&#039;Megaspawn&#039;&#039;&#039;: Imagine an Imperial Knight but alien scum and wholly organic. Its&#039; rapid firing, replenishing rocket launcher arm and ORGANIC LASER CANNON ARM says it all. Huge and powerful. &lt;br /&gt;
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&#039;&#039;&#039;Popper&#039;&#039;&#039;: Muslim alien who Allahu Akbar&#039;s you. &lt;br /&gt;
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&#039;&#039;&#039;Skeletoid&#039;&#039;&#039;: Anthropod V2.0 with flying. Fast reacting, agile and smart. Dangerous with endgame equipments. &lt;br /&gt;
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&#039;&#039;&#039;Micronoid Aggregate&#039;&#039;&#039;: Actual alien rulers. Hive mind of single cells running across all Alien veins and buildings. &lt;br /&gt;
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&#039;&#039;&#039;Queenspawn&#039;&#039;&#039;: Mother whore, land octopus and breeding bitch. If you stun her, you get the best Alien toxin gun... AND IN GAS FORM! Now you can start a race war and gas all xeno scum, like humanity should. &lt;br /&gt;
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&#039;&#039;&#039;Overspawn&#039;&#039;&#039;: Kaiju alien dropped from top 2 biggest UFO&#039;s. When aliens get mad, it will rampage across town, and can destroy the xcom base underfoot if it hits its building. Scramble all crafts and shoot it down, try hitting it with rubble for instakill.&lt;br /&gt;
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===Reboot Continuity===&lt;br /&gt;
&lt;br /&gt;
The reboot continuity has its own array of different monsters, with some changes in variety between the first and second game.&lt;br /&gt;
&lt;br /&gt;
====X-COM Enemy Unknown / Enemy Within====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sectoid&#039;&#039;&#039;: Tiny little grey men in the first game, these are the first Psionic enemy you&#039;ll meet, with the ability to boost each other in combat. This can be rather nasty giving them an extra hit point and a +10 to hit and dodge, although if you kill the booster, you&#039;ll kill whatever Sectoid they&#039;re boosting as well thanks to Psychic feedback.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;: Only in the first game, these guys are Sectoids on psychic steroids. You&#039;ll see one on the tutorial mission and get a taste of what they can do, even if you don&#039;t fight it. They&#039;re stronger, tougher, and more psionically powerful than the basic sectoid, and are the first unit that can possess your guys mid-firefight.&lt;br /&gt;
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&#039;&#039;&#039;Thin Man&#039;&#039;&#039;: Apparently an &amp;quot;Infiltrator Unit&amp;quot; nobody (other than the Ethereals) would mistake these guys for human at close distance as they have snake scales running up their necks, and are skinny enough to make a supermodel jealous. Apparently they were made from genetically modifying Snake-women as they can spit clouds of poison at great distance, and will explode into one when they&#039;re killed. Otherwise they&#039;re real flimsy.&lt;br /&gt;
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&#039;&#039;&#039;Muton&#039;&#039;&#039;: How you know the aliens are stepping up their game. Everything up till now has been child&#039;s play (for a particularly psychotic child), then these guys come along. Big, tough, cunning, brutal, and dangerous, these guys will mulch a squad equipped with regular weapons and armour without breaking a sweat, and capturing one of these guys alive brings one of the better upgrades. Have fun.&lt;br /&gt;
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&#039;&#039;&#039;Muton Berserker&#039;&#039;&#039;: Ha, ha, ha. These girls are melee monsters, capable of soaking up bullets by the magazine, and slowly getting angrier and angrier as they do. If they can get in close they&#039;ll unleash the melee hurt, but thankfully they&#039;re not amazingly fast. Thankfully, their instinctive charge of the last person who shot them means you can set them up to run a gauntlet of Overwatch fire, with a bit of luck.&lt;br /&gt;
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&#039;&#039;&#039;Muton Elite&#039;&#039;&#039;: As much health as the Berserkers, plus armor, and lacking the berserk charges. Instead, they carry heavy plasma cannons.&lt;br /&gt;
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&#039;&#039;&#039;Floater&#039;&#039;&#039;: Apparently reject Mutons, stripped down to an upper torso and fitted up with cybernetic implants, mainly a jetpack. They&#039;re your first hint that the aliens may not be one big happy family, as they have an idle animation consisting of them ripping at their flesh and bionics until blood spurts. They&#039;re basically the fastest unit in the game, great Overwatchers, and pack about as much punch as a standard Muton. They have a special ability that sacrifices all their actions for the turn to instead fly to any single spot on the map, which they love to use to get the drop on your team.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;: A tougher, armored version of the standard Floater, with a bigger gun. Basically just replace floaters in the late game to keep them competitive, but they&#039;ve got no new tricks up their sleeves.&lt;br /&gt;
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&#039;&#039;&#039;Outsider&#039;&#039;&#039;: Strange &amp;quot;digital&amp;quot; lifeforms that serve as the technicians of the alien forces. You need to capture one of these in order to advance the game. They&#039;re wimpy, but their light plasma rifles are deadly accurate, so they can gun down whole teams if you&#039;re careless.&lt;br /&gt;
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&#039;&#039;&#039;Sectopod&#039;&#039;&#039;: The aliens&#039; equivalent of a tank; an enormous, heavily armored killer robot with insanely high health, high armor, a 50% damage reduction ability with the Enemy Within expansion, and the ability to blaze away with both a fuck-off huge laser and to launch showers of cluster bombs. They also blow up when you kill them. Your most hated enemy.&lt;br /&gt;
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&#039;&#039;&#039;Cyberdisk&#039;&#039;&#039;: A ridiculously fast flying robot that can shapeshift between a flying saucer-like flight-mode (in which it&#039;s harder to hit) and its unfurled combat mode. Not quite as killy as the sectopod, but still really adept at ruining your day.&lt;br /&gt;
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&#039;&#039;&#039;Drone&#039;&#039;&#039;: Small flying robots that basically zip around like laser-spitting wasps. They don&#039;t do much damage, but they can repair mechanical aliens and they explode like a grenade when killed. And they&#039;re extra-hard to hit, for added nuisance factor.&lt;br /&gt;
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&#039;&#039;&#039;Chryssalid&#039;&#039;&#039;: An absolute fucking nightmare, just like the original series. These bugs are lightning fast, vicious, and if they kill anyone they&#039;ll automatically plant an egg in the corpse, which will turn into a zombie before hatching a new chryssalid three turns later. And these zombies are tough enough to weather several turns of shooting. One of the standout points of Enemy Within is a pre-baked mission where you get to investigate a whaling ship that crashed ashore in Newfoundland after being infested by Chryssalids who turned the catch into their personal hive. Your job is to first investigate the area, and then light the place up for your bombers so they can carpet bomb the place into fire and rubble, running your squad away the whole time.&lt;br /&gt;
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&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: The leaders of the alien forces, physically frail but masters of [[psionics]], which they can use to &#039;&#039;really&#039;&#039; fuck up your day.&lt;br /&gt;
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&#039;&#039;&#039;Seeker&#039;&#039;&#039;: A relatively weak squid-like robot that uses camouflage to sneak up on its prey and then tries to crush it to death with its tendrils. They like to go after isolated members of your squad, which can be used to bait them into going after Assault troopers with Close Combat Tactics for hilarious effects.&lt;br /&gt;
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&#039;&#039;&#039;Mechtoid&#039;&#039;&#039;: An armored exoskeleton piloted by a sectoid, carrying twin plasma mini-cannons. Sectoids can use their mind merge ability to give a layer of shielding to mechtoids; killing the sectoid removes the shield and causes some damage to the mechtoid.&lt;br /&gt;
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====X-COM 2 / War of the Chosen====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The end results of what the Ethereals want to do with humanity. Puppet soldiers controlled by a series of psionically linked chips that feed back to command nodes. It&#039;s stated that the commander was supposed to be one of these before XCOM manages to rescue him in the tutorial mission.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trooper&#039;&#039;&#039;: The grunts, they come in three flavours, with increasing HP, Dodge, and Accuracy. Challenging only in numbers, and then only thanks to the fact that a shot will hit you at some point, and they can take fire away from the actual threats.&lt;br /&gt;
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*&#039;&#039;&#039;Officer&#039;&#039;&#039;: These guys aren&#039;t a threat on their own, however they can Holo-Target one of your guys for free, granting their allies a +10 to hit against that soldier. either take out everyone around them, or take them out, before that becomes a problem.&lt;br /&gt;
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*&#039;&#039;&#039;Shield-Bearer&#039;&#039;&#039;: The most annoying ADVENT type in the base game, these guys can pop a shield that gives every ADVENT and Alien soldier in range +3 or +5 temporary HP. Combined with their armour these guys can take a licking and keep on ticking. Taking them out will drop the shield on everybody else, so they should be a target priority otherwise the fight is going to take far longer than it should. They also kinda look like Robocop so they have that going for them.&lt;br /&gt;
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*&#039;&#039;&#039;Stun-Lancer&#039;&#039;&#039;: Melee focused, these guys are noticeable by the fact they were far less armour than any other ADVENT soldier. They&#039;ll charge forwards if in range, and attempt to taze your guys with their Melee beatsticks. While this normally just runs a good chance of disorienting or stunning your soldier, it can straight up knock your dudes unconscious if RNG fates it so. Otherwise they&#039;ve just got regular ADVENT Rifles.&lt;br /&gt;
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*&#039;&#039;&#039;Priest&#039;&#039;&#039;: Introduced in WotC, these guys are the ADVENT Psions, they can boost another ADVENT soldier, much like Sectoids could in Enemy Unknown (and like that game if you kill the priest the soldier will suffer psionic feedback and die), or they can put one of your guys in Stasis for a turn, preventing them from doing anything. Advanced and Elite priests have additional tricks that allow them to Mind-Control your guys, and place themselves in Stasis if they would be killed, instead staying around with 1 HP for another turn.&lt;br /&gt;
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*&#039;&#039;&#039;Purifier&#039;&#039;&#039;: Flamethrower wielding ADVENT troops that only appear in WotC. The guys are kept &amp;quot;secret&amp;quot; from the public (despite that fact they can appear in any mission if the RNG says so) as they are supposed to hunt down and kill the lost in the old, abandoned cities. As stated they use flamethrowers, alongside incendiary grenades, and when you kill them there&#039;s a good chance they will explode, so don&#039;t kill them with melee unless you want to lose your eyebrows. Although that can lead to some hilarious chain reactions if you&#039;re lucky.&lt;br /&gt;
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*&#039;&#039;&#039;General&#039;&#039;&#039;: Only appears in assassination missions in WotC. Essentially just a beefed up Officer with a shit ton of HP, and the ability to throw Flash-Bangs.&lt;br /&gt;
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*&#039;&#039;&#039;MEC / Heavy MEC&#039;&#039;&#039;: The first truly heavy ADVENT Unit. These things come with an absurd amount of HP for the early game, and multiple armour pips. They&#039;re not particularly smart however and do not use cover at all, instead relying on their durability to weather your shooting so take advantage of this. Remember not to bunch your guys up as they have a shoulder mounted missile launcher that they will use on your guys if they&#039;re clustered together. MECs can also use suppression at the end of their turn if they can&#039;t target a group.  The Heavy MEC is just tougher and more accurate, you can think your way through this fight. The best way to deal with them is hacking or anti-machine equipment such as EMP rounds and grenades.&lt;br /&gt;
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*&#039;&#039;&#039;Turrets / Heavy / Superheavy&#039;&#039;&#039;: It&#039;s a turret. What more do you want? They have some armour and a decent amount of HP as well as the ability to fire up to twice per turn (more often than not, they&#039;ll shoot once then enter overwatch). As can be expected, turrets don&#039;t move and are more often than not positioned up on building rooftops or on trains. Like most mechanical enemies, you can also hack it with a Specialist or simply destroy it using the devastating Bluescreen rounds. If the turret is on a rooftop, you can also utilize conventional explosives (like grenades or rockets) to blow out the floor from underneath it, destroying the turret instantly.&lt;br /&gt;
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*&#039;&#039;&#039;Sectopod&#039;&#039;&#039;: The final, and toughest ADVENT unit. It&#039;s just as much of a nightmare as it was in the first game. Sectopods have three actions per turn as opposed to the nearly universal two, can extend their legs to give themselves a height advantage over your soldiers and walk through nearly all buildings and terrain (destroying cover or even blowing out the floor from underneath your soldiers as it does so) in their path. The basic shots they fire do devastating damage and shred armor, potentially killing even highly ranked soldiers if caught even slightly off-guard. They explode rather violently when they are finally defeated, likely killing or severely injuring any units caught in the blast. As with any robotic unit they can be hacked by a properly specced specialist, although their rather high hacking defense makes taking control of them extremely difficult. Bluescreen Rounds, EMP Grenades and/or acid grenades are all highly recommended when fighting it.&lt;br /&gt;
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&#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Sectoid&#039;&#039;&#039;: Tougher than you remember due to the infusion of human DNA. Now have the ability to resurrect dead troopers - yours and ADVENT - as zombies, and all sectoids from the get-go can lay a mind whammy on your troops, randomly panicking, disorientating or controlling them.&lt;br /&gt;
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*&#039;&#039;&#039;Chryssalid&#039;&#039;&#039;: Because why the fuck wouldn&#039;t the Ethereals keep their most effective terror weapon. These guys have changed from scuttling horrors to burrowing, venomous, scuttling horrors, capable of turning anyone they kill, either with their venom or their claws into a slowly metamorphosing cocoon that, if it reaches maturity, will spit out &#039;&#039;&#039;THREE&#039;&#039;&#039; new chryssalids, because Firaxis hates you. They are rendered mostly harmless by being set on fire, so if you think you&#039;re going to run into them bring incendiary rounds, fire bombs, and hell weave vests.&lt;br /&gt;
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*&#039;&#039;&#039;Viper&#039;&#039;&#039;: The most famous of the new aliens because they look like [[serpentfolk|humanoid snake-women]] with [[furry|nice tits and a sweet pair of hips]]. Appear pretty early in the game; not much tougher than sectoids, but quite annoying. They can drag you out of cover with their tongue whip attack, spew toxic clouds like the Thin Men, and strangle you in melee like a Seeker. These gals represent the true form of the Thin Man alien from the last game.&lt;br /&gt;
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*&#039;&#039;&#039;Andromedon&#039;&#039;&#039;: One of the cooler new alien designs, it could almost have been ripped out of the old X-COM series. It looks like a combination of an old diving suit and an iron lung, filled with green sludge, and a single pickled alien who apparently needs that sludge to live. When you kill it the first time the suit reboots and come to life by itself, dropping its heavy plasma cannon and charging into melee. In its first form, an Andromedon is a tough customer, with more armour &amp;amp; health than a Muton while packing the same firepower. In its second form it will only ever try to hit you with its fists, but it leaves behind trail of acidic and poisonous sludge that hurts your guys if they try to move through it (because jumping isn&#039;t a thing, despite the ability to haul yourself up drainpipes) which makes navigating the battlefield a hassle, especially in densely packed urban missions. Thankfully their second form will be easier to deal with. As these Powered Armor wearing little shits will Overwatch to hamper squad mobility and toss Acid Bombs at [[your_dudes]] if not killed ASAP. &lt;br /&gt;
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*&#039;&#039;&#039;Faceless&#039;&#039;&#039;: A new enemy that should only appear in Terror Attack missions. Shapeshifters that look like ordinary humans until your troops get too close, then they turn into &#039;&#039;fucking huge&#039;&#039; moaning melted-wax men with claws the length of shotguns. Can take quite a beating and will literally tear down houses to get at your troops. They can be seeded in regular missions if you pull the Dark Event that allows them to mingle with the regular citizens during missions. Isn&#039;t that lovely.&lt;br /&gt;
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*&#039;&#039;&#039;Muton&#039;&#039;&#039;: Remaining as the ethereal&#039;s shock infantry, these Mutons have apparently been crossbred with humanity, making them smaller, faster, and deadlier. Apparently, they&#039;re smarter too, but considering just how badly the A.I can flub up sometimes, you have to wonder about that. They aren&#039;t packing any more HP, but they&#039;re now armoured, so they&#039;ll soak up more damage unless you can shred their armour with heavy weapons and explosives. They&#039;ll still be a threat until you get Plasma weapons, and 3rd tier armour, but once you&#039;re there, they pretty much become chaff beneath the scythe. They also like tossing grenades if they don&#039;t have a direct line of sight on your troops. Along with the ability to use suppression if a Muton can&#039;t get into melee. Making them an annoyance well into the late game.&lt;br /&gt;
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*&#039;&#039;&#039;Berserker&#039;&#039;&#039;: Now visually more distinct from the regular muton instead of just having a fancy costume. Still the same extremely tough melee combatants with the same instinctive berserker charge. Apparently, these are actually the muton &#039;&#039;women&#039;&#039;. Gives a whole new meaning to the term [[amazon]], huh?&lt;br /&gt;
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*&#039;&#039;&#039;Codex&#039;&#039;&#039;: A replacement for the Outsider, but far more annoying. The Codex first appears when you Skulljack an ADVENT officer, and it looks like a weirdly sexy woman made of pure energy, but with a cybernetic brain &amp;amp; spinal column. They can teleport around the battlefield, and when struck by an attack that fails to kill them, they split into two Codexes with half of their remaining health. They can also create temporary zones of energy that suck all the ammo out of your guns, and then close with deadly force. Naturally you want Snipers or Magnetic/Plasma Weapon chain attacks to kill them quickly. Which you should have by the time of encountering them. Unless of course you rush the skull-jack out in your first run, and get one of these while you still have conventional weapons, in which case... have &#039;&#039;fun&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Specter&#039;&#039;&#039;: Another WotC specific enemy. These guys look like the Codex if they were made out of Necron Scarabs rather than pure energy. It&#039;s fitting too as they are a collection of Psionic nanobots that can grab your guys, stun them, and create a shadowy doppelgänger with all of your guy&#039;s skills and gear, and none of their bad luck. Thankfully killing the Specter will also kill this doppelganger and bring your guy back into the fight, but if you&#039;re not ready losing a guy and the enemy gaining that guy can turn the tides right back against you. Oddly, attacks that harm biological targets without requiring a will test can harm the Specter.&lt;br /&gt;
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*&#039;&#039;&#039;Gatekeeper&#039;&#039;&#039;: A giant, floating, psionic ball. No, we&#039;re not joking. For all the goofiness of trying to summarise this thing, it&#039;s a shockingly vicious threat. That big metal ball containing a psionic powerhouse in the shape of several fleshy tentacles, which if it gets close will shed its armour, and proceed to bitchslap your soldiers into the ground. And you&#039;ll want it to do this because it has 4/5 pips of armour that need to be shredded away depending on difficulty. It also has the ability to mind control your guys, raise the dead, and fire an insanely powerful laser beam, and it&#039;ll try to use cover despite being a 2x2 giant, floating, metal, psychic ball of doom. One of them is are always encountered during the Psi Gate and will likely be the first time seeing them. As a final FU, when killed they explode with a blast that will reach all tiles around them, heavily wounding or outright killing any of your squad next to them. So melee units should be kept far away unless they&#039;re a fully upgraded Templar. Hilariously these tiny Eldritch Abominations can be mind controlled by Psi Operatives. Another way of dealing with them is using explosives and heavy weapons that shreds their armor. These would be the first targets to use Frost Grenades on if you encounter them early in the maps. You should have Magnetic or Plasma Weapons by the time Gatekeepers start showing up or they will be nearly impossible to defeat.&lt;br /&gt;
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*&#039;&#039;&#039;Archon&#039;&#039;&#039;: So someone in the Aliens&#039; side realized that having a heavily mutilated torso mounted on jetpacks, which actively tore at its implants and constantly mounted suicide charges so it could be put out of its misery was bad for PR, so they replaced the Floaters with these guys. They look almost angelic, and their design incorporates a lot more white and gold and less obviously chop-shop cybernetics. The nigh-constant pain going away has made them far smarter too. They still like to jump around the battlefield, but now they can also use a new ability called Blazing Pinions to rain rockets down on your guys after a turn&#039;s delay and will actually take advantage of cover.&lt;br /&gt;
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*&#039;&#039;&#039;Avatar&#039;&#039;&#039;: The Ethereals&#039; plans are revealed when you discover these creatures. Avatars are genetically engineered lifeforms created from the genes of the most psi-capable humans, crafted to house the essence of the Ethereals, whose own bodies are breaking down irrevocably. Extremely tough, powerful psionics, kill on sight. The Commander gets one of his own at the end of the game. This is because they plugged him/her into their psionic network and never bothered to remove or change anything after XCOM recovered them. [[Fail|As the Ethereals are really quite stupid despite claiming to be a superior race.]] While lacking the full skill set of the Psi Operative. They have useful abilities. Their equivalents doing more damage or allowing multiple uses of mind control. Avatars also come an awesome gun that they hardly ever use. However when the Commander&#039;s Avatar wields it.([[recursion|The player essentially giving orders to themself]]). [[Cheese|It ignores armor values, uses very little action points that it allows him to fire twice in one turn, and can knock a Sectopod down to half health.]] It can be acquired through modding the game&#039;s files. The mods in the Steam Workshop restrict the weapon to Psi-Operatives. It wouldn&#039;t make much sense otherwise.&lt;br /&gt;
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&#039;&#039;&#039;The Alien Rulers&#039;&#039;&#039;: &lt;br /&gt;
If you played the previous game, you may have been wondering: &amp;quot;what happened to Dr. Valen?&amp;quot; Well, the first DLC for XCOM 2, &amp;quot;Alien Hunters&amp;quot; reveals that she went off and set up her own base in an abandoned alien genetics lab, where her experiments in undoing the genetic suppressants on three cryogenically suspended subjects created three amped-up alien variants so powerful that the Ethereals couldn&#039;t control them. Great work, doc! Alien Rulers have a huge health bar and many unique abilities, but one of their more bullshit traits is that they get a free turn in reaction to &#039;&#039;every&#039;&#039; action your troops take. The best way to deal with is using Venom Bombs that damages them every turn and prevents them from taking an action. Along with abilities that allow your troops to take use multiple attacks that count as one action. Something you should have before facing them in mid to late game. Because fuck these guys. While you could choose to face them as early as your first Blacksite mission in WotC. Doing so means missing out on controlling Bradford and seeing his gun with [[cheese|every possible upgrade in action.]] The only real way to use it outside of the Alien Ruler introduction mission is through using game mods.&lt;br /&gt;
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*&#039;&#039;&#039;The Viper King:&#039;&#039;&#039; The only male Viper in existence, this creature shows why the Ethereals removed the male gender from the viper species with how rampantly he set about fertilizing every female viper he could encounter, filling an entire base with a huge array of hatchling vipers you have to fight through. His unique abilities allow him to spit a freezing gas instead of the normal venom. The weakest of the Alien Rulers, the Viper King is usually the first one you encounter. If you manage to tag &#039;n&#039; bag Subject Gamma, you can turn his carcass into a unique Spider Suit, the Serpent Suit, that can scare the scales off of normal vipers and lash out with freezing whips.&lt;br /&gt;
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*&#039;&#039;&#039;The Berserker Queen:&#039;&#039;&#039; Even bigger and scarier than normal Berserkers, Subject Beta can not only unleash a howl that can panic your whole squad, but is equipped with cybernetically integrated hammers she can use to create earthquakes. From her carcass, you can build the R.A.G.E Suit, which not only terrifies mutons and berserkers, but lets your trooper make a berserker-style charge attack themselves.&lt;br /&gt;
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*&#039;&#039;&#039;The Archon King&#039;&#039;&#039;: Subject Alpha is the nastiest Alien Ruler in the game, and has the most health. His special attack &amp;quot;Devastate&amp;quot; is a version of Blazing Pinons (the Archon&#039;s &amp;quot;shower an area with rockets&amp;quot; ability) that does less damage, but which can also disorient, stun and knock unconscious. Worse, it hits on the next Ruler Reaction, meaning you have no chance to get away from it the way you do from Blazing Pinions. He also has a unique attack where he grabs a trooper, hauls them into the air, and then power dives them into the floor. If you can take down this asshole, his corpse can be refashioned into the Icarus Armor, a superior Warden Armor suit that grants the Vault ability and the ability to pull off the Archon&#039;s &amp;quot;move to any point on the map you wish&amp;quot; twice per mission. Give it to your best Sniper. As this allows them to keep up with the rest of the squad and find the nearest vantage point.&lt;br /&gt;
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&#039;&#039;&#039;The Chosen&#039;&#039;&#039;: &lt;br /&gt;
The new Dragons aka Second in Command below the Ethereals. Coming with a bunch of BS abilities that can wreck your troops at lower levels. You also want to find their base ASAP as they gain upgrades through the game like you do and can hurt your income. Getting their OP shit is also a nice bonus.&lt;br /&gt;
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When first encountered they&#039;ll attempt to stun and capture one of your troops. If they appear during a Blacksite mission, The Chosen AI will just straight up murder a squad member. [[Rage|Despite the game not giving hints to this change in behavior.]] So if you&#039;re counting on manipulating their AI into kidnapping a soldier who is near death during those missions. The Chosen will just slaughter your squad like the rest of Advent. Because all bets when are off when your trying to kill mommy? and/or err daddy? Shklee? Maybe?&lt;br /&gt;
Thankfully, the game rolls to give them permanent weakness, along with an arch enemy who will deal extra damage to a Chosen among the new Hero classes. They will also roll for one immunity and a special ability, though the immunities are things that many players will hardly ever use against a boss regardless. The special power can either be meh, or fuck you right over. Good thing for the player the summoning powers are mutually exclusive and can&#039;t gain strengths that counter most of their weaknesses.&lt;br /&gt;
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They can also be countered by researching Mindshields, your own (fully upgraded) Psi operatives and the buffed Sparks. When you have the latter two the Mindshields are redundant as the last two are right out immune to being stunned and mind controlled.  Too bad there aren&#039;t new lines for a Spark with Julian&#039;s voice. As hearing a GlaDOS expy with the attitude of Bender snark back at The Chosen would have been hilarious.&lt;br /&gt;
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*&#039;&#039;&#039;The Assassin&#039;&#039;&#039;: The first of the Chosen you&#039;ll meet if you&#039;re playing the &amp;quot;Lost and Damned&amp;quot; mission to introduce yourself to the new mechanics introduced in WotC, the Assassin is a dark reflection of the Ranger class. The biggest [[Weeaboo|weeb]] in all of Advent. She attacks mostly with her Katana (although she does have a rarely used shotgun called Arashi, and you&#039;ll thank the programmers she rarely uses it), striking out of concealment to stun one of your guys (Who you&#039;ll then have to revive or risk them getting kidnapped), before running away. In the same turn. Because the Bad Guys get to move, shoot, move, but the player doesn&#039;t get nice things. To top this all off she&#039;s immune to overwatch so you either have to try and escape from the current mission, or take the fight back to her just as hard. Oh yeah, and avoid bunching your guys up, or she will stun half the squad at a time with an area of effect special attack, but don&#039;t get too spread out or you won&#039;t be able to revive stunned soldiers before she kidnaps them. Thankfully, her concealment works by the same rules as yours, and it&#039;ll break if one of your guys flanks her, so if you&#039;ve got a good idea of where she is, you can move someone in to reveal her, and then light her up with the rest of the squad. To make her easier to deal with make sure to take a Specialist with Scanning Protocol. After killing The Assassin you can build Arashi and her Katana. Though many will find her Katana redundant after they have tier 3 Axes and late game Templars.&lt;br /&gt;
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*&#039;&#039;&#039;The Hunter&#039;&#039;&#039;: While you would expect a roided up [[Space Wolves|Craven the Hunter cosplaying furfag]] by name alone. He is instead a more or less a [[Vindicare|hit man armed with a pistol and sniper rifle]] with an Affably Evil personality. He&#039;s also known to have team killed some of the weaker Advent aliens when he got bored. Unlike his siblings he outright admits that he is a psychopath who likes killing things. The Hunter&#039;s abilities are a bit mundane compared to the other Chosen. While still being effective none the less. His Tracking Shot can aim at your troops from the other side of the map, and if they don&#039;t move he will kill them the next. This makes mind controlling Advent and hacking MECs for recon useful for once. He also come with a grappling hook with no cool-down, stun grenades and pistol tranq shots that never miss. So don&#039;t be stupid and send in a lone Reaper. Even if he rolls them as a weakness. As they don&#039;t put out enough damage to out snipe him and will end up killed or captured instead. His Sniper rifle Darklance and pistol Darkclaw are obviously weapons that are meant for your Snipers. So Reapers can&#039;t use it. &lt;br /&gt;
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*&#039;&#039;&#039;The Warlock&#039;&#039;&#039;: Probably the most dangerous of The Chosen, if you don&#039;t have Mindshields. If you do he&#039;s about as dangerous as the final boss of the game. If you don&#039;t he&#039;s damned near impossible as he&#039;ll mind control your entire squad a once. Otherwise he&#039;ll summon waves of exploding spectral zombies, or psionic copies of Stun Lancers. On his direct offense he has a buffed up plasma rifle that will do extra damage to psionics (i.e. your Psi Operative and Templar), a mind bullet that will split off to affect up to two additional targets, and the ability to teleport his own allies into flanking positions. Sometimes his AI does some stupid shit such as teleporting an Advent next to him. Bonus points if said Advent is the target your supposed to kill during the mission. Once you get his Disruptor rifle, it has every possible upgrade in the game. Though only Rangers, Psi-Operatives and Specialist can take it. A waste on the latter two as by the time you get it. Their late game abilities and equipment make giving them a 3.5 tier weapon redundant.&lt;br /&gt;
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&#039;&#039;&#039;The Lost&lt;br /&gt;
Also know as the laggers, as the game starts slowing down if there are too many of them on screen. Introduced in WotC, the Lost were created when survivors of the initial invasion decided that returning to the desolated ruins of their former cities still infested with radioactive alien drop-pods and trying to live off the scraps [[derp|was a good idea]]. The Lost serve as a sort of third enemy faction and will attack XCOM, ADVENT and Alien forces alike (though with a very high preference for [[your dudes]], go figure). Any explosives, be they grenades, gas tanks or cars will summon hordes of them in the missions they appear in and can potentially overwhelm both your soldiers and your computer&#039;s RAM in high enough swarms. They have a notable weakness to fire and if ignited, will run away panicking before burning to death. Any successful killshot (be they from you or the aliens/ADVENT) will refund the action point spent to kill it, which helps significantly when dealing with swarms of them. Like both the aliens and ADVENT, all variants will start appearing with more base health as time passes, but as long as you&#039;re on top of your research game, they shouldn&#039;t be a problem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regular&#039;&#039;&#039;:  Standard Lost behave exactly like any prototypical zombie; they beeline it towards whichever enemy suits their fancy and try to peg them in the head with their rotting limbs. In most cases, they can easily be killed in a single shot with most guns, bar the unlucky miss/damage roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dasher&#039;&#039;&#039;: Faster and with slightly more initial HP (4-5, as opposed to 2-3) these guys aren&#039;t much more of a threat compared to regular Lost. They do have a surprising threat range and can easily surround isolated soldiers if not picked off immediately, however.&lt;br /&gt;
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*&#039;&#039;&#039;Brute&#039;&#039;&#039;: These guys have a lot of HP for a Lost, can actually deal some melee punishment. Early on they do require a little bit of focus fire to down them and they become more and more common by endgame. Then again, by endgame you&#039;ll have the best weapons and armour, so once again... only really a threat if you&#039;re unlucky, and there&#039;s a lot of them.&lt;br /&gt;
&lt;br /&gt;
Recommended soldier classes for missions involving lost are Reapers with Banish, Skirmishers and Rangers/Templars with the Bladestorm and Templars/Sharpshooters with Faceoff for room clearing. Dragonfire rounds also ensure that even if by some miracle the Lost shot by them survives, they&#039;ll be rendered harmless and die shortly after. There is also a mod that makes their targeting more realistic. As by default they target XCOM(70%) over Advent(30%). Which doesn&#039;t make sense as Advent would have no reason to deploy Purifiers. They become even more annoying if the game rolls to deploy a Chosen at the same time. By wary of your RAM and don&#039;t rely on autosaves.(16GB+ is the bare minimum you want using! At worse tweak the game to use lower settings. It still looks good and runs well on the high settings. )&lt;br /&gt;
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== 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;
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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;
&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;
* [https://openxcom.org/forum/index.php?topic=5026.0] A 40k mod for openxcom NO idea as to why it hasn&#039;t shown up here.&lt;br /&gt;
[[category:Video Games]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>2601:147:4300:1949:7404:527F:7C88:8934</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383334</id>
		<title>Power Armour</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Power_Armour&amp;diff=383334"/>
		<updated>2019-04-17T21:18:32Z</updated>

		<summary type="html">&lt;p&gt;2601:147:4300:1949:7404:527F:7C88:8934: /* Iron Man suits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Power_Armor.PNG|thumb|right|400px|The first eight marks of Space Marine Power Armour.]]&lt;br /&gt;
{{Topquote|Feels like you can take on the world in there, doesn&#039;t it?|Danse, [[Fallout|Fallout 4]]}}&lt;br /&gt;
&#039;&#039;&#039;Power Armour&#039;&#039;&#039; is a science fiction concept of armor which increases the strength, speed, and reflexes of those who wear it. It is featured heavily in science fiction/fantasy settings such as [[Warhammer 40,000]].&lt;br /&gt;
&lt;br /&gt;
==Starship Troopers==&lt;br /&gt;
Like so many military science-fiction concepts, the modern idea of powered armor dates back to the Mobile Infantry of Heinlein&#039;s &#039;&#039;[[Starship Troopers]]&#039;&#039;.  The &amp;quot;Marauder&amp;quot; suit is bulky, with integrated thrusters and heavy weapons (including nuclear weapons and heavy explosives, carried as easily as a human soldier carries grenades).  Their primary purpose is not to destroy indiscriminately (though they certainly can), but to &amp;quot;make war as personal as a punch on the nose&amp;quot; -- to [[Drop Pod|drop in]] and destroy with precision, in order to break the enemy in exactly the right way. In other words, it&#039;s much like Crisis [[Battlesuit|battlesuits]] with less [[Tau|weeaboo]] and more [[Humanity Fuck Yeah|humanity fuck yeah]] inside.&lt;br /&gt;
&lt;br /&gt;
Heinlein never discusses [[pauldrons]], but the [[Space Marines]] certainly take after the Mobile Infantry&#039;s other aspects.The dudes from the book not the movie. That was a parody anyway.&lt;br /&gt;
&lt;br /&gt;
==Warhammer 40,000==&lt;br /&gt;
Because 40k has a huge hard on for Space Marines, and because no super soldier worth his genetic enhancements will go into battle without super armaments, 40k has developed nearly as large a hard on for power armor. &lt;br /&gt;
&lt;br /&gt;
===Space Marine Power Armour===&lt;br /&gt;
The most iconic users of power armour in 40k are the [[Space Marines]] and the [[Chaos Space Marines]]. Made of ceramite layers upon plates of plasteel and adamantium/[[C.S.Goto|adamantite]] which will deflect all but the most powerful of weapons, Power Armour possess many life support systems designed to keep the Space Marine inside alive, even in the worst and most extreme of battlefield conditions. Has physical properties that has lead some material scientists (who clearly also do Warhammer) to speculate whether Space Marine armour is in fact an extraordinarily tough ceramic compound (ignoring all this easily trademarkeable sci-fi bullshit about plasteel and adamantium/tite), which would make sense given that the Emperor actually invented very little new stuff when making the Marines&#039; battle gear, instead just scaling up and making it bigger/louder/harder/better/faster/stronger etc.&lt;br /&gt;
&lt;br /&gt;
The Black Carapace, one of the [[Gene-Seed]] organs, is specially designed to allow a space marine to interface his nervous system with his armor and is the last organ implanted in [[Codex Astartes|Codex]] Chapters. Amongst its features, power armour possess auto-senses to supplement the Marine&#039;s already considerable senses, auspex arrays to create minimaps and transmit data between squad members and commanders, painkiller delivery systems in the event of severe bodily damage, and waste recyclers to keep the Marine going for up to fifty days without fresh food or water. Or, for that matter, taking a shit. The connection between the two being one of the rather less dignified aspects of Astartesdom. The power source is a backpack mounted generator which needs initializing, but after that can take solar energy to keep itself going. According to GW, the backpacks themselves were inspired by the bedrolls carried by soldiers in the Napoleonic era.  The &amp;quot;roll&amp;quot; on the backpack contains oxygen for use whenever the environment demands (like space combat) and the balls on the sides are either jet engines for maneuvering in space or heat vents. Some early art showed they are more likely jet engines, and can lift a Space Marine for extra battlefield maneuverability, though presumably nowhere near as good as a Jump Pack.&lt;br /&gt;
&lt;br /&gt;
There are &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; ten (technically​ nine because one has never been shown) types or &#039;&#039;&#039;Marks&#039;&#039;&#039; of Power Armour used by the Astartes. Regardless of their type, they all have massive [[Pauldrons]], under which the Marine&#039;s ammunition is stored. Pictures can be found in the gallery at the bottom of the page.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark I: Thunder Armour====&lt;br /&gt;
[[File:ThunderWarriorZoomed.png|200px|thumb|right|Your move, techno-creep.]]&lt;br /&gt;
The first type of Power Armour was designed for the [[Thunder Warriors]] and worn by many of the techno-barbarians of [[Earth|Terra]]. They provided basic protection against weapons and enhancements to upper-body strength, but that is all - the suit was incapable of supporting its own weight and basic variant did not provide any significant protection to the legs. Which seems like a bizarre and terrible idea given that as any person who moves furniture often can tell you; you should do most of your lifting with your legs, and as most soldiers can tell you, having to carry a lot of extra gear with the weight distributed onto your shoulders sucks and is exhausting, and being fatigued significantly hurts combat effectiveness.  But perhaps this was intentional as the Emperor intended to replace the Thunder Warriors anyway.  Since they were only used on Terra, there was no need to protect them against the void. Though the lack of life support systems and much lesser degree of protection make them essentially useless in the 41st millennium (this doesn&#039;t seem to stop people from pestering Forge World to make models for it though, even though they&#039;ve said that they won&#039;t for exactly this reason), several Chapters retain sets of Thunder Armour for ceremonial purposes. If you were to field one now, it would probably count as carapace armor (4+ save) with a slight bonus to strength but a penalty to initiative.&lt;br /&gt;
&lt;br /&gt;
In [[Deathwatch_(RPG)|Deathwatch]], you can actually get your hands on some. Be forewarned: it&#039;s noisy, doesn&#039;t offer as much protection, doesn&#039;t work with a Marine&#039;s Black Carapace, and actually might not be a whole suit of armor depending on its state of repair. Overall, it&#039;s kind of shitty, but it&#039;s a surviving artifact linked to the days of the living [[Emperor]] and early Imperium and that impresses other Marines and those Ecclesiarchy schlubs. Take it for formal occasions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkI.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark II: Crusade Armour====&lt;br /&gt;
[[File:CrusadeArmorZoomed.jpg|200px|thumb|right|The Facegrill, v1]]&lt;br /&gt;
Designed by the [[Adeptus Mechanicus]] with the [[Great Crusade]] in mind, the Mark II armour was fully enclosed and contained all the life support and auxiliary systems now common among Astartes power armor, like a waste recycling unit and automated medical equipment. Much of these newer additions were made possible by a more efficient cooling system, which allowed a considerable reduction in the size of the powerpack. The helmet also came with a bunch of enhanced sensory equipment. Overall protection and flexibility was much improved, especially since the legs were now enclosed in armoured hoops and came with their own servomotors. Unlike the Mark I suit, the design is still sufficiently sound to remain in active, albeit extremely limited, use well into the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
Early depictions of this armour often featured a fixed helmet, similar to old-school diving suits. While [[Forge World]] completely [[Retcon|retconned]] this away for the sake of compatibility with other Marine kits, there had been depictions of Mark II suits with movable helmets since the [[Warhammer 40,000: Rogue Trader|Rogue Trader]] days, so it&#039;s not like GW were ever consistent about it anyway.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkII.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark III: Iron Armour====&lt;br /&gt;
[[File:Mk3IronArmor.png|200px|right|thumb|The Facegrill, v2]]&lt;br /&gt;
Mark III armour was first conceived for &amp;lt;s&amp;gt;the [[Squat]] campaigns&amp;lt;/s&amp;gt;  boarding actions of the Great Crusade. It was pretty much a modified Mark II designed to provide better frontal protection for close quarters combat, essentially fulfilling the same role that [[Terminator]] armour would later fulfill. By the time of the Horus Heresy, the Mark III was slowly being phased out and replaced by Terminator armour, but it&#039;s still fairly common among the Traitor Legions. In fact, several of the more traditional Legions were reluctant to phase out Mark III because it was the most brutally iconic mark of power armour in their day, so there was talk of keeping it for honour guards or spear tip operations. Even into M41, the helmet or faceplate is still popular. It appears as a DLC armor in [[Last Stand - Captain|The Last Stand]] &lt;br /&gt;
for the Space Marine Captain, where it increases the force of his melee strikes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIII.jpg&lt;br /&gt;
MarkIIITacticalSquad.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark IV: Imperial Maximus Suit====&lt;br /&gt;
[[File:MarkIVMaximus.png|200px|right|thumb|So cool, they brought the helmet back for the Primaris boys!]]&lt;br /&gt;
Now having access to more [[Standard Template Construct]]s, the Mechanicum was able to further refine power armour internal systems. In addition to having more advanced visual sensors, the helmet was now capable of easier movement. The suit was also made a whole lot lighter than before while only marginally reducing Mark II&#039;s protective capabilities. Bears mentioning it had much, much more superior manufacturability compared to MkII and was easier to repair due to its nature of having no interlocking armor plates and whatnot. Although the chest power cables were once again relocated to the outside of the plating, they were given an armoured sheath to protect them from damage. [[Horus|Horus Lupercal]] manipulated the Mechanicum&#039;s supply lines to ensure that the Legions that were planning to side with him in the Heresy would be fully equipped with Maximus Armour in time for the Heresy; as a result Mark IV was usually reserved for Chapter Masters and senior Captains of the Loyalist Legions. As the Legions were either fully or partially re-equipped with these suits by the time the [[Horus Heresy]] began, Mark IV is one of the most prevalent types of armour among the Chaos Space Marines.&lt;br /&gt;
&lt;br /&gt;
Some Chapters/Legions also made their own sub-patterns of Maximus power armor, such as the Ultramarines&#039; Praetor pattern and the Thousand Sons&#039; Achean pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkIV.jpg&lt;br /&gt;
MarkIVTacticalSquad.png|&amp;lt;center&amp;gt;Tactical Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark V: Heresy Armour====&lt;br /&gt;
[[File:Mk5HeresyArmour.png|200px|right|thumb|What a stud.]]&lt;br /&gt;
In between production of the Mark IV and what would be the Mark VI, both Loyalist and Traitor Legions found that they were running out of replacement parts for damaged systems. This would result in several Legions taking parts from older Marks and inadvertently making a brand new Mark of Power Armour. Although appearances varied widely as a result of its ad hoc nature, some form of standardization was achieved. One of the most notable was the introduction of molecular bonding studs on the left pauldron and both greaves (the famous &amp;quot;rivets&amp;quot;), which made them look totally Metal - these were actually originally designed to field-patch busted vehicle armour before they could be repaired properly. Probably one of the most common suits of armour in service among the Traitor Legions, since this was what most of them were wearing when they retreated to the Eye of Terror.&lt;br /&gt;
&lt;br /&gt;
For a while, the Horus Heresy [[Fluff|novels]] and [[Crunch|black books]] outright [[Retcon|retconned]] Mark V armour into a catch-all term for any improvised or prototype suits that existed outside of the main Mark series, yet weren&#039;t advanced enough to be considered artificer armour (likely so Forge World wouldn&#039;t get nagged to make variants of all their Mark III and IV squads in Mark V as well). However, they ended up backpedaling on this a bit in [[Horus_Heresy#Retribution|Retribution]]. The classic &amp;quot;studs and cables&amp;quot; version shown here is now apparently considered the &amp;quot;production&amp;quot; model of Mark V armour (presumably an [[Adeptus Mechanicus]]-sanctioned version that went into mass production), while the more variable, improvised suits it was based on are &amp;quot;non-production&amp;quot; models. Presumably, Forge World realised that the retcon didn&#039;t make much sense, since all known art and models of the armour up to that point were no less visually consistent than any of the other Marks (and arguably &#039;&#039;more&#039;&#039; consistent than a couple of them).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkV.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark VI: Corvus Armour====&lt;br /&gt;
[[File:Mk6CorvusArmor.png|200px|right|thumb|Hate the Xeno. Ca-caw.]]&lt;br /&gt;
The much beloved [[Beakie]] armour. Designed during the latter years of Great Crusade, this one was initially field-tested by Salamanders and Iron Warriors to become a proper Mk V. While the former&#039;s reaction is unknown, [[Perturabo]] despised the idea of reducing the protection of his &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; sons. He arranged the next test to be conducted by the [[Raven Guard]], and so [[Corax]], whom our autistic wierdo didn&#039;t like, received a lot of Mk VIs and was sent on the galactic fringe to fight Eldar. To Iron Lord&#039;s surprise, the test was such a smashing success that the suit received the XIXth Primach&#039;s name, and beakie armour became a common sight in his legion even before it was actually accepted for service in wider Imperium. It anticipated some of the lately developed Mark VII features, producing a suit of armour that is in many ways equal to its descendants, if being a little bit specialized. Although it offered the worst protection compared to all other proper marks, Mark VI armour was the first to feature a redundant power system and parts that are largely interchangeable with those of other marks, particularly with Mark VII. Somehow, it also manages to be lighter and fit together more smoothly than the current Mark VII Aquila, allowing for quieter movement, while the helmet includes further improved sensor systems in its, um, &amp;quot;beak&amp;quot;. Due to the design&#039;s inherent stealthiness and legacy, it still remains the preferred armour among the sons of Corax, who tend to be saddled with older equipment anyhow. For reasons nobody can seem to explain, it was also sporadically used by the [[Alpha Legion]] around the time of the Horus Heresy even though it was never actually [[Blood Ravens|issued]] to them. Then again it&#039;s the Alpha Legion so who knows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVI.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark VII: Aquila/Imperator Armour====&lt;br /&gt;
[[File:Mk7AquilaImperator.png|200px|right|thumb|All said, this face really does say &amp;quot;disgust&amp;quot; better.]]&lt;br /&gt;
The most common Mark of Power Armour among loyalist Space Marines, Mark VII armor was still being designed when the Traitor Legions reached the Sol System and seized [[Mars]]. When this fact became all too foreseeable, [[Rogal Dorn]] ordered the design teams transferred to Terra to prevent the Traitors from seizing it. Mark VII featured completely covered chest and arm cabling, a distinct helmet that provided more protection, a high level of compatibility with previous Marks, and also bore the Imperial Aquila on the chest, which was first used there to provide quick identification of the Loyalist Marines during the chaos of the Siege of Terra.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVII.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Mark VIII: Errant Armour====&lt;br /&gt;
[[File:Mk8Errant.png|200px|right|thumb|MY THROAT IS INVINCIBLE]]&lt;br /&gt;
[[Jes Goodwin]] [http://wh40k.lexicanum.com/wiki/File:MkVIII_Errant.jpg originally] designed it with awesome [[Power Fist]]-style hands, a modified helmet, a streamlined power pack, and a more flexible leg-and-ankle joint. Games Workshop only bothered with using the altered breastplate, [[Derp|so the overall design looks like a regular Mark VII with a collar.]] Said collar is described as being brought into use due to an alarming pattern being noticed; namely, that bullets would deflect off the top of the breastplate and up into the bottom of the marine&#039;s helmet, killing him, or would pass in-between the bottom of the helmet and the top of the chest plate, into the marine&#039;s throat, killing him (similar to a shot trap found on the gun mantlet of Nazi Germany&#039;s Panzer V Panther D &amp;amp; A tanks in WW2). Breaking the trend of reverse-compatibility between newer and older marks, this Mark can only accommodate the helmet designed for it, which kind of becomes a moot point when reserving it for officers, since everyone higher up than a battle brother will never wear his helmet. The specialist design, or the [[Adeptus Mechanicus]]&#039;s head-up-own-arse tendencies around distributing new technology, are thought to be the probable reasons why it has yet to be widely adopted among Space Marine chapters. Because of its rarity, the armour is generally restricted for use by senior officers only, and even then they&#039;ll usually only be able to wear the breastplate. Munitorium series from GW, however, shows that it&#039;s fully compatible with Mk7, so Veterans will sometimes receive a part of Mk8 to replace analogue from their Mk7 for some heroic deed, meaning if some Veteran is equipped with full Errant pattern, he is a serious badass and likely expects promotion. The [[Minotaurs]] and [[Deathwatch]] chapters appear to be the exceptions here, as almost all of their battle brothers have access to full suits, the former because they suck the High Lords&#039; dicks and the latter because the Deathwatch is a special operations group made up of veterans of all chapters.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, while artificer armor, at least in the art, looks like a pimped out Mk.VIII, regular Mk.VIII [[Crunch|doesn&#039;t actually improve armor save]]. But Fantasy Flight [[Deathwatch_(RPG)|gave it some love]] with an extra armour point all around, and the ability to deflect some headshots to the chest, greatly improving its protection and explained why so many officer using it tend to not wear a helmet (not to mention that the collar helps protect the neck from shrapnel or shots hitting it).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:IronHandsMarkVIII.jpg&lt;br /&gt;
DeathwatchKillTeam1.jpg|The Errant Armour comes as a standard...&lt;br /&gt;
DeathwatchKillTeam2.jpg|in the Deathwatch, apparently...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark IX Armour====&lt;br /&gt;
Who the fuck knows, really. This mark was skipped over when Mk10 was introduced, and no details were made available. It could either be an Mk5 treatment, with any Mk7 or 8 suits made with improvised parts or even contemporary Artificer Armour [[Proxy|counted as the Mk9]]. Another possibility is that the Mk9 might be part of [[Roboute Guilliman|Guilliman]]&#039;s new job of [[Gets shit done|actually getting shit done]] and gets a new mark rolled out for the Classic Marines. Nothing&#039;s really known at this point, &amp;lt;s&amp;gt;so actual information should come out in a some weeks&amp;lt;/s&amp;gt; and there&#039;s still no word, over a year after Primaris were announced. Why GW don&#039;t make a new set of models and saying that this Mark is used to bring Veteran Marines physical capabilities to Primaris level is a mystery for the ages. Then again, it could just be that Mk 10 sounds way cooler than Mk 9 (iPhone X, anyone?), although [[Games Workshop|Geedubs]] did allude to its existence when Primaris armour was revealed to be numbered as 10.&lt;br /&gt;
&lt;br /&gt;
If it helps, it has been suggested in forums and such, that Mark 9 power armour was that &#039;variant&#039; which was used by pre-primaris Librarians. Still, it is annoying that nothing official is there to be found. This could of course be nothing more than wishful thinking or plain old nonsense, as Librarians have been shown in various armour Marks, and some sources have shown their psychic hoods as a detachable add-ons rather than built-in.&lt;br /&gt;
&lt;br /&gt;
====Mark X: Tacticus Armour====&lt;br /&gt;
[[File:TacitusIntercessorZoomed.png|200px|right|thumb|Getting huger, and all without Terminator Armor]]&lt;br /&gt;
A new form of Power Armor introduced in 8th Edition, worn primarily by the Primaris. Combines aspects of Mk8 armor (the collar) with aspects of earlier variants (the helmet (mk4) being the obvious bit) and [[Fluff|all the latest technology of the Imperium in the 42nd Millennium]].  ([[Crunch|Still doesn&#039;t affect armor save, but it &#039;&#039;might&#039;&#039; provide an additional wound, as we have not yet seen Primaris Marines in any other armor or non-Primaris Marines in this suit, so we don&#039;t know if their extra wound is innate or from the armor.]])  So far it&#039;s only been shown on the Primaris Space Marines, it is unknown if the scruffy old obsolete Space Marines will get it. The vambraces are noted to have built-in cogitator systems, which can be used for a variety of purposes depending on the user&#039;s role. Like all MK10 armour the tacticus class is highly variable, for example the librarian has a Gravis style plated belly. Other changes can be seen across the range of models.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisApothecary.jpg|&amp;lt;center&amp;gt;Primaris Apothecary&amp;lt;/center&amp;gt;&lt;br /&gt;
image:Primaris Chaplain.jpg|&amp;lt;center&amp;gt;Primaris Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisLibrarian.jpg|&amp;lt;center&amp;gt;Primaris Librarian&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark X: Gravis Armour====&lt;br /&gt;
[[File:GravisCaptain.png|200px|right|thumb|I. AM. ULTRASMURF.]]&lt;br /&gt;
A Mark X variant; crunch-wise, it&#039;s Power Armor with +1 Toughness. Yay.  (Rumors that 8th Edition is being designed to make future vidya projects easier to code remain unfounded.)&lt;br /&gt;
&lt;br /&gt;
Gravis armour is worn by the Captain included in the Warhammer 8th Edition Boxed Set.  The example captain had both a master crafted power sword &#039;&#039;(that does two wounds nowadays)&#039;&#039; AND a brand new &#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; which combines the functionality of a power fist with a bolt pistol capable of firing at triple rate -- Marneus Calgar approves. Said armour design appears to take some leanings from ... Iron Man (a noted early proponent for the founding of the Mechanicus, as such a most blessed servant of the Omnissiah), &amp;lt;s&amp;gt;or perhaps the T&#039;a&amp;lt;/s&amp;gt; {{BLAM}} {{BLAM|&#039;&#039;&#039;HERESY!&#039;&#039;&#039;}}, terminators, with what appears to be augments on the legs, an enhanced ribcage, and an enclosed armoured hoodie for good measure.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour (like all MK10) is highly variable; for example the Inceptors have a tacticus style bodyplate.&lt;br /&gt;
&lt;br /&gt;
Gravis Armour is also worn by the Inceptor Squads, granting them the toughness boost as well. Their version also comes with built-in jump packs, replacing the normal backpack-worn type, and shutter style face visors. Another variant is worn by Aggressor Squads, which can come with Fragstorm Grenade Launchers.&lt;br /&gt;
&lt;br /&gt;
Models in Gravis Armour are [http://steppingbetweengames.com/new-8th-edition-40k-models-size-comparison/ fucking big] even compared to even the NuMarines, so... Primaris Centurion Armor.&lt;br /&gt;
&lt;br /&gt;
Seems to be the most [[Skub|contentious]] of all the Mark X variants, by far. It really seems like you either love or hate this one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:PrimarisAggressor.jpg|&amp;lt;center&amp;gt;Primaris Aggressor&amp;lt;/center&amp;gt;&lt;br /&gt;
image:PrimarisInceptor.jpg|&amp;lt;center&amp;gt;Primaris Inceptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Mark X: Reiver/Phobos Armour====&lt;br /&gt;
[[File:Mk10Phobos.png|200px|right|thumb|Modern. Aerodynamic. [[Nighthaunt|Spoopy]].]]&lt;br /&gt;
Another Mark X variant worn by [[Reiver|Reivers]] and the Vanguard Primaris forces, the Phobos Armour can be compared to the Mark VI &#039;&#039;Corvus&#039;&#039; Armour due to similar associations with recon troops.&lt;br /&gt;
&lt;br /&gt;
Like the Mark VI, the armour is designed for silent infiltrations and drop assaults – and by &amp;quot;drop,&amp;quot; it is sneakily by Grav-chutes, and not flashy like Jump Packs – and in the same way the older mark was pioneered by the [[Raven Guard]], Phobos Armour was pioneered by the [[Original character, do not steal|Primaris]] [[Night Lords|Reivers]]. Since Reivers from time to time enter the battlefield via air drop, the armour&#039;s power pack sometimes sports a pair of fins for the occasion. These fins are used to direct flight as the Reivers&#039; Grav-chutes slow their descent. Whether or not those fins are the Grav-chutes themselves is arguable – probably unlikely because aside from [[Jokaero|Digital Weapons]], Imperium tech does not shine really bright in the field of miniaturization; that is to say, their style choices usually go big or go home. Most of the Vanguard Marines seem to lack these fins, which supports the assumption that they&#039;re not the grav-chutes themselves (Actually, only the Lieutenant in Phobos Armour has the Grav Chutes ability out of the Vanguard, and he has the fins. Other Vanguard are just sneaky, and have Concealed Position instead). The [[Infiltrator]]s&#039; power packs instead sport a bunch of antennas, which make up an omni-scrambler system designed to conceal them from enemy auspex scans. &lt;br /&gt;
&lt;br /&gt;
The standard Phobos helmet seems to come in a couple of different shapes, which resemble either a Mk X Tacitus helmet or a Mk 7 helmet (both of which sport what seem to be some kind of rebreather system). The Reivers instead rock a Night Lords inspired skull-helmet instead of a Raven Guard beakie, which [[Skub|may or may not be awesome]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
PrimarisReiver2.jpg|&amp;lt;center&amp;gt;Mask-only Style&amp;lt;/center&amp;gt;&lt;br /&gt;
PhobosArmorFins.jpg|&amp;lt;center&amp;gt;Grav-chute Fins&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mark X: Omnis Armour====&lt;br /&gt;
[[FIle:Vanguard_Suppressors.jpg|200px|right|thumb|Well, you see, when an [[Inceptor]] and a [[Devastator Squad|Devastator]] love each other [[Rape|very much]]...]]&lt;br /&gt;
Worn by [[Suppressor|Vanguard Suppressor Squads]]. It&#039;s basically just Tacticus armour with Inceptor shock absorber boots, Reiver-style grav-chutes, a miniaturised jump pack (which looks like a second pair of backpack exhausts), and a new helmet visor design. The models have been the subject of a fair bit of [[Skub|&amp;quot;debate&amp;quot;]] since their debut in the Shadowspear box, although that&#039;s likely got little to do with the armour they&#039;re wearing, and more to do with those ridiculously oversized [[Autogun#Accelerator_Autocannon|accelerator autocannons]] that they&#039;re toting.&lt;br /&gt;
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====Artificer Armour====&lt;br /&gt;
[[File:BloodAngelArtificerArmorZoomed.png|200px|right|thumb|A typical Blood Angels Nipple Pattern artificer armor.]]&lt;br /&gt;
Pimped out and individualized versions of regular suits, often enough to be considered one-off derivations in their own right. Artificer Armour can be formed from any older mark of Power Armour (perhaps barring Mk.I plate) by adding extra or upgraded protection. The upgraded and individualized suits mean that they require a lot of maintenance and needs techs to work around the clock to make sure they stay functional. Standard issue for [[Techmarines]] and optional for [[Brother-Captain|officers]], pairing artificer armour with an Iron Halo can offer better protection than Terminator armour with none of the drawbacks, yet with only some of the benefits.  &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:TechmarineArmor.png|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Chaos Power Armour====&lt;br /&gt;
[[File:ChaosAstartesArmor.png|200px|right|thumb|I&#039;m horny and you corpse-worshippers&#039; got the butts I CRAAAAVE]]&lt;br /&gt;
While many Traitor Marines are equipped with Marks IV or earlier (at least in the lore; if you go buy the models, almost all of them seem to have Mark VII armour with Mark VI legs), Chaos power armor is often a mix-and-match setup. About the only unified feature of Chaos power armour is a distinct power pack with stabilizers on long curved fins, that still runs on solar converter core instead of fusion reactor of modern loyalist power packs. Because Chaos Marines often have to go long periods with no access to proper industrial facilities, proper maintenance and replacement parts became an issue. Because of that, many subsystems in each suit of armor don&#039;t work and replacement parts come in the form of whatever they can dig up from plunder and take off of corpses after [[Orks|raiding and looting]]. Furthermore, Chaos Marines like to customize their armor with devotional iconography and personal trophies, making sure that virtually every suit of armor is personalized and none are exactly alike. Where things get even weirder is when the armor gets too steeped in Chaos and begins to twist, mutate, and turn partially organic, or had a daemon replace its machine spirit. It&#039;s quite likely that the parts of armor that don&#039;t work get replaced with warp magic, daemonic influence, or Dark Mechanicus tech-heresy. &lt;br /&gt;
&lt;br /&gt;
Recent editions and artwork show senior Chaos marines with a sinister and more organic-looking power armour of Mark III through V, a look they pick up after a while either deliberately or due to the Warp&#039;s influence changing their outside look to match their corrupted souls. In the Rogue Trader Era, Chaos Power armor &#039;&#039;was&#039;&#039; organic, so this is actually a pleasant return to the old days. The Chosen models from the Dark Vengeance box set are commonly referred to as the harbringers of this new style, while the new Raptors/Warp Talons set incorporate this design, alongside the regular Raptors, whose design seems like being &amp;quot;metal-guilded armour, that&#039;s begun to blend together and form spikes and weird shapes&amp;quot;, hinting of what&#039;s to come for the aging Chaos Space Marine range.&lt;br /&gt;
&lt;br /&gt;
As of 2016, the non-[[Terminator armour|Terminator-armoured]] [[Thousand Sons]] are now fully equipped with modified, ornate suits of Mark IV armour, in the style of the original [[Jes Goodwin]] Thousand Son model and concept art that established their aesthetic back in the [[Warhammer 40,000: Rogue Trader|old days]]. Since most of them [[Rubric Marines|aren&#039;t really capable]] of changing out of their armour anymore, this makes their current models their most lore-friendly--and least [[neckbeard]]-[[Rage|enraging]]--incarnation yet.&lt;br /&gt;
&lt;br /&gt;
And then, in 2017, GW started releasing new Death Guard Space Marines. The ugly bastards pretty much relive the original style from the old Forge World Death Guard upgrade pack (itself a throwback to Jes Goodwin&#039;s [[Warhammer 40,000: Rogue Trader|Rogue Trader-era]] Death Guard concept), decked out in rotted, space-AIDS-riddled suits of Mark 3 armour, with most sporting the classic reinforced belly plate to hold in their bloated guts and intestines.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Fleshmetal Armour====&lt;br /&gt;
[[File:AspiringChampionFleshmetal.png|200px|right|thumb|The one known exception to [[Iron Hands|&amp;quot;The Flesh is Weak&amp;quot;]].]]&lt;br /&gt;
Essentially the Chaos Marine&#039;s take on Artificer armor, given only to champions favored by the Chaos Gods. A blast from the past editions, Fleshmetal Armour is how it sounds. After spending gods knows how long in the Warp and centuries of combat under chaos, it eventually caused a chaos marine&#039;s power armor to fuse with their own flesh, forming an incredibly hard, organic carapace, tempered by ceramite and reinforced with warpfuckery.&lt;br /&gt;
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Once a marine receives this gift, they&#039;re now more literal weapons than ever, as the armor cannot be removed anymore (since its now their second skin), condemning them to an eternity of unending war. Of course, since Chaos Marines live for that kind of thing, its more of an encouragement than anything.&lt;br /&gt;
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Just about any Chaos special unit or veteran has fleshmetal armour, like [[Obliterator]]s and [[Chaos Chosen]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:ChaosObliterator.jpg|&amp;lt;center&amp;gt;Obliterator&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Aegis Armour====&lt;br /&gt;
[[File:GreyKnightAegis.png|200px|right|thumb|It&#039;s all holy smokes and mirrors from here.]]&lt;br /&gt;
The Power Armour of the [[Grey Knights]], Aegis Armour is master-crafted on the forges of Titan and inscribed with prayers and [[Matt Ward|wards]] to prevent [[Daemon]]s from possessing it. [[Khornate Knights|Early fluff insinuated that a psyker was sacrificed as part of the machine spirit of the armour (GRIMDARK) but this aspect has been downplayed massively]]. Based on parts from Marks VI, VII, and VIII, within the breastplate of each set is a copy of the Liber Daemonica. It frequently bears a Stormbolter on its left forearm, keeping both hands of the wearer free to use. There is an Aegis/Grey Knight version of Terminator and Dreadnought armours, too. Just remember to keep any observations that Aegis Armour look in anyway similar to Tau [[Battlesuit]]s to yourself.{{BLAM}} &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:GreyKnightArmor1.jpg|&amp;lt;center&amp;gt;Variant 1&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmor2.jpg|&amp;lt;center&amp;gt;Variant 2&amp;lt;/center&amp;gt;&lt;br /&gt;
image:GreyKnightArmorCrowe.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Castellan Crowe|Castellan Garren Crowe]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auramite Armour====&lt;br /&gt;
[[File:CustodianAuramite.png|200px|right|thumb|Banana Armor.]]&lt;br /&gt;
The most common power armour within the [[Adeptus Custodes]], it is straight up in the top 3 power armours of the Imperium, its other contenders being the Aquilon &amp;amp; Allarus terminator armours. The material used for its construction is known as, you guessed right, Auramite (which is ceramite, except even [[Cheese|better]]): The first samples and tech to make it was brought back from the depths of [[Terra]]. The armour itself is even better than artificier armour and include a refractor field, essentially giving it the same properties in-game as terminator armour, it can even get a teleportation transponder as well as an Arae-shrike: a nasty (so nasty the Mechanicum declared it blasphemous) piece of archeotech that fuck up nearby cogitators. The only ones allowed to make it, like all custodes-grade weapons, are Emperor-chosen clans of Terra.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===[[Terminator]] Armour===&lt;br /&gt;
[[File:TerminatorArmorModel.png|200px|right|thumb|His head must be all mushed in there...]]&lt;br /&gt;
Set aside for space marines who are exemplars of toughness, martial ability and wonky proportions, or an inquisitor, [[Terminator]] armor, or Tactical Dreadnought armor, provides the best personal protection available. Heavily layered with adamantium and indestructible [[pauldrons]], a suit of Terminator armor is meant to steamroll nearly everything, and gives a fighting chance against everything else, which is anything that gives anybody else a fighting chance against Terminators. Standard loadout for Terminators are [[Power Fist|power fists]] and [[Storm Bolter|storm bolters]] or [[Power weapon]]s and [[Twin-Linked|twin linked]] bolters for the Chaos variant, but they are able to fit a  shoulder-mounted Cyclone missile rack, equip heavy weapons systems, and arm with other killtastic melee weapons. Since most suits are about at least as old as the chapter that owns them, and that the pauldron allegedly contains a tiny fragment of the Emperor&#039;s own power armor, these suits are holy relics as well as top-quality wargear.&lt;br /&gt;
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Despite all the pain they lay down (and keep away), Terminator armor has a few serious drawbacks. First thing is that it is seriously hard to make. Seriously. Most chapters have only a handful that they can distribute amongst their veterans and officers, and any lost suits are damn near irreplaceable. Second thing is that they lack mobility. They counter this mostly since Terminator armor can be safely teleported from orbit into the thick of it, and judicious use of teleport homers can put them right where you need them, and a [[Land Raider]] can carry small squads. Beyond that, Terminators are otherwise going to be footslogging since they&#039;re too fucking huge to hitch a ride on anything smaller than a house. Unless you&#039;re fighting a fast or a crafty opponent, you won&#039;t care anyways.&lt;br /&gt;
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Terminator Armor had 3 major designs. the Cataphractii pattern, the Tartaros pattern, and the Indomitus pattern. The &#039;&#039;&#039;Cataphractii Pattern&#039;&#039;&#039; was the first run at Terminator armor, developed after the Mk.III power armor and sharing many systems. Bearing much larger power field generators and thicker armor, it provided better protection than future variants, but was much more unwieldy and difficult to use. In game terms, you get a 4++ and S&amp;amp;P. The &#039;&#039;&#039;Tartaros Pattern&#039;&#039;&#039; shared many of its systems with the Mk.IV power armor and was much more maneuverable than its predecessor, but gave up some of its protection to do so, becoming more like contemporary Terminator armor. The &#039;&#039;&#039;Indomitus Pattern&#039;&#039;&#039; is the current pattern of terminator armor (though the Forge World books make it clear that it was common at the time of the Heresy, perhaps more so than Tartaros and Cataphractii), sharing similarities with the Tartaros pattern in terms of functionality whilst being cheaper to produce. It also gave rise to the experimental Gorgon pattern, a design that was being tested during the Heresy by the Iron Hands Legion. There are also human-sized suits of Terminator armor, but the tiny amount of them that still exist are used exclusively by the Inquisition.&lt;br /&gt;
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After the Horus Heresy, Cataphractii pattern had eventually fallen out of general use; this may have been because the last of that armor was either lost and [[Adeptus Mechanicus|the pattern became another lost technology]] in the following years. Or because production was ceased in favor of later patterns, and most suits were either cannibalized or became chapter relics that wouldn&#039;t see field use again until the day GW released the Angels of Death supplement (no doubt because they&#039;d sell more copies of &#039;&#039;[[Betrayal at Calth]]&#039;&#039; if both 30K and 40K Marine players could use it).&lt;br /&gt;
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Finally, there was one more pattern of Terminator armour, called Saturnine. It&#039;s got the hugest pauldrons one can get before moving into walkers category and was famous for it&#039;s extreme bulk, durability, cumbersomeness and difficulty of piloting - basically everything good and bad about Cataphractii turned to eleven. It never went out of field testing phase, since new smaller Castraferum Dreadnoughts could do everything Saturnine was designed for (boarding actions and indoor/tunnel fighting) better and without it&#039;s numerous drawbacks except for needing a half-dead Astartes. Some legions still had their batches of test suits when Horus Heresy hit and used them to gain whatever edge over their opponents they could, but they were never seen after the Heresy.&lt;br /&gt;
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&#039;&#039;&#039;Extermination&#039;&#039;&#039; claims the Alpha Legion used five patterns of Terminator armour during the Invasion of Paramar, suggesting that other patterns are yet to be revealed. Or, you know, the Alpha Legion being what it is could mean that their in house artificers are straight up inventing new technology.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Centurion Armour===&lt;br /&gt;
[[File:CenturionSuit.png|200px|right|thumb|HELP ME I&#039;VE GOT A TINY MAN INSIDE ME]]&lt;br /&gt;
Since somebody at GW forgot that the [[meme|Xzibit meme]] wasn&#039;t funny anymore, Space Marines now have [[Centurion_Squad|centurion armour]] that they equip like a miniature walker vehicle, more like a mini-mech, a cute little dreadnought preparing space marines for their life after living. Centurion armour is &amp;quot;worn&amp;quot; over regular power armor, giving better protection (like terminator armor without the invul save but with an additional wound, along with +1 to both S and T) and comes in two flavors: assault and devastator. Assault centurions are heavy assault units equipped with drills and meltas or flamers, meant to get in close to enemy strongpoints and fortifications and wreck shit. Devastator units are heavy fire support units with hurricane bolters and twin-linked heavy weapons, which, in practice, provide less fire power than regular [[Devastator Squad]]s, but higher resilience and mobility, as the suits have Slow and Purposeful.&lt;br /&gt;
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Fluffwise, the machine spirits on this thing is advanced, almost on par with the [[Land Raider]]&#039;s. There has been once instance where a group of Salamander Centurions were deployed to clear out a Dark Eldar incursion. The Dark Eldar released a toxin that [[grimdark|liquefied people into soup]] and the marines wearing the armor eventually perished after their suits took damage and the toxin leaked through the cracks. [[Rage|A bit miffed after the loss of their pilots]], the Centurion suits&#039; machine spirits continued to fight on, even after their pilots were just fleshy goop at this point. They were eventually disabled, but not after killing scores more Dark Eldar during their rampage.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warhammer 40000: Space Marine===&lt;br /&gt;
[[image:TitusCropped.png|200px|right]]&lt;br /&gt;
In [[Warhammer 40000: Space Marine]], the Marines are wearing what looks like regular Mark VII Aquila Armor. However, it appears to be far less bulky in comparison to similar armor portrayed in official artwork or [[Dawn of War]], suggesting it might be different. For one thing, it appears to be much more streamlined, with lower pauldrons that aren&#039;t quite as fucking enormous (although still unrealistically huge), and with more head room and mobility in the arm sections. This becomes very apparent when using ranged weapons, like the Bolter.  This streamlining was likely done to avoid hilarious amounts of clipping.  Judging by the fact that every other suit of Imperial power armour in the game - Chaos included - shares this appearance, it is probable that it is simply a reimagining, or a &#039;realistic version&#039; of regular Space Marine armour. It&#039;s not like the Space Marine game is the first artwork to portray power armour with different proportions to other media.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Human Power Armour===&lt;br /&gt;
[[File:InquisitorIgnatus.png|200px|right|thumb|Imperials always show off the guns.]]&lt;br /&gt;
Virtually identical to Space Marine power armor, these suits of armor are scaled down to fit regular humans (notice that this is the reverse of what it would have been 10,000 years ago).  Human power armour is relatively quite rare, since it occurred to somebody that making good protection being an affordable and wide-spread asset would severely impinge on the current state of [[grimdark]], not to mention expensive.  &lt;br /&gt;
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Without the extra room and black carapace interface Marine armor provides, many suits of human power armor don&#039;t offer the same degree of protection, as much strength enhancement, or as many subsystems found in Marine armor. Still, the wearer will still be stronger, better protected, and better equipped than the [[Imperial Guard|guy in cardboard]].. There are a few variants, including a lighter suit and one for Chaos-fighting Inquisitors. Because these things are still super-rare, usually only [[Rogue Trader|people rolling in money]], [[Adeptus Mechanicus|tech fetishists]], and [[Inquisition|those able to declare not giving them power armor is]] [[heresy]], will have any.&lt;br /&gt;
{{clear}}&lt;br /&gt;
====Sisters of Battle Armour====&lt;br /&gt;
[[File:BattleSisterArmor.png|200px|right|thumb|Shaped for pragmatism I bet...]]&lt;br /&gt;
Less bulky than the Space Marine armour, as they&#039;re designed for normal sized humans. Despite Astartes &amp;amp; Sororitas armour both giving 3+ saves on the tabletops, in actuality the power armour of the Orders Militant of the [[Adepta Sororitas]] provides less ballistic protection than Space Marine armour does. (The identical in-game protection is mostly because saves in 40k are decided on numbers between 2-6, so there aren&#039;t as many gradients in-between.)&lt;br /&gt;
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This armour also does not provide the same level of strength enhancement, but it gives enough to carry [[Heavy_Bolter#Heavy_Bolter|heavy bolter]]s and ammunition into combat, and fire them without a sister shattering her arms. Sororitas armor has noticeably smaller [[pauldrons]]. The leading theory behind why they chose this design feature is that smaller pauldrons cut back the material cost it takes to create this variant, without having to sacrifice the pair of perky, globular breasts.&lt;br /&gt;
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Helmets are &#039;&#039;not&#039;&#039; included as standard either, mostly because the majority of Sororitas models have &amp;lt;s&amp;gt;spent hours doing their hair&amp;lt;/s&amp;gt; distinctive haircuts. But also because (according to [[Dark Heresy]]), the Sisters of Battle do not receive their helms until about halfway through their careers (how the sisters of battle are expected to fight in environments hostile to human life then is anyone&#039;s guess). This makes them inverse of the tradition held by the Astartes, where higher ranking officers are more likely to ditch their helmets instead.&lt;br /&gt;
The advantage of Sororitas power armour, though, when compared to other human-scales of power amour, is that it runs off of the same fusion reactor that Astartes armour does, and therefore can run indefinitely, rather than for a few hours at a time. Another advantage is that it is not as bulky so it does not turn the wearer into a big giant target either.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Sisters of Silence Armour====&lt;br /&gt;
[[File:VratineArmorZoomed.png|200px|right|thumb|... Since it has historical precedent.]]&lt;br /&gt;
Exclusive to the [[Sisters of Silence]], this is what the Null-ladies get to wear after finishing their training. The &#039;&#039;&#039;Vratine Armour&#039;&#039;&#039; is &#039;&#039;the armour of oath&#039;&#039;, containing designs akin to Space Marine Power Armour and possibly a local pattern from Luna (&#039;&#039;&#039;&#039;&#039;Selenite void-mail&#039;&#039;&#039;; Selene being a goddess of the Moon in ~~Greek~~ ROMAN mythology&#039;&#039;). Considering that the suit does not come environmentally-sealed like how Power Armour usually do (&#039;&#039;as you can see that the &amp;quot;helmet&amp;quot; is actually a full-faced mask&#039;&#039;) – though additional gear can be equipped to operate in a hostile environment – this armour that these Sisters wear is possibly the closest thing the Imperium has to the Mark I, which is also a Power Armour pattern that is not sealed.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the Sisters of Silence might have been a later addition to the Imperium over the course of the Great Crusade, and the design elements of the Astartes Power Armor is actually derived from a later pattern such as the standard Mark II, or maybe even up to Mark VI, assuming that the armour, like the Space Marines&#039;, has several renditions of itself. This is likely since the Vratine is designed with agility in mind, and the protection factor is also definitely not compromised for that.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Dragon Scale Armour===&lt;br /&gt;
[[image:MilitantEnginseer.jpg|200px|right|thumb|Like walking around in an armored Deep Blue computer.]]&lt;br /&gt;
Dragon scale armor is basically Mechanicum power armour, commonly used by militant Enginseers of Imperial Guard and Myrmidon [[Paladin|warrior priests]] of the Ordo Secutor. It does not have an external power source, as it derives power from Mechanicus implants (and therefore cannot be used by anyone outside the tech-priesthood or high-ranking [[Skitarii]]). Not as thick as Astartes power armour, it sports many more inbuilt devices and sensors and gets further pimped by the Techpriest wearing it as he progresses through the ranks of the [[Adeptus Mechanicus]] to the point where it&#039;s hard to tell where the armour ends and its wearer begins.  Some wonder if it is connected to the [[Void Dragon]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
MyrmidonDragonScale.png|&amp;lt;center&amp;gt;Myrmidon Secutor&amp;lt;/center&amp;gt;&lt;br /&gt;
MyrmidonDestroyer.jpg|&amp;lt;center&amp;gt;Myrmidon Destroyer&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Tau Battlesuits ===&lt;br /&gt;
[[image:XV8CrisisBattlesuit.png|200px|right|thumb]]&lt;br /&gt;
Tau battlesuits vary from straight examples of power armor like most of the kinds of battlesuit named &amp;quot;stealth suit&amp;quot; to mini-mecha like the Crisis Suit to full on humongous mecha from the Riptide and up.   They&#039;re described in more detail in their [[Battlesuit|page]] but largely the same principles as human power armor applies to Tau battlesuits.  &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Eldar Armour === &lt;br /&gt;
[[image:GuardianMeshArmor.png|200px|right|thumb]]&lt;br /&gt;
The Eldar use Mesh Armor technology to supplant their powered armor suits, said armor is made out of a combination of wraithbone and thermoplas, all woven together to make a futuristic mail armored suit. The suit is psychically attuned to the wearer&#039;s mind, so it is capable of tailoring its fit and use to the wearer&#039;s style.&lt;br /&gt;
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Unlike Imperial powered armor, which is designed to shrug and deflect shots (hence its bulkiness); mesh armor instead scatters the force of a hit throughout the armor, weakening the overall impact of a hit the wearer takes. Its also supposedly heat-resistant, making it effective against energy-based weapons like plasma or lasers (not that you&#039;d notice crunch-wise).&lt;br /&gt;
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While this doesn&#039;t seem like much protection, keep in mind that the Eldar are capable of such rapid movement and reaction that its only matched by [[Space Marine|superhumans]], [[Slaanesh|followers of the cocaine god(dess)]], [[Dark Eldar|and their edgier brethren]], along with the standard Eldar doctrine of emphasizing on mobility and precision. Hence, Mesh armor isn&#039;t really designed to withstand withering amounts of damage like how marine armor works; its designed to keep the wearer agile, yet still sufficiently protected.&lt;br /&gt;
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There are currently a couple variants:&lt;br /&gt;
*Mesh Armor - Standard armor worn by guardian squads. Its also equipped with life-support functions and sensory equipment.&lt;br /&gt;
*Aspect Armor - Aspect armor are worn by [[Aspect Warrior]]s. Each aspect shrine has their own take on Aspect Armor depending on their role, so Swooping Hawks and Howling Banshees have lighter armor, while Dark Reapers and Fire Dragons have heavier armor to help them shrug off hits. The main thing in common they have though, is that they&#039;re much more durable than standard mesh armor.&lt;br /&gt;
**Exarch Armor - Aspect armor worn by Exarchs. Because of the Exarch&#039;s seniority and experience; the armor is typically much more blinged out than the standard variant, offering the wearer more protection and other equipment options. Exarch armor is also adorned with the spirit stones of deceased Exarchs, bestowing the wearer with literally millennia of combat experience from past heroes.&lt;br /&gt;
**Phoenix Armor - The armor worn by the Phoenix Lords. Is so expertly made that it can withstand all but the most powerful and/or luckiest of hits, even after thousands of years. Phoenix Armor also stores the consciousness and memories of the original wearer, so in the event a Phoenix Lord falls in battle, he will be instantly revived when another living Eldar dons the armor again (although it has the questionable effect of completely overriding the future wearer&#039;s mind, with the Lord effectively making the unfortunate recipient a flesh puppet.).&lt;br /&gt;
*Rune Armor - Mesh armor worn by warlocks and farseers. Along with standard mesh armor tech, the suit is also inscribed with several runes that afford the wearer a greater deal of protection from damage, and also to better attune them to psychic energy. It also comes with a layer of wraithbone for more protection.&lt;br /&gt;
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Dark Eldar armour (when they wear it) very rarely gets to the point of being as tough as heavy Aspect armor (with the exception of Incubi armor, which practically is Striking Scorpion Aspect armor) as befits the extremely fragile nature of the Dark Eldar army because GW loves Craftworlds way too much. It is however considerably spikier.&lt;br /&gt;
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=== Ork Armour === &lt;br /&gt;
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[[File:MeganobZoomed.png|200px|right|thumb|I&#039;S WEARIN A VEHICLE YA GITS]]&lt;br /&gt;
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The only known variety of Ork power armour is Ork mega-armour, a direct Orkoid equivalent to Astartes Tactical Dreadnought armour.   Mega-armour is essentially exclusively worn by the elite of Ork society such as Nobz, Bosses, and Warlords; further ensuring the deadliness of Ork mega-armour users.   While slow and clunky (as is represented by slow and purposeful) and lacking the energy field protection/indestructible surfaces of Tactical Dreadnought armour (hence the lack of an invulnerable save) your average Ork nob is considerably hardier than your average space marine (hence having two wounds) and an Ork warboss is even tougher than that.   However it seems that the Orks have not created quite as many weapons to go along with mega-armor as humanity has created systems to go along with tactical dreadnought armour.  Unlike Terminators, Mega-nobz cannot teleport, and while a Space marine storm bolter/combi-bolter is roughly equivalent to an Ork Kombi-shoota, mega-nobz are not really known to fit any other kinds of ranged weapons onto their suits besides swapping out the second barrel of a kombi-shoota for a rokkit launcher or a skorcha.  The only known exceptions to this are Ork Big meks, and certain Warbosses/Warlords who might fit a unique gun or a Big shoota (if they&#039;re gazghkull) or a kill kannon or megablasta if they&#039;re Gorgutz.  For melee weapons, nearly every ork mega-armour user uses a power klaw, which is a direct equivalent to the human power fist, though some rich orks may choose to trick out their power Klaws, most notably Gorgutz who tricked his power klaw out at both Kaurava and Kronus, even having the damn thing be constantly on fire and at Archeron has decided to fit a launcher and chain system to his power klaw to act as a give grappling hook.   Another weapon used is the Killsaw, which corresponds most closely to the chainfist, although it seems most Mega-armour wearers choose to fit killsaws to both hands rather than just one to make them extra choppy.     &lt;br /&gt;
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Orks don&#039;t often wear full face helmets, generally preferring at most an iron gob to protect their jaws paired with a relatively simple cap helmet (usually horned), but some will go the full distance to protect their faces with helmets best described as full faced welding masks or helmets taking after their warhammer fantasy counterparts&#039; black orc helmets.   This tendency for Orks to not cover their heads adequately has been exploited by Ciaphas Cain at the very least who, when rushed by an Ork Warboss managed to get a victory against an opponent capable of crunching a squad of space marines like toys and stomping many a Space marine Chapter Master or Chaos Lord into powder by emptying his Laspistol&#039;s magazine into the Ork&#039;s head since the rest of the warboss was way too well protected for his chainsword and pistol to make much impact.&lt;br /&gt;
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One advantage Ork mega-armour wearers have over their Space Marine counterparts (loyalist or otherwise) is that Ork Mega-armor wearers can ride on just about any Ork transport and get stuck into the fight almost immediately while terminators will need to wait for a stormraven, land raider, or spartan assault tank to do the same.  Meanwahile a few Nobz can get into a trukk and drive furiously at the enemy to shove some power klaws and killsaws up some place unpleasant.  For many Ork players, this more than makes up for the lack of deep striking options for Meganobz as it provides for a cheap and quick delivery system for their otherwise plodding Meganobz to get into the thick of combat to smash some faces in.   &lt;br /&gt;
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Another thing to note that with Orks it can often be very hard to tell an Ork-meganob apart from an Ork who just so happens to have a lot of bionic gubbinz attached to him.&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
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==Fallout Power Armor==&lt;br /&gt;
[[File:T-60.png|thumb|right|300px|The newest iteration of atom-powered tin-can, the T-60 Power Armor.]]&lt;br /&gt;
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Unlike Warhammer 40,000, [[Fallout]] powered armor is Fluff-wise more &amp;quot;power&amp;quot; than &amp;quot;armor&amp;quot;. It was originally made to allow troops to use heavy weapons on the move and with increased weight limit it was obvious to put some extra armor on the exo-suit. Even while it turns you into a nearly-indestructible walking tank, there is no shortage of stupidly powerful and/or armour-piercing weapons in Fallout, so sneaking and camouflage are always considered better protection than armor, so the main reason people use it is strength and radiation resistance bonuses. It is also possibly the most realistic armor here, strangely. Around Fallout 1 and 2, power armor was an almost cheat button up to the endgame, with an obscene bonus of +3 STR and near immunity to all small arms fire up to energy and heavy weapons(and Gauss in Fallout 2)&lt;br /&gt;
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Afterwards came Fallout 3, where a leather jacketed character high on morphine could soak more damage than a sober power armored dude and mow him down with a cheap Chinese assault rifle. It had become a glorified metal full plate, met with [[RAGE]] until New Vegas came with some decent power armor, though it still got overshadowed by a badass riot armor that didn&#039;t need training(Lonesome Road DLC) or a clingy female AI driven stealth suit(Old World Blues DLC). &lt;br /&gt;
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Power armor got a massive overhaul in &#039;&#039;Fallout 4&#039;&#039;, turning them into basically an infantry fighting vehicle rather than just better armor. The crafting system extends to upgrades and new systems for the armor, including neat stuff like a stealth field and a jet pack. On one hand Fallout 4 is one of the few games where power armour feels like actual power armour and not just the best armour you can get, but on the other, it was so strong they couldn&#039;t help but give it to you right at the start of the game (because working towards rewards requires an attention span they don&#039;t think we have, apparently) and had to [[Retcon|change the fact power armour comes with an internal battery so you could only use it until you ran out of fusion cells.]]&lt;br /&gt;
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===T-45 Powered Armor===&lt;br /&gt;
[[File:t-45.png|thumb|right|200px|More of a &#039;proof of concept&#039; then a effective piece of military hardware.]]&lt;br /&gt;
The first generation of power armor to go into the field, the T-45 series was rushed into service to hold back the invading Chinese from taking over Alaska. It worked and contained the invasion, but had a lot of problems. Later used on the homefront. The T-45d is most commonly seen in the Capital Wasteland. &lt;br /&gt;
[[File:big_willie.jpg|thumb|left|200px|The T-45 prototype.]]&lt;br /&gt;
After Bethesda got the rights to make &#039;&#039;Fallout 3&#039;&#039;, they were like &amp;quot;Guys, guys, let&#039;s make a SHITTY POWER ARMOR!&amp;quot; and they went through with it. The result was &amp;lt;s&amp;gt;far from shitty&amp;lt;/s&amp;gt; a [[skub|mixed bag]]. Sure, it has -2 AGL, less radiation resistance, and makes you move around like the [[/co/|Comic Book Guy]] from &#039;&#039;The Simpsons&#039;&#039;, but it looks &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;BAD-ASS!!!&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; Noted for using fusion packs and batteries to power the suit like a RC car, which made recharging quick but ran out of power often (though naturally this wasn&#039;t incorporated gameplay wise until Fallout 4). Most suits after had a internal reactor that allowed them to basically run forever (until Bethesda retconned that too). &lt;br /&gt;
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====NCR Salvaged Powered Armour====&lt;br /&gt;
[[File:scrap-armor.png|thumb|right|200px|The BOS equivalent of killing Jesus and wearing his skin.]]&lt;br /&gt;
This is the &#039;zombie&#039; version of the T-45d. After the Battle of HELIOS One, the NCR recovered many suits of T-45d from fallen Brotherhood Paladins. Before issuing them to heavy weapons troops, the NCR stripped most of the &amp;quot;power&amp;quot; part of the armor, and instead of teaching them how to use it properly just slapped on a cheap air conditioner in it and made their heavy units wield them like full plate armor. It&#039;s as retarded as it sounds.&lt;br /&gt;
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It&#039;s use is less for practicality and more as a moral and political tool, basically letting the NCR brag &amp;quot;See? We got power armored troops too!&amp;quot; without actually having the knowledge and technology to build and maintain said troops. Crunch-wise it is utterly fucking useless with an obscene agility penalty and weight.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===T-49 Powered Armor===&lt;br /&gt;
[[File:t-49.jpg|thumb|right|200px|Let me tell you a tale...]]&lt;br /&gt;
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Best well known for being worn by the titular Storyteller (a fan made lore project that became so big Bethesda actors were appearing on it&#039;s show and is practically just short of canon now) the T-49 was a prototype originally expected to succeed the T-45d by improving a number of engineering shortcomings while lowering the power cost to keep the suit running. It even came with a optional modification to make the suit solar powered, only draining it&#039;s fusion core when not in direct sunlight(which is an epic fail science-wise, because a square meter of sunlight is roughly a kilowatt at 100% efficiency. But fuck basic physics, our SJW&#039;s need their &amp;quot;renewable&amp;quot; wank, good luck lighting a lamp with the fragile panels around the armor) . Only a small number were produced however since the in built fusion reactor of the T51b armor made most of it&#039;s power based features obsolete. Only a couple of suits have survived to the modern day and are more considered collector items then military equipment.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===T-51 Powered Armor===&lt;br /&gt;
[[File:FNV T51b Armour.png|thumb|right|200px|The T-51b Power Armor. By far the most popular variant, though it&#039;s certainly not because if the doughboy look of NPCs in New Vegas...]]&lt;br /&gt;
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The second generation of power armor, the T-51 series managed to get all the kinks ironed out. Used to kick the Chinese out of Alaska and invade China. The quintessential Fallout power armor suit. The T-51b variant is common among the West Coast Brotherhood of Steel. Two suits are known to be in the Capital Wasteland.&lt;br /&gt;
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This armor only has +1 STR for some reason. What&#039;s even stranger is that the hunk of metal that you put on your head (AKA the helmet, but who calls it that?) gives you a +1 CHR bonus (probably because it&#039;s heavily featured in old world propaganda, but yet again, so was the T-45d variant). We really should be wearing around hunks of metal on our heads these days. After all, this armor be pullin&#039; all dem bitches...&lt;br /&gt;
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T-51b is the most advanced power armor that existed in the world before the Great War. [[Retcon|At least it was, until Bethesda decided to change that in Fallout 4,]] [[Rage|even though this fact was well established nearly two decades before Fallout 4 came out.]]&lt;br /&gt;
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Used as the standard armor for Paladins, the suit has become an icon (both in universe and real life) for the Brotherhood of Steel.&lt;br /&gt;
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===X-01 Power Armor===&lt;br /&gt;
[[File:x-01.png|thumb|right|200px|The original, the best.]]&lt;br /&gt;
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The Enclave rolled out their advanced power armor in 2220. It went through several upgrades and variants through its operational history, like the Tesla armor, which has improved energy resistance, and Hellfire armor, which has improved insulation against heat (for which the flame weapon-armed troopers who wear them are grateful). It can be encountered, in all of its variants, on the West Coast, the Mojave Wasteland, the Capital Wasteland, and the Commonwealth (the latter is, however, strange, since neither Enclave&#039;s bases, nor even evidence of Enclave operations are encountered in Commonwealth. Except from one children of atom zealot in Far Harbor, who says he was part of the Enclave. [[Fail|Still doesn&#039;t explain the Nuka World Quantum Armour though.]] Bethesda sucks at continuity.). &lt;br /&gt;
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[[File:x-02.png|thumb|left|200px|The shitty &#039;urban&#039; modification, often known as the X-02]]&lt;br /&gt;
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It&#039;s implied that the newer versions of the armor as seen in Fallout 3 is actually a sort of stripped down &#039;urban&#039; version of the armor. Like their stripped down plasma rifles they are designed to be easier to maintain and build, most likely due to losing most of their resources and production facilities after the war with the NCR. While, like their plasma rifles, the redesign is shit compared to the original the fact it&#039;s lighter and provides easier (MUCH easier) movement better suits the more enclosed city environments where being a walking tank just gets you suck in door frames all the time. &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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[[File:hellfire.png|thumb|right|200px|Hellfire armor, the compromise between X-01 and X-02]]&lt;br /&gt;
The Hellfire armor further suggests that the enclave are attempting to close the gab, combining the cheaper more agile qualities of the newer design with the protection of the earlier designs.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===T-60 Power Armor=== &lt;br /&gt;
[[File:t-602.png|thumb|right|200px|&amp;quot;Can never have enough pauldrons.&amp;quot; - Bethesda]]&lt;br /&gt;
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A new addition to the series in Fallout 4. Technically retrofitted T-45 armor, and originally just intended to be a visual retcon of it by the developers, before Bethesda decided to make the new design its own thing. [[Fail|While there certainly were ways to make this a post-war power armor,]] [[Retcon|Bethesda instead decided to make it the best power armor that was available before the Great War, which since Fallout 1 had been T-51b.]] [[Rage|Many long time fans of the series did not approve of this decision.]] Probably the worst quality of this armor is the fact design wise it&#039;s just a T-45d with more metal plates bolted onto it (seriously it has pauldrons for it&#039;s pauldrons!) so why it&#039;s not just waved away as being T-45d upgraded to work alongside T-51b really just prove how bad Bethesda is at incorporating new lore.&lt;br /&gt;
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===Horned Power Armor=== &lt;br /&gt;
[[File:horned_armor.jpg|thumb|right|200px|Don&#039;t piss off Rudolph.]]&lt;br /&gt;
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Used in the semi-canonical (due to New Vegas, Fallout 4) Fallout Tactics (Bethesda&#039;s offical stance is that the major events are canon, but many fans choose to believe the whole thing is canon) the Horned Power Armor is used by the Midwestern Brotherhood of Steel with it&#039;s defining feature being, you guessed it, horns. The Midwestern Brotherhood stands out as fully incorporating itself into wasteland life, offering protection to tribes and towns in return for resources, recruits and information. This in turn is shown in the design of the armor, being the only suit designed from scratch by a Brotherhood faction since the war. Designed for mass production over protection (similar to the more recent Enclave designs) the armor still incorporates many mechanical elements from the T-51b such as a internal reactor. It&#039;s also slimmer and less bulky then other armor designs (though not on the same level of the newer Enclave designs).&lt;br /&gt;
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Overall the armor is a compromise between mass production and protection, with heavy modification possible due to the more scrappy way it is produced unlike the more industrial Enclave. While it is numerous enough to equip all of their Paladins (keeping in mind their numbers are MUCH larger then other chapters) it still leaves more of the lower ranking infantry to use more traditional protection.&lt;br /&gt;
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===Raider Power Armor===&lt;br /&gt;
[[File:raider_armor.png|thumb|right|100px|If the T-51b was a Tiger tank, this is an armored car.]]&lt;br /&gt;
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Raiders in the Commonwealth have managed to refurbish power armor frames. They weld together scrap to make external armor plates. Raider power armor is the least versatile &amp;amp; weakest of all the armor types. It&#039;s complete shit against anything that has a caliber above 38. and laser pistols can kill the user within 4-5 shots. Turns out a bunch of drugged-out vindictive assholes who shun society are not the best engineers. [[Orks|Still looks metal as hell though.]]&lt;br /&gt;
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==Rifts Power Armor==&lt;br /&gt;
The RPG [[Rifts]] has sooo much power armor, there&#039;s entire books devoted to listing different models of the things. Perhaps the most notable and iconic is the Glitterboy, named for it&#039;s shiny reflective armor, but most famous for the Boom Gun, a huge railgun so powerful it has to anchor itself to the ground with extendable pylons to keep from being knocked on it&#039;s ass every time it&#039;s fire, and which produces a sonic boom loud enough to deafen even superhuman foes wearing enclosed armor. &lt;br /&gt;
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The main armor of the Coalition States is the flying SAMAS armor, which is cool and all and has mini plasma missiles but lacks a gigantic boom gun. Even though the CS views the design as their sole property, since it&#039;s based on a pre-cataclysm design a couple groups have their own.&lt;br /&gt;
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Less common power armors include Centaur armor in case you want some extra horse legs, dinosaur power armor, the [[Angron|Angrar]] armor which is actually a pissed off demon who tries to corrupt you, and Chipwell armor, which cuts out all the super advanced alloys everything else uses and replaces them with something approximating tinfoil, for your bargain-basement power armor needs.&lt;br /&gt;
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==StarCraft Power Armor==&lt;br /&gt;
[[File:Terran marine.jpg|200px|thumb|right|Incredibly unoriginal, rip off of space marine armor. But still fucking cool looking.]]&lt;br /&gt;
In [[StarCraft]], the Confederate Marine Corps Power Armor, more simply called the CMC power armor, is the standard powered armor suit used by all military factions within the Koprulu sector. Despite the fact that each armored suit comprises a complex array of sensors and other advanced combat technologies, life-support systems,  and its own independent power supply that appears to be a portable fusion reactor, it seems to be dirt-cheap as hell to manufacture, given that every armed force within the Koprulu sector can give one of these suits to every Terran marine worth a damn.  Unfortunately, that technology doesn&#039;t seem to grant much actual protection; the marines are usually unceremoniously wiped out by the &amp;lt;s&amp;gt;dozens&amp;lt;/s&amp;gt; hundreds during an engagement.&lt;br /&gt;
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Along with that, however, it&#039;s not exactly known if the armor plating on the suit can protect the wearer from actual combat damage. The CMC armor is incapable of reliably protecting the wearer from projectiles, ruptures, or chemical attacks (apart from the passive hazards found in NBC environments), in both fluff and crunch, considering that it cannot hope hold out against: zergling claws, roach acid, the Marines&#039; own gauss guns (hell, it can&#039;t even deflect the pistol rounds from their sidearms), fire and/or plasma, hydralisk spines,  Mutalisk wurms, Psi attacks, Protoss photon guns, and really just about anything. Then again even tanks, huge giant robots and battlecruisers could not hold against said attacks en masse - this might say more about how nasty are weapons in StarCraft universe rather than how shitty is armor there, or more likely it&#039;s how real world armor works. In fact, some of the fluff describes it as existing more to protect the wearer from the recoil of the [[Gauss]] than anything else.  In addition, Starcraft armor is primarily ablative - no armor in the game renders anything in the game immune to damage. However, it should be noted: Fluff stated at certain points people got blunt force trauma&#039;ed to death by the gauss fire event inside the suits. Besides that, acid, if applies to joins in the suit, burns through those and note the armor. Since mind attacks are, well, mind based, armor ain&#039;t gonna do shit. It&#039;s really just Spess Suit first, armor second.&lt;br /&gt;
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Other variants exist, based on specialised functions. Medics wear a light armor that isn&#039;t designed for combat, but which carries advanced field surgical equipment and even some minor cybernetic construction equipment, allowing them to patch up wounded troopers and fix their busted armor. More visually distinctive is a model of power armor worn by Firebats. The armor is much bulkier than the standard armor, which keep in mind was already similar in size to terminator armor, especially in Starcraft II, where the thing&#039;s arms and pauldrons are bigger than its legs. Since the the armor&#039;s bulk makes it thicker, it can take far more abuse than the regular armor. As the name of unit might indicate, the armor uses a pair of built-in flamethrowers. The armor worn by Marauders in Starcraft II looks almost identical apart from a change in color, and has the same durability, but in place of flamethrowers uses grenade launchers that are best used against armor. The visual similarity between the two is neatly explained by the fact Marauder armor is rebuilt and re-purposed Firebat armor. Despite the armors&#039; size (and concomitantly longer legs), the guys using them are just as slow as regular marines (oh come off it, the legs aren&#039;t much longer. they&#039;re lucky to not be slower). A third type of armor is made for Reapers, which looks similar to [[Assault Marines]] except their jetpacks are bigger.&lt;br /&gt;
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Less well known, but still present, is the armor worn by the Protoss. This advanced alien armor, although considerably more &amp;quot;ceremonial-looking&amp;quot; than Terran armors, is actually significantly more durable. Not only is it comprised of more resilient materials, but it contains built-in devices that convert the bearer&#039;s psionic energy into a forcefield; though this is depleted by absorbing damage, it will eventually regenerate, if the user survives. Presumably, it also provides environmental protection, though that may have something to do with the fact that the Protoss&#039; alien biology makes them hardier than humans, even without armor they can take more abuse than any Terran CMC armor variant. The common &amp;quot;Zealot&amp;quot; armor also has wrist-mounted devices that can focus psionic energy into energy-blades, which they use to rip &#039;n&#039; tear shit. Dark Templars use similar devices to create &amp;quot;void blades&amp;quot;, whose alien energies are one of the few things that can permanently kill &amp;quot;ruler&amp;quot; type Zerg such as Cerebrates.  &lt;br /&gt;
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Starcraft armor is often mocked for looking fat and bulbous, something which grew more pronounced in Starcraft 2.  This is also worsened by Starcraft suffering from &amp;quot;elephant sealitis&amp;quot; much like Warcraft, where the men tend to be so big in comparison to female models that you wonder how anyone has heterosexual sex without breaking female half of the equation.   The pre-rendered CGI models aren&#039;t too bad about this although they certainly are on the fat side of armor design when the general trend in scifi aesthetics has been to make things sleeker and slimmer, but the in-game models are pretty awful about this.   The Starcraft 2 Firebat and Marauder look tubbier than the god damn Centurion.  The very fact that Starcraft&#039;s power armor manages to make Space Marine armor look slim and sexy is the source of a tremendous deal of derision from Warhammer fans.&lt;br /&gt;
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==Metroid Power Armor==&lt;br /&gt;
AKA the &amp;quot;Power Suit&amp;quot; or &amp;quot;Chozo Power Suit&amp;quot;, and one of the most powerful armors on this list. Like Starcraft, pretty much every scrub gets a power suit in Metroid (especially if you&#039;re with the Galactic Federation), but the main character&#039;s suit is the one you probably want to know about.  [[Samus Aran]]&#039;s armor is like a wearable, form fitting [[Titan (Warhammer 40,000)|Titan]], designed by [[Lord of Change|magic bird people]] who took Samus in after her parents were killed. It completely kicks the shit out of basically &#039;&#039;all&#039;&#039; other technology in the Metroid universe; while a Federation plasma cannon is as powerful as a charged shot of Samus&#039;s Plasma Beam (which slices through aliens like a knife through warm butter), it&#039;s also nearly as big as a person, takes several minutes to charge, and requires a heavy power pack, while the proper Plasma Beam is integrated with all of Samus&#039;s other weaponry into her forearm-sized cannon, takes &#039;&#039;seconds&#039;&#039; to charge, absorbs ambient atmospheric energy to function, and is so energy-efficient it doesn&#039;t dip into her suit&#039;s resources whatsoever.&lt;br /&gt;
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But that&#039;s not all, it&#039;s ridiculously modular and can accept pretty much any piece of technology ever and turn it into an upgrade, even if the Chozo had never once encountered the technology in question! Samus doesn&#039;t have any idea of how this works either [[Derp|but more or less all she knows about the suit and its functions is that it works.]]&lt;br /&gt;
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When fully upgraded to end-game status, the Chozo suit is an unstoppable engine of destruction that&#039;s not only ludicrously durable but also incredibly fast and amazingly well armed. The only real flaw in its design is that it is stupid easy to knock all of its power ups and reset to default -- Samus never manages to hold onto her upgrades between games, though it could be because as we know that power ups can be destroyed (from metroid prime), she decides to just store them somewhere safe when she doesn&#039;t need them since most of her power ups are relics made by a species no one has seen a living example of in years. Like all Power Armours worth their name it also has [[pauldrons]]; the default pauldrons are actually pretty small, but add a Varia upgrade (where some materials have listed the pauldrons as a cooling system associated with the upgrade) and she can shame even the most ridiculous Space Marine.  However as Metroid has grown older, Samus&#039; suit has become sleeker and more form fitting.  In the transition from Prime 1 to Prime 2, her varia suit became considerably sleeker, with the most notable changes being that her visor went from a T to a Y and that her pauldrons went from going to a bit above her brows to being low enough to offer her full peripheral vision.   This suit design was kept as the official one (super smash brothers brawl&#039;s preference of the 2-D style &amp;quot;straight visor&amp;quot; suit notwithstanding) until Other M.    &lt;br /&gt;
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Until other M, the sleekest and slimmest power suit was the light suit, where the pauldrons were downright tiny and looked like something that would allow a full range of motion, meant to emphasize just how advanced and glorious the fusion of chozo and luminoth technology was.  Then Other M came and essentially made the Light Suit&#039;s proportions the standard, with the pauldrons now being at most going up to her chin if not shorter.   Whereas her older suits were bulky and androgynous, right now her default armor is pretty obviously worn by a woman even if it lacks anything egregious like boobplate or high heeled boots thanks to its pronounced hour glass figure.  While not subject to as much criticism as the Zero Suit this redesign certainly has a lot of people who aren&#039;t really much of a fan of it.   Whether it&#039;s out of simply disliking the aesthetics or that Nintendo&#039;s preference for it seems to be them showing favoritism for the extremely contentious Other M game over the almost universally beloved Prime trilogy is dependent on who you ask. To be fair, there&#039;s as much criticism of the Zero suit for looking like impractical fetish gear as there is criticism for it overshadowing what should be Samus&#039; default appearance in marketing in an attempt to appeal to waifu seeking weebs.&lt;br /&gt;
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In Metroid, Power Armor seems to be a ubiquitous and easy to manufacture technology.   Basically the entirety of the Federation military, both Marines and Army are equipped with it.  All of the hunters in prime hunters could outfit themselves with shields comparable to Samus&#039; own suit, and one of the hunters; Sylux (Metroid&#039;s resident ensemble dark horse and probable pretty boy given Nintendo&#039;s recent male character design) has a suit of power armor that&#039;s basically equally matched to Samus&#039; when both have a similar level of upgrades in every way.  Notably Sylux&#039;s armor is said to most likely be a stolen federation prototype from a black ops research base that was destroyed some time ago, as is his ship.  So clearly the Federation was aware of the massive gap in capability between their troops and Samus Aran and was trying to rectify it until whomever Sylux is stole it and totaled all of their research on the project.   However by Metroid Fusion it seems the Federation at least has the ability to replicate the software portions of Samus&#039; technology, which has some disturbing implications given that Fusion exposed the rot at the Federation&#039;s core.    &lt;br /&gt;
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As for how Federation grunt power armor performs.  Federation Marines seem to be generally evenly matched with Space Pirates who seem to be greatly physically superior to the average human based on the athletics they constantly do.   Whether or not it&#039;s shielded is unknown, but twenty or so marines made a pretty decent last stand against a hugely numerically superior force of Ing possessed Splinters (dog sized predators who seem to be aether&#039;s equivalent of wolves and who become much more durable when possessed by the Ing) before being inevitably overwhelmed by their enemy&#039;s sheer numbers.   The Demolition troopers whom you have to escort in the last leg of the pirate homeworld&#039;s arc of Metroid Prime 3 to destroy a gate blocking the way to the phazon leviathan can also more than pull their own weight against the unending hordes of Space Pirates the Pirates will throw at you the moment they realize that you&#039;re on your way to destroy their leviathan.   And their armor is actually noted as somewhat weaker than is standard for Federation marine armor (which...doesn&#039;t make a terrible deal of sense for soldiers whose job it is to handle explosives in the face of heavy enemy fire, that&#039;s a kind of job where you would want as much armor as you can get away with having) which makes it even more impressive.      &lt;br /&gt;
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There&#039;s also Federation Force&#039;s clunky Golem project Mini-Mecha but the less we speak of Federation Farce the better.&lt;br /&gt;
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==Halo Power Armor==&lt;br /&gt;
[[File:Spartan.jpg|200px|thumb|right|Spartan MJOLNIR Mark IV armour]]&lt;br /&gt;
Most people think of the Spartan power armor when they are asked about Halo. These suits cost as much as a UNSC ship and have the decency to protect the wearer from [[What|multiple Fuel Rod shots, despite being penetrated by a single pistol shot]]...inconsistency aside the Spartan power armor is in between the strengths of Astartes power armor and the Terran power armor. Unlike most other armors, the enhanced speed and strength given by these things is too much for an ordinary human; anybody other than the Spartans, who underwent genetic enhancements, and had a large wire stuck into their brain, ends up [[Grimdark |getting mutilated in the armor just by trying to move in it]]. Other power armor in Halo includes both the Brute and Elite combat harness which boosts their already insane strength (twice that of a human of the same mass for elites, about two or so tons for a Brute) and reaction time (although Brutes tend to be a bit more sluggish than humans).&lt;br /&gt;
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The energy shields in the power armor are probably the suit&#039;s most vital asset, as without them no human, genetically modified or not, could possibly survive eating at least 10,000 rounds in a single battle. Besides this, later games add a number of armor upgrades that radically augment the suit&#039;s features, such as a jetpack, bubble shield, EMP blast, etc. Sprint used to be an add-on, for... some reason, but fortunately became a standard feature.  &lt;br /&gt;
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More noteworthy perhaps for the fact it does not cost as much as a spacecraft, does not have pauldrons the size of the user&#039;s head and is implied to be halfway to efficient or practical (but if you took away its active ingredient, the shield generator it becomes as useful as wet tissue paper) and is used by the SAS in SPEHSS is the ODST armor, which has both better data analyst equipment than the MJOLNIR and suspiciously similar play style to the piece of junk used in halo 1.&lt;br /&gt;
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Of course there are the Forerunner Combat-Skins, which the books hype but the games tend to show much less impressive technology that makes the books make very little sense trying to reconcile the two. Whether it is used to dumb down the difficulty to make the game playable or pull out some ill-contrived [[Bullshit|bullshit excuse]] to explain why the Forerunner tech can be taken down by the magic of 7.62 NATO rounds is often [[Skub|a point of contention.]] For example, the books describe mini-mecha suits that can command a million drones or level city blocks but how you can reconcile this with the British B1 battle droids as designed by Apple that make up the bulk of the Prometheans in Halo 5 is anyone&#039;s guess. Whilst 343i tried to explain that the Prometheans were the byproduct of a madmen not giving a damn about quality control, it immediately contradicts itself when we see those same Prometheans suddenly [[Derp|blowing up Forerunner starships with the same weapons that many of us considered as &#039;meh&#039; in the game itself.]]  One also has to remember that Sentinels and Prometheans still have to be close enough to the suits in power to be relevant on the same battlefield before you run into the question that plagues many a superhero team, the age old &amp;quot;how is Hawkeye relevant on a team with Thor and the Silver Surfer?&amp;quot; It certainly doesn&#039;t make much sense when the Boredom Eternal/He of the endless recycled boss fights can [[Wat|take on a ludicrous amount of direct tank shots but can be taken apart with a combat knife]] and is supposed to be some badass guard figure. Then again, Halo isn&#039;t really known for its plot consistency and rivals WH40K on how unreliable the sources are.  &lt;br /&gt;
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It is also worth noting that Forerunner armor comes in mini-mecha and form-fitting varieties.  Most of the above is for the mini-mecha, while form-fitting armor seems to be substantially less impressive.  This is probably reconcilable by the people working on the Games having a completely different vision of the Halo universe than Greg Bear who likely recycled some concepts he had from unfinished books for the Forerunner trilogy.  In the mean time, 343 took whatever it saw as having interest for its game ideas (namely the Ur-Didact and Librarian characters) and largely ignored the rest.  And of course, Halo 5 had a completely different writer than Halo 4 and Halo 5 is so far regarded as having by far the worst writing in the entire series out of any of the games.  Where everyone is out of character, the people who aren&#039;t out of character are so boring you won&#039;t remember a thing about them after finishing, several plot holes that was pulled out of everyone&#039;s asses and absolutely everyone is an idiot and all eight of the main characters are so superfluous to the plot that you could remove them all and not a single thing would change.   &lt;br /&gt;
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While Halo Spartans used to be pretty top of the line impressive for visual scifi; as the Genre has matured the genre has also become full of far, far more over the top settings as it becomes more and more possible to display over the top stunts.   Much like how Superman&#039;s initial power level quickly ended up being eclipsed by various golden age competitors, a lot of what MJOLNIR armor can do has become so bog standard in science fiction (especially because a lot of its touted in game features are now standard for every FPS protagonist; apparently the first world war was fought by a bunch of wolverine clones, who knew?) that it&#039;s lost a great deal of its luster.  To its credit Halo has avoided the route Superman underwent back in the Golden Age where he just kept on getting more powerful to one up his competition like Captain Marvel in the comic book superpower arms race; but if you&#039;re used to playing Warframe or something like that you can come into Halo wondering why Master Chief is supposed to be special. In which case congratulations for missing the entire point of the Spartans and the Master Chief.  They are special because despite the power of their enemies they still manage to win through a combination of dumb luck and mind-boggling courage and tenacity that is intended (and succeeds in) engendering respect and admiration in the audience/player.&lt;br /&gt;
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==Marathon Power Armor==&lt;br /&gt;
&lt;br /&gt;
Halo&#039;s grand-daddy has two examples:&lt;br /&gt;
&lt;br /&gt;
One is a human full body armor designed to allow the wearer to fight in vacuum. While sturdier than average, it was designed to be used in the aforementioned vacuum first and as an armor second. On the bright side, the integrated power source allows the wearer to use energy weapons with impunity.&lt;br /&gt;
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The other is the Pfhor power armor worn by the local Elite-equivalents, the Hunters who serve as Heavy Infantry and as dedicated slave hunters. Actually, the more correct description is that the armor is built around the heavy cyber- and gene-engineered Pfhor.&lt;br /&gt;
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==Metal Gear Exoskeletons==&lt;br /&gt;
Exosuits have featured throughout the &#039;&#039;Metal Gear&#039;&#039; series. While not very /tg/-ish, they do deserve a spot on this list for being either [[Indrick Boreale|balls-out wacky]] or [[Gabriel Seth|complete awesome]].&lt;br /&gt;
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===Solidus&#039;s Powered armor===&lt;br /&gt;
The powered armor suit worn by Solidus Snake during his rebellion. It uses artificial muscles that grant him vastly increased strength and reflexes (to the point he could parry concentrated machine gun fire with just his swords) and an accelerator that acted like a booster to allow him to travel great distances in the blink of an eye. The suit could &amp;quot;Hulk up&amp;quot;, the artificial musculature bulking out for even greater strength enhancement. It was also equipped with an extra pair of limbs called &amp;quot;Snake Arms&amp;quot;, very strong robotic tentacles mounted on the shoulders that could also shoot &amp;quot;plasma&amp;quot; missiles. However that works. They probably meant to say Plasma Bolts.&lt;br /&gt;
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===The Octosuit===&lt;br /&gt;
Solid Snake&#039;s signature suit in MGS4, it was made of artificial muscles like Solidus&#039; suit. Because he&#039;d turn into an old fart at this point, the octosuit was less of a performance-enhancing set of power armor as it was a full-body prosthetic. Still, it allowed him to fight as well as his younger self, with the added bonus of the Octosuit passively copying his surroundings to allow him to blend in better. With the added facemask, he could even fully disguise himself to remain totally inconspicuous in public - doesn&#039;t work on murderous robots at abandoned military facilities, however it does give him enough strength to knock them over. Of course, Snake should be shooting those damn things when they appear.&lt;br /&gt;
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===Cyborg Exosuits===&lt;br /&gt;
After the fall of the Patriots, cyborg technology was released into the world. With CNT muscle fiber being as cheap to produce as plastic, just about every mercenary insane enough opted to be augmented and encased in one of these things. This armor enhances the wearer&#039;s strength, agility, and durability to absurd levels, basically turning them into [[Eversor|unstoppable murder machines that will completely wreck the shit out of anything they face]].&lt;br /&gt;
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The caveat to this is that majority of cyborgs are not mentally sound for a variety of reasons. While some accepted augmentation willingly to enhance their abilities or restore lost functionality (and are thus able to come to terms with their new life), there are many who were forced to undergo cyborg transformation, either through force or grave necessity (a lot of cases were that they were former soldiers couldn&#039;t find jobs, either because their home country was in civil war, their country&#039;s economy was floored by the post-SOP recession, or they&#039;re disabled. So it was either sign up with a PMC to armor up or you and your family starves to death). Those recipients can be injected with fear-inhibiting nanomachines that will force them to fight, regardless of the circumstances, [[grimdark|all while their inner self is trapped, screaming, in their mind and is unable to stop themselves]].&lt;br /&gt;
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Some of the more notable examples include [https://www.youtube.com/watch?v=K7Hgg4C92IU Gray Fox, the Patriots&#039; first Cyborg Ninja], who was resurrected and became a guinea pig for further genetic experimentation. His exoskeleton was grafted to his own skeleton to allow him to safely utilize its strength-enhancing features, such as incredible strength and reflexes. However, he wasn&#039;t alright in the head. Fox was forcibly brought back from the dead and put into the project against his will, due to this his only ambition in his life is to have one final duel with Solid Snake before finally being given eternal rest.&lt;br /&gt;
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Raiden was captured by the Patriots and turned into a cyborg in Area 51. Everything from the jaw down was removed and his mandible-less skull and dangling spinal cord were attached to a cyborg body. The increased strength allowed him to [https://www.youtube.com/watch?v=R61cCBUWNQM break dance with 10-foot walkers attached to his legs and have a stabbing match with a bisexual flamenco-dancing vampire] and [https://www.youtube.com/watch?v=RypphRK14t8 duel and throw a Metal Gear RAY into the air]. A later body, built exclusively for combat, gave him the facilities to [https://www.youtube.com/watch?v=KzfYcwo7Wtw fight and &#039;&#039;suplex&#039;&#039; a Metal Gear the size of a Warhound Titan, then tear off one of its arms to engage it in a duel and destroy it]. The hyper-specialization for combat meant that this body couldn&#039;t have a self-repair unit; instead, Raiden had to take fuel cells from other military-grade cyborgs to repair any damage he might sustain and replenish his fuel, [[Rip and Tear|by forcefully yanking it out from them and consuming it on the spot]].&lt;br /&gt;
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===Sam&#039;s Powered Armor===&lt;br /&gt;
Defying all semblances of coherency; Jetstream Sam, a Brazilian samurai and Raiden&#039;s eventual rival, used nothing more than an exoskeleton to give him abilities that not only completely outclassed Raiden&#039;s original cyborg body (who, mind you, is able to lift a 30-foot mech and throw it into the air), but be able to go toe-to-toe with Raiden&#039;s later custom built body (who is able to bodyslam a Metal Gear the size of a Warhound Titan). By nothing more, we mean he had little-to-no cybernetic enhancements (his only real one is a cyborg arm after losing his sword arm, and even then he was capable of dueling a Metal Gear RAY UG all on his own before getting it).&lt;br /&gt;
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It did just about everything Raiden&#039;s body could do, from repairing itself by ripping out people&#039;s spines, grant him unreasonably high strength, and give him fast-enough reflexes to slow down time, deflect bullets using nothing more than a sword. and reliably catch his sword after launching it out of his scabbard at high speed using an explosive quick-draw system. One wonders if cyborg tech is even necessary at this point considering Sam can do all this bullshit without getting his arms and legs amputated. Just like Armstrong he was quite loaded. [[Flash_Gitz|So he most likely wasted his family fortune on upgrading his weapon and power armor.]]&lt;br /&gt;
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==Iron Man suits== &lt;br /&gt;
Probably the most well known Power Armor suit in fiction, popularized by the Superhero who&#039;s power is that he has power armor. Tony has built a lot of suits, some meant for a specific purpose, some just a stronger version of older iterations. At the high end, Iron man&#039;s suit is flat out superior to anything in nonserialized science fiction short of a few cheese builds from role playing games (but hey, comic books), even allowing him to fight Odinforce Thor, who mind you, has the power of a being who can destroy galaxies as the side effect of his fights.  Sure his standard suits may be beaten by weaker stuff, but if he really sets his mind to it, the things Tony can build are essentially magic contained in metal and [[Get shit done|get shit done!]]&lt;br /&gt;
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His armor has been constantly getting exponentially better in recent years.  First was the Extremis armor that let him use technopathy in tandem with a super soldier enhancement.  Then was the bleeding edge armor which could basically form weapons as Tony needed them from nowhere from living metal.  Then was the Endo-sym armor which was not only able to do that but drain energy from anything and output so much energy that it can hurt even energy absorbers.   And now he has the Model-Prime armor which can not only do all that but also automatically transform into any other kind of armor he needs whether it&#039;s a bulky hulkbuster suit for raw strength or Samurai esque armor when Tony feels the need to express his inner weeaboo.   Since the older Bleeding Edge armor is low Hereld level he should be able to fight the gods of monotheistic settings and win against most of them! It should also be possible for Mark L Tony in the MCU as anyone who fought four Infinity Stone Thanos has at least Solar System level durability and damage output.&lt;br /&gt;
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==Destroyer Armor==&lt;br /&gt;
Perhaps the snazziest and most powerful armor in fiction. This creation of Odin (Marvel Universe version) cannot be damaged by anything less powerful than Odin himself (characters who can smash planets to pieces have tried and failed) and can destroy just about anything weaker than Odin in a single hit. Forerunner suit, Starktech?  HAH.  This is made by gods who actually feel godlike.  Crafted by someone who could eradicate entire galaxies as a side effect of his fights to battle even more powerful beings.  Accept no substitutes, this is the finest power armor you&#039;ll ever find that does not ascend you to Celestial wonkyness. Even if it does run on magic.&lt;br /&gt;
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Humorously, the [[C&#039;Tan|Celestials]] this armor was designed to fight show up in the story and immediately one-shot it.  In a bizarre turn of events the armor has become intelligent and now serves Galactus as a herald.  &lt;br /&gt;
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Comic books are &#039;&#039;weird.&#039;&#039;&lt;br /&gt;
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==Strike Legion==&lt;br /&gt;
[[Strike Legion]] has teraton pistols, Uzis that can outgun all of WH40K and planet busting grenades. You can survive those in one of these babies. Even the weakest ones have built in shield generators and flight capabilities. That is really all that needs to be said.  They are also mass produced.  Like, standard issue level mass produced.  By factions that can outnumber the Imperium of Man.&lt;br /&gt;
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==X-COM==&lt;br /&gt;
[[File:NXCom.jpg|right|200px|thumb|XCOM operatives in Titan armor]]&lt;br /&gt;
[[File:MEC.png|right|200px|thumb|A trio of MEC troopers with kinetic pilebunker fists and minigun. Yes, you can make your own [[Terminator]] squad using MEC upgrades, or get the mod.]]&lt;br /&gt;
[[X-COM]] always had high-tech armor, including actual power armored suits in the first game. The first one is the &amp;quot;Titan&amp;quot; armored suit, a heavy personal powered armor suit composed of alien alloys. These could drastically reduce damage, give the wearer increased strength and stamina. The other is the &amp;quot;Archangel&amp;quot; armor, while less durable, it instead sported a personal jetpack that allowed the user to hover and fly for limited amounts of time until they ran out of fuel. Finally, there is &amp;quot;Ghost&amp;quot; suit, which get more emphasis on power part of power armor, granting increased mobility and maneuverability, while only being slightly more durable than carapace armor, and as the name suggests, it spotted both passive camouflage systems and active cloaking. They&#039;re all fully sealed from the outside-environment and had an array life-support systems, so the wearer was immune to poison, fire, and getting choked to death.&lt;br /&gt;
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However, in the &#039;&#039;Enemy Within&#039;&#039; expansion to the 2012 remake. This came in the form &#039;&#039;&#039;M&#039;&#039;&#039;echanized &#039;&#039;&#039;E&#039;&#039;&#039;xoskeletal &#039;&#039;&#039;C&#039;&#039;&#039;ybersuit troopers, or &amp;quot;MECs&amp;quot; for short. Departing from the usual type of armor, these require a considerable amount of cybernetic enhancements through the use of the game&#039;s Meld resource to use. The pay-off for that is enormous, however. Unlike other low ranking soldiers in X-COM, the MEC troopers are extremely durable (to compensate for their size meaning they can&#039;t use cover.), and can use the most powerful guns in the game, that only the MEC&#039;s strength and durability allows them to use. Additionally, subsequent rank-up abilities and suit upgrades will further make MECs much more killy, and can improve the small ammo clip of the main gun. &lt;br /&gt;
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However, while MECs are incredibly powerful, they are not invincible. They are like XCOM&#039;s equivalent of tanks, and much like tanks, they tend to draw the biggest amount of enemy fire in the map (This is made more problematic by the fact that even the aliens&#039; basic plasma pistol can be a threat to MECs and the enemy AI will usually prioritize anyone not in cover), very limited ammunition stores which force frequent reloads, and just generally tend to lose against numbers where they&#039;re simply [[Imperial Guard|drowned by the sheer amount of attacks that come their way]]. Thus, relying completely on MECs isn&#039;t the best strategy, and it is always best to supplement MECs with some infantry for support.&lt;br /&gt;
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Since the technology for the MEC troopers is taken from the alien invaders, they unsurprisingly have their own version called the Mectoid. The Mectoid is one of their basic troopers, the Sectoid, in their own MEC suit. By the sequel they have phased these out and instead have Advent MECs, which, like the sectopod, are fully autonomous and have no living pilot. The Advent MECs are equipped with giant mag cannons and triple shot grenade launchers. And can jump 30+ feet. Failure to incapacitate (or hack) one as soon as it&#039;s encountered will end in much [[Rage|rage]]. unless you have [[Rip and Tear|end game weapons]]&lt;br /&gt;
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In XCOM 2 power amour takes 3 forms:&lt;br /&gt;
*The Wraith suit, which is similar to ghost armor in that it trades some protecting power for increased maneuverability and dodging ability. Trades ghost mode for wraith mode, which lets you walk through all obstacles for two turns. Also comes with a grappling hook.&lt;br /&gt;
*Basic power armour called the warden suit.&lt;br /&gt;
*And the &amp;quot;Hey guys let&#039;s strap a even more powerful Exosuit power thing on to power armor and slap a thermonuclear weapon onto the wrist and see what happens&amp;quot; WAR suit.&lt;br /&gt;
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It also can be WH40k armor and weapons. Someone made a mod.&lt;br /&gt;
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==Warmachine==&lt;br /&gt;
[[File:PIP33007 500.jpeg|200px|thumb|right|A Khador Man-O-War Shocktrooper]]&lt;br /&gt;
[[Warmachine]] has had a number of different armors that technically qualify as power armor (almost all warcaster armor, for instance, includes enhancements to the wearer&#039;s strength and speed fueled by their magic), but probably the closest (and likely most famous) thing it has to traditional power armor is [[Khador]]&#039;s Man-O-War armor. Designed because Khador found it the lack of materials to make cortexes for its [[Warjack]]s meant even with the effort it put into building its jacks to last, it had a problem with still having a lot of resources it wasn&#039;t using and its lack of any cheaper jacks meant the jacks it had tended to be too badly outnumbered. To compensate for these problems, they designed huge suits of armor that would allow the wearers to function almost like pseudo-Warjacks. The Man-O-War functions the same way Khador&#039;s jacks do: it&#039;s slow, heavily armored, and hits really hard when it gets in close. [[Fluff]] wise there&#039;s a problem with the built in boilers releasing steam where it shouldn&#039;t go and killing the wearer, but this doesn&#039;t show up in gameplay since it would make them too unreliable (plus it only happens when they&#039;re damaged enough, depending on the addition to the game).  Not that they care as they gladly DIE IN STEAM!! Since the armor is still expensive to manufacture, Khador only allows its veteran troops to wear it, meaning they possess high skill with melee weapons.&lt;br /&gt;
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While the Man-O-War is an industrialized solution to lacking mechanical brains for light warjack-production, they are not the only power armors in the [[Iron Kingdoms]]: Some very eccentric mechaniks actually build their own armor called &amp;quot;Ironhead armour&amp;quot;. Though the Man-O-War-armour is big and scary, these tend to be even larger and impractical, and are usually built so only the bearer can use it properly. The use for these is everything from mechaniks-work to warfare, as proved by Captain Dominic Darius of Cygnar, who actually build himself a small, wearable light &#039;jack which in turn creates new miniature &#039;jacks called Halfjacks as long as he activates the thing. The thing is a four-ton heavy machine, that births smaller machines at all times. I couldn&#039;t make this shit up.&lt;br /&gt;
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Also, the [[Iron Kingdoms]] RPG allows players to own these armors - The Gods, Nations and Kings expansion allows for the use of Man-O-War armour and career, and the 52# issue of [[No Quarter]] has rules for your own custom-build murdermachine of steel and awesome.&lt;br /&gt;
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== Star Wars ==&lt;br /&gt;
The [[Star Wars]] Expanded Universe has had some minor power armor use. The iconic Stormtrooper armor is unpowered, but the zero-G assault Stormtrooper or &amp;quot;Spacetrooper&amp;quot; armor is a suit of powered armor that is worn over regular Stormtrooper armor, and may have been associated with the Dark Trooper armor. Dark Trooper armor itself was bigger and had strength enhancing and protective systems, but the mobile factory ship the project was based on was destroyed by Rebel agent Kyle Katarn. It incorporates a set of thrusters and other integrated weapons. Visually, it looks a bit like a cross of [[Terminator]] armor and NASA&#039;s Manned Maneuvering Unit, with a goofy, oversized Stormtrooper helmet.&lt;br /&gt;
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These were all based off of Mandalorian armor, which was more streamlined and effective than storm trooper armor, but also more expensive.  &lt;br /&gt;
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Power armor isn&#039;t used as much, since some sources indicate that the materials used in regular armor can hardly stand up to the ubiquitous blaster, nor the much rarer but much more asskicking lightsaber. Though in actuality, power armor is practically useless in the universe when compared to [[Plot armor]].&lt;br /&gt;
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There&#039;s also the Phase III Dark Troopers, which functioned as both automated robot infantry or could be worn as Power Armor, and was pretty much 40K Terminator Armor that wasn&#039;t hunched over(Soloing tank columns,anyone?), and had a built-in jetpack along with fun stuff like micromissiles.&lt;br /&gt;
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Sadly, like all cool things in the Star Wars universe, it shows up for just a couple games and books, then gets immediately destroyed and you never use it.&lt;br /&gt;
&lt;br /&gt;
==Wolfenstein== &lt;br /&gt;
From Wolfenstein 3D onwards, Wolfenstein has pretty much always featured some sort of power armor being used by the Nazis.  The first game had Hitler&#039;s power suit which comes at you with quadruple gatling guns, though when his health was depleted the suit would be destroyed and he&#039;d jump out and keep on fighting you with dual wielded gatling guns (and somehow have more damage per second this way) and later games generally give special elite Nazis suits of dieselpunk power armor.   Unfortunately for the Nazis, they&#039;re going up against motherfucking Captain B.J Blazkcowicz so all the power armor in the universe isn&#039;t going to save them from him showing the world what you do with Nazi scum.   In the latest game, the new order; Deathshead gets into a mini-mecha suit that&#039;s essentially an update of Hitler&#039;s power armor from Wolfenstein 3D, most notably featuring four gatlIng guns as Strasse tries to kill you in the moon baⁿse while ranting about he&#039;s the actual good guy here.  Which is of course just him being a deluded Nazi bastard because by this point you&#039;ve had twenty hours to see how very much of an awful person he is. You ALSO get power armor, that is remarkably inconsistent, as in get zapped by laser beams, shot by bullets and rockets, unbreakable unless you run out of armor, but getting punched in the chest twice deactivated it. Also, guys with crowbars pry it off. Somehow.&lt;br /&gt;
&lt;br /&gt;
== Real Life ==&lt;br /&gt;
[[File:Powered Exoskeleton.jpg|thumb|right|250px|DARPA exoskeleton going through its paces in a rather literal sense.]]&lt;br /&gt;
[[File:RLpowerarmour.jpg|thumb|left|250px|TALOS Power armour.]]&lt;br /&gt;
While they are still some ways off from producing a fully functional power suit, there is interest in the idea. Some people are now looking into making functional powered exoskeletons, this includes some guys in Japan and the US government. While it&#039;s initially going to be used to help do heavy lifting where heavy equipment is impractical/inadvisable, along with helping the disabled to walk once more, using it for military applications is in the works. Hell, just look at the image. The basic idea works well enough, but there are still in the experimental phases and while they got the basics of the &amp;quot;power&amp;quot; part down they have yet to add the armor. &lt;br /&gt;
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Even so, they still have a fair bit to go since most early versions will be restricted by a power tether or run on batteries that have at most a few hours of juice. Still, the first airplane&#039;s flight only was about 35 meters and it took less then two decades to go from that to the first transatlantic flight.&lt;br /&gt;
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When they have a working model, this will by the only Superpower ability that isn&#039;t fictional or pseudoscience.&lt;br /&gt;
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When they do get armour, it will probably look like Fallout power armour.&lt;br /&gt;
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==Fantasy in General== &lt;br /&gt;
Depending on who you ask, any magic armor that increases your speed and strength and has spells that counteract encumbrance bound to it could be considered a form of power armor, especially if it&#039;s full plate armor and particularly if it has some system to keep out nasty shit like drowning, poison gas, or the vacuum of space.   It is armor, and it is using a power source in the form of magic to enhance the wielder.   More traditional power armor can also be found in fantasy; particularly in settings that are at least to a clockpunk level of technological development, often using magic or just not caring enough about physics to allow power suits to function with technology like steam boilers, clockwork gears, and diesel engines or simply running off of magical energy.  This particular trend has started to become more common as more and more fantasy writers have started to rebel against the concept of medieval stasis and even in settings that don&#039;t just outright abandon the faux-medieval trappings of fantasy try to incorporate more in the ways of technological development or practical magic.  In warhammer fantasy perhaps the most famous suit of power armor belongs to Ikit Claw, an ingenious device that is powered by warp stone and comes complete with an arm cannon to fire off warp lightning.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:99810101076 ArmourThroughAgesNEW01.jpg|The first five Marks through the ages.&lt;br /&gt;
File:Power Armour Components.png|Diagram of Aquila armour components.&lt;br /&gt;
File:Newsletter vision study.jpg|Eternal Crusade concept art. Again, fitting real snugly.&lt;br /&gt;
File:Terran marine cutout.jpg|It actually fits! Still a bit unsure about those hips though.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2601:147:4300:1949:7404:527F:7C88:8934</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=XCOM&amp;diff=569486</id>
		<title>XCOM</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=XCOM&amp;diff=569486"/>
		<updated>2019-04-17T20:52:13Z</updated>

		<summary type="html">&lt;p&gt;2601:147:4300:1949:7404:527F:7C88:8934: /* X-COM 2 / War of the Chosen */&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; (It was released as XCOM in North America, it was &#039;&#039;UFO: Enemy Unknown&#039;&#039; literally everywhere else) 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, &#039;&#039;Terror From The Deep&#039;&#039;, which was basically the same game, but underwater and infinitely harder. Story-wise, the destruction of the Martian base activated a fail-safe in the aliens&#039; system that woke up T&#039;leth, their &#039;secondary&#039; (and mobile) base buried deep under the seas of Earth. X-Com now again must protect the people while finding out about where exactly T&#039;leth is and go in to blast it to smithereens with extreme prejudice. It was hard. Really hard. Not only do aliens have a major advantage technology-wise at the start and they tear through your recruits with impunity, but later in the game when you catch up they start using a nasty trick to take control of your troopers, leading to sometimes hilarious and [[rage|extreme rage-inducing]] turn one [[TPK]]s as your heavy weapon trooper gets controlled and fires his heavy weapon inside the transport while the team is busy disembarking. Oh, and did we mention that the only way to research the best armour in the game was to capture a live specimen of a rarely-appearing alien? And that to capture a live specimen you had to send a poor redshirt in armed with an oversized cattleprod to stun it in close quarters? And that said alien was [[rip and tear|able to tear a human apart effortlessly]] in close quarters? And (as if all that wasn&#039;t bad enough already), that the poor redshirt then had to pick up and to carry the damn unconscious thing back to the human ship praying [[rape|that the specimen didn&#039;t wake up with a grudge before he got there and the mission ended]]? Yeah, it was kinda like that. &lt;br /&gt;
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It then spawned a second, somewhat different but still appreciated sequel, &#039;&#039;X-Com Apocalypse&#039;&#039;. Destruction of T&#039;leth fucked up Earth&#039;s biosphere and humanity retreated to quickly built mega-arcologies to survive. Unlike the two first game, there&#039;s a bigger political aspect to things as you have not only to make sure you deal with the damn aliens coming to fuck your shit up, but remain best buds with the other humans while doing so. It tried to blend Turn-Based &amp;amp; Real-Time strategy into one so you could play it at the speed you wanted. All in all, a decent and ambitious, if not overwhelmingly good game (mostly because a ton of content was cut before release). Basically this time it was one [[Cyberpunk]] city against extradimensional aliens, though the equipment from the first two games gave the player a far greater headstart. &lt;br /&gt;
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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]]. At least Interceptor had a decent backstory and for those with a good eye, explain where the aliens in &#039;&#039;X-Com Apocalypse&#039;&#039; came from.&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 most 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 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 to avoid hurting the brains of [[/v/|delicate little console kiddies]] like removing time units, removing ballistic simulation, 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), it still somehow manages to be a good game in its own right. If the original X-COM is like Mordheim, then XCOM is like Space Hulk: massively simplified and more heavily dependent on the luck of the die, but with less micromanagement and long-term planning required.&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. 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 unlike most &amp;quot;horse armor&amp;quot; tier DLCs with the name this one actually deserves it) 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 upgrade 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. In fact, 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 robot 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 New 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. So they free the captured Commander (sadly the sweater seems to be shrunk in the wash) and it&#039;s guerilla warfare time.&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 &amp;quot;human&amp;quot; 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 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 status abilities(ie: panic, disorientation, and mind control, you can still annihilate them with psionic fire). 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 aliens 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 guerrilla 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 Ethereals. 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 an 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 recently four 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 changed in war of the chosen,because firaxis realized it was bullshit). 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. War of the Chosen finally allows players to add modifications to their guns, gave them better aim and a health boost. So now they&#039;re worth taking. If your Grenadier is injured or has low morale. While their weapons are much larger and more powerful-looking than the other squad specialized weapons, they don&#039;t do more damage than the regular specialized weapons. This is stupid, as an auto-cannon would naturally do much more damage than a 7mm Gatling Gun. They are also prohibitively expensive so you have no choice to do the mission if you want one for cheap. Optional mods have improved their balance to outright making them a super unit if you wish. As well, for you elegan/tg/entlemen out there, you now have the option of Space Marines and Imperial Guard, in Armors Of The Imperium, which brings plenty of firepower to the table. As of right now, it contains: Customizable SM armor, Dreadnoughts, Terminators, Bolters, Heavy Bolters, Plasmaguns, etc&lt;br /&gt;
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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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You think that&#039;s bad, the end game unlocks second wave options, like increasing all Health by 50%, having your guys get worse as they get injured, have their stats rolled at random, so you can make the game even HARDER! Because dying is &#039;&#039;fun&#039;&#039;.&lt;br /&gt;
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And finally, if you find yourself bored with the vanilla experience, XCOM 2 has a very healthy and active modding community adding anything from extra voice packs to full on reworks of the entire game akin to the famed Long War of the original game. Do you want Bob Ross to lead your squad to victory? Want to bring back weapons and MECs from the EU and EW? Your own custom [[Deathwatch]] kill team? The possibilities might not be &#039;&#039;endless&#039;&#039;, but you can ensure no two games are ever the same. A warning though, due to how easy it is to create and add mods to your game, care should be taken when implementing them, [[rage|as conflicting or poorly made mods can crash the game or corrupt your saves.]] Additionally, unoptimized or script-heavy mods can make lower-spec computers run like absolute ass.  Unreal Engine 3.5 has annoying stability issues as well. You read that correctly. [[Derp|It runs not on the latest version of Unreal Engine 4, but a modified version of Unreal Engine 3.]] [[Fail|Not even the DLCs or WOTC itself have fixed these issues]]. Even a high end gaming machine will experience game crashes due to the age of the engine. With a higher chance if one is running over 150+ mods. So care should be taken when concurrently running a large number of them. Damn it, Firaxis patch your damn game! &lt;br /&gt;
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====XCOM 2: War of the Chosen====&lt;br /&gt;
&lt;br /&gt;
This brand new expansion gives us three new allies to aid us. It&#039;s actually more than large enough to be a game into itself.&lt;br /&gt;
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*Reapers: Stealthy hunters who are armed with nothing but a rifle and explosives. It&#039;s enough. They wear [[Shadowrun|trench coats and gas masks]]. Have a special ability where they have a chance to not reveal themselves upon attacking. Enemies have vastly reduced detection ranges against Reapers, and Reapers can detonate explosives on the map without revealing themselves. They can also throw an environmental explosive. [[Dakka|They also have an ability that lets them shoot at an enemy until they run out of ammo.]] Long story short, these guys are only slightly less powerful than the Reapers from Mass Effect.&lt;br /&gt;
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*Skirmishers: ADVENT defectors who are armed with a grappling hook that can pull them to a rooftop and pull themselves to the enemy or vice versa and at max level allows them to have the [[Awesome|alien rulers ability to gain action points every. Time. The. Enemy. Moves.]] Except it only works three times a turn, and doesn&#039;t trigger on non-move actions. [[fail|The game doesn&#039;t tell you this.]] [[Derp|Their Bullpups has lower range and damage over the standard rifle.]] Despite the longer barrel would give it the same stats and longer range. Once again you need download a workshop mod to fix this.&lt;br /&gt;
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*Templars: [[Grey Knights|A resistance group made of only psionics]] that wield psi blades and machine pistols, but you&#039;ll probably never use those. They&#039;re fast, hard to kill, and hit like a brick. And like any good psi-based unit, they can fry their enemies with lighting from their hands. They&#039;re like the [[rip and tear]] half of the Ranger, but with psionic powers. They&#039;re also fantastically hammy and roll their Rs.&lt;br /&gt;
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But these new allies come with a catch as you now have to fight the titular chosen who can adapt to your soldiers&#039; abilities with their own strengths and weaknesses, and the Lost ([[tarpit|zombie swarms]]) that attack both you and ADVENT. Along with these new allies and enemies is trying to get the three resistance groups to work together, as well as a new fatigue and relationship system.&lt;br /&gt;
&lt;br /&gt;
The faction leaders are voiced by actors from [[Star Trek|Star Trek: The Next Generation]]. [[Fail|They do pretty good job except for Marina Sirtis poorly performed lines.]] Good thing the game allows players to switch to a better voice for your first Reaper(and their other soldiers).&lt;br /&gt;
&lt;br /&gt;
====Tactical Legacy Pack====&lt;br /&gt;
&lt;br /&gt;
A mini expansion pack that adds 4 mini-campaigns detailing some of the adventures of Bradford and Lily Shen during the tumultuous days of ADVENT&#039;s takeover, adds new weapons to your WotC playthrough for each of these mini-campaigns you beat, allows you to choose between three soundtracks, (X-COM 1, X-COM 2, and Legacy Remixes), allows free access to all of the 100 challenges rather than the random daily challenge system, and even allows you to make your own challenge missions. Also has more than a few bugs and oddities that needs to be fixed with workshop mods. However it isn&#039;t as a glitchy broken mess compared to some [[Fallout|other games]]. &lt;br /&gt;
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IT WAS Free until Dec 3rd, 2018, for all WotC owners. Though it&#039;s still a cheap buy at $7.99 on Steam. The ability to switch between three soundtracks alone is worth it.(remixes of classic XCOM tracks, the OST from Enemy Within and the vanilla War of the Chosen soundtrack. )&lt;br /&gt;
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=== XCOM: Long War ===&lt;br /&gt;
&lt;br /&gt;
The big daddy mod for XCOM: Enemy Unknown made by a small developer known as Pavonis Interactive that is single-handedly responsible for XCOM 2&#039;s thorough mod support (alongside Firaxis [[Blood Ravens| &amp;quot;borrowing&amp;quot;]] some notable aspects of this mod for the actual sequel), Long War is a &#039;&#039;very&#039;&#039; extensive rework of the entire game from the ground up. While the mod greatly expands the classes, perks, weapons and armor players can gear up their dudes with, it also greatly enhances the aliens&#039; arsenal, which now adapts and evolves to combat the player the longer the game goes on. The number of changes made to the game is well into the hundreds and the difficulty is so stepped up that it makes the vanilla game a walk in the park comparatively. This mod is almost universally praised, to the point that not only did Firaxis make it a point to make the sequel as mod-friendly as possible, but they actually partnered up with the Pavonis team to help develop the core XCOM 2 game as well as the first wave of miscellaneous mods to showcase how easy it is to plug-and-play community made content into the game.&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;
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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;
&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 required.  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;
&lt;br /&gt;
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, choosable 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;
&lt;br /&gt;
The Shinobi ([[Derp|all the Ninja IRL schools have closed up shop]]) is the most overpowered class. Making missions easier then they should be as he can [[derp|bypass Overwatch]] and has a very low impact on infiltration. Making missions unrealistic for players who hate RNG and want a pure stealth game.&lt;br /&gt;
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The Devs of Long War have said there will not be making a Long War for War of the Chosen. As Firaxis added a ton of crap that would take years for Long War Studios to sift through it and make the mod playable. Also, they&#039;re making their own XCOM, so they wouldn&#039;t have the resources to do both anyways.&lt;br /&gt;
&lt;br /&gt;
== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== Xenonauts ==&lt;br /&gt;
&lt;br /&gt;
X-Com coded by [[Reasonable Marines]].&lt;br /&gt;
&lt;br /&gt;
A faithful remake of the original, 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. Basically the alien invasion is during the Cold War and makes everyone shit themselves simultaneously when THOUSANDS of spaceships are openly in orbit and fucks humanity&#039;s shit up in creative ways. Every day the UFO&#039;s are left wandering, news bulletins full of terror emanate from the screen, worrying you further.&lt;br /&gt;
&lt;br /&gt;
The ending is very creative, particularly concerning the plot of how an inferior species can even bother to defeat a powerful empire. Stunningly well-made, desperate final mission which may result in a glorious ending, or a bittersweet ending where you still win but the assault team is martyred.&lt;br /&gt;
&lt;br /&gt;
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).&amp;lt;s&amp;gt; This means no unfairly powerful weapons like the Rape Launcher or the Stun Grenade Launcher.&amp;lt;/s&amp;gt; There *are* a few super weapons but seriously, if you waste a &amp;quot;Singularity Generator&amp;quot; which is an ENTIRE CAPTURED BLACK HOLE (a hot commodity salvageable from alien battleships) for a 50 kilogram (without ammo) glorified grenade launcher that doesn&#039;t even one shot its AoE, you are a fucking moron.&lt;br /&gt;
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More basic inventory control. You don&#039;t micromanage producing and storing individual missiles, and you can have as many magazines, grenades, and med-kits as you want, limited by carrying limit. You just build the alien-based laser or plasma gun, base gives you ammo made fashioned from a melted-down alien cells. (Alenium is basically a quantum-grade battery aliens came up with. Usually it powers the alien craft, you simply creatively salvage the spent ones into explosives because [[HFY]].)&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. Said shield gets upgraded with Alien alloys, and even the final mission sees use of it. Trust me.&lt;br /&gt;
&lt;br /&gt;
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, doubly so if carrying a missile launcher. No longer to operatives miss the broad side of a barn. They *will* miss the spot but will still shake it badly.&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. Considering Reaper, the expy for Chyrssalids are even faster and crazier, you *are* going to need them.&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. I said flushing out mind you, as they DO charge out and deal extremely serious amounts of damage before going down, to say nothing of teleporting aliens that burst fire in your face if they are lucky.&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. Even if you do, weird aliens will teleport close and blow you out of the sky, or your flyer will fry a nerve from psionics.&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;
&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 &amp;lt;s&amp;gt;later in 2017&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;late 2018&amp;lt;/s&amp;gt; early 2019.&lt;br /&gt;
&lt;br /&gt;
== 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;
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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. Still, fuck it. Final version is broken, often locking the game, and developers have been keeping silent, the fucking FAGGOTS.&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, fully funded and in development with a hard-as-balls backer pre-alpha having been released. The basic idea is; some kind of strange virus has been dug up in the permafrost and has had two outbreaks so far, each escalating in severity. Now it&#039;s invading the land a third (and fatally final) time, most of humanity is gone (Partly cus of the virus, partly cus of WW3 happening during the second outbreak), and you must defend the survivors from both the creatures and each other, you poor sap.&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. Humanity being humanity, there are several factions with drastically different ideas on how to deal with it; there is a faction based around a religion [[Genestealer Hybrids|worshipping the mutations that is also capable of retaining human consciousness despite said mutations]], another is [[Eclipse Phase| high-tech anarcho-communists trying to coexist with the virus and other factions]] while the third faction [[Starship Troopers|Is a high-tech PMC turned militaristic civilization with &amp;quot;Service Guarantees Citizenship&amp;quot; that just wants to destroy the virus and any of its sympathizers]].&lt;br /&gt;
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So far, the game has managed to gather enough funding and reach one stretch goal for a floating base that will be given as FREE DLC, along with other stretch goals at a later date should the game be successful.&lt;br /&gt;
&lt;br /&gt;
Expected; large bosses, your own mutated soldiers with crippleable limbs, the option of saving a group of people by [[Dawn of War II|landing on a giant creature and injecting it with poison]], Deep Lore, A hybrid of the old TU and new Two-Action system, unique tech trees for each faction (which you can also get in on by either allying with or stealing from them) and randomized global events (a la Crusader Kings 2).&lt;br /&gt;
Oh, and there are [[Flamer|flamethrowers]], Shoulder-Mounted missiles, power armor, gauss rifles and other goodies, such as a mutant mount for the cultist faction.&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 than crushing a pureblood&#039;s head in with a sledge hammer and then mowing down his mates with your [[Dakka|custom Boarding gun]]. Basically, post XCOM defeat, humanity is a province in the alien empire, and a long, long time later, you lead a band of mutant female pirates living the pirate life, looting, capturing, ransoming, and eventually enslaving prisoners. More detailed, fanmade, with a morally darker atmosphere for the protagonist faction (apart from turning prisoners from human factions to slaves -miners for men, maids for females, and ahem...&amp;quot;squires&amp;quot; for shota younglings from Cult of Sirius), PirateZ offers a unique experience.&lt;br /&gt;
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== The Tabletop Game ==&lt;br /&gt;
&lt;br /&gt;
Yes, there was a Tabletop game, made by [[Fantasy Flight Games]], so this article has some direct /tg/ relevance. The problem is, [[Derp | you need a cell phone app to play it]].&lt;br /&gt;
&lt;br /&gt;
==Aliens==&lt;br /&gt;
Needless to say, in this game, there are many different types of aliens that your teams are going to have to fight.&lt;br /&gt;
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===Original Continuity===&lt;br /&gt;
&lt;br /&gt;
====X-COM: UFO Defence====&lt;br /&gt;
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&#039;&#039;&#039;Sectoid&#039;&#039;&#039;: Doesn&#039;t matter what game, these guys are always the first things you face. They&#039;re not tough, but they are annoying, and the higher ranked ones (yes aliens have ranks, just like your guys in the old games) can and will successfully mind-control your guys all the fucking time.&lt;br /&gt;
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&#039;&#039;&#039;Cyberdisk&#039;&#039;&#039;: The original flying, metal pancake, these guys only show up supporting Sectoids. They can take an abusive amount of punishment, and deal it out just as much, before exploding when they are finally disabled. Expect to see your bullets passing over or under it all the fucking time.&lt;br /&gt;
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&#039;&#039;&#039;Floater&#039;&#039;&#039;: Changed significantly in the remake. Here they&#039;re a still mostly intact torso and abdomen mounted on a giant, floaty antigravity ball. They can&#039;t fly as freely as the ones in future versions, but they&#039;re far less suicidal, and prone to setting up ambushes.&lt;br /&gt;
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&#039;&#039;&#039;Reaper&#039;&#039;&#039;: Big, spiky dogs that appear alongside Floaters on terror missions. They&#039;re dumb as shit and only attack in melee making it easy enough to lure them out and turn your entire fire team against them. Now if that would actually kill them. &lt;br /&gt;
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&#039;&#039;&#039;Snakeman&#039;&#039;&#039;: Another basic type, these guys are easy pickings on any mission other than Terror Missions. Their autopsy states that they are stuffed full of fertilised eggs so take that &amp;quot;men&amp;quot; part with a grain of salt.&lt;br /&gt;
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&#039;&#039;&#039;Chryssalid&#039;&#039;&#039;: And these are the reason you&#039;ll hate Snakemen on terror missions. They bring Chryssalids with them. Twelve foot tall murder bugs that kill people, plant their eggs into them, turn them into shuffling zombie, which hatch into new Chryssalids unless killed, &#039;&#039;quickly&#039;&#039;. Unlike the remake these guys can take a beating, and it&#039;s entirely possible to have an entire squad with laser weapons and repeating grenade launchers hit one of these bastards with every shot, and it&#039;ll still be standing at the end. You see one of these things, you do not let your squad break apart or approach blind corners.&lt;br /&gt;
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&#039;&#039;&#039;Muton&#039;&#039;&#039;: As always the aliens&#039; equivalent to your guys, except they&#039;re better armoured (despite wearing goofy green jumpsuits), better armed, and just better being as they&#039;re not the best janitors all the world&#039;s militaries have to offer. Mutons don&#039;t have Psionics on their side, so if you want to play with them bringing along your Psi Specialist is a good idea, otherwise they&#039;re going to take an absurd amount of punishment to put down. A superhuman grade Muton can take a block of High Explosive to the chest and come out shooting, so bring the plasma, and bring enough it of for a small city block.&lt;br /&gt;
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&#039;&#039;&#039;Celatid&#039;&#039;&#039;: One of the two terror units found alongside Mutons, it looks like nothing more than a floating kidney bean. It&#039;s small, it&#039;s fast, and it has the most damaging non-High Explosive attack in the game, which becomes even more destructive against non-armoured targets like your rookies, or civilians. Thankfully this attack works on a lobbed arc so its range is severely nerfed down to 7 tiles, but out in the open that goes up to 16 tiles, and it can attack up to three times in a turn if it doesn&#039;t have to move.&lt;br /&gt;
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&#039;&#039;&#039;Silicoid&#039;&#039;&#039;: The second terror unit that is deployed alongside Mutons, and the most useless alien unit in the game. It crawls along at a speed of 8 tiles a turn, has no ranged attacks, and triggers reaction fire from even the worst of your guys allowing you to use it as a reaction fire training sponge, especially if you use Incendiary rounds as it will not take any damage from fire or incendiary rounds, but your guys will still gain experience. High Explosives work well against it.&lt;br /&gt;
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&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: Far different from the remake game, Ethereals are packing heat in conjunction with their insane Psi abilities. These cloaked bastards can fly, will rain plasma fire down on your squad, spot for their allies to make their job easier, and at the end of it all, they&#039;ll mind control or panic the ragged remains of your squad. Kill them as quickly as you can, preferably from long distance with a Blaster Launcher.&lt;br /&gt;
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&#039;&#039;&#039;Sectopod&#039;&#039;&#039;: Giant metal murder toads. These guys aren&#039;t actually robots, although they come close, they are intact Remote Control murder mechs for the ethereals so that they don&#039;t have to get close to you while they turned you into plasma fried Kentucky X-COM rookie. The scary thing about these guys is just how much punishment they seem to take, even from late game weapons; however if you can target their rear armour, and bring laser weapons (which deal x1.5 damage against these guys) you&#039;ll be laughing all the way to the ICU. Of course this is going to make your prospects against their Ethereal controllers far, far worse, but hey-ho, win some, lose some.&lt;br /&gt;
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====Terror From The Deep====&lt;br /&gt;
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IA, IA, CTHULHU FATAGN&lt;br /&gt;
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&#039;&#039;&#039;Aquatoid&#039;&#039;&#039;: Genetically, and surgically slap gills and flippers onto a Sectoid, et Voila! You have an Aquatoid. Their commanders still have the Psionic abilities of their land locked cousins, but they call it Molecular Control, because they&#039;re fancy like that.&lt;br /&gt;
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&#039;&#039;&#039;Gillman&#039;&#039;&#039;: Apparently an earth creature, these creatures from the black lagoon were around when DINOSAURS ROAMED THE EARTH!, and submitted to the aliens when they arrived the first time round. They make for &#039;poor&#039; soldiers (although this being TFTD that just means their only better than your guys by a factor of 1 or so, and not 3) and can take a bit of punishment from basic weaponry, although by the time you get Sonic weaponry, they start dropping like wheat before the scythe. Taking one of these guys in alive, and dead is critical to researching melee weapons (???), and accessing the final mission. So get catching.&lt;br /&gt;
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&#039;&#039;&#039;Lobsterman&#039;&#039;&#039;: An organic Sectopod, these guys will walk off whatever you throw at them, and then strike back with extreme prejudice. Ironically though they&#039;re mostly weak to stunning weapons, making tasers, and stun grenades the best weapon to use against them if you&#039;ve got them. If you don&#039;t, well you can always use drills to pierce their hides, or hope that the tiny plinking of your harpoons cause them to laugh themselves to death.&lt;br /&gt;
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&#039;&#039;&#039;Tasoth&#039;&#039;&#039;: A clone vat species based off of humanoid velociraptors, these guys would be awesome, if they were on your side. As they are not, they are assholes. In combat they function as Ethereal lite&#039;s, unable to fly, and not quite as psionically potent, they make up for this by having much more physical strength, health, and durability.&lt;br /&gt;
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&#039;&#039;&#039;Bio-Drone&#039;&#039;&#039;: A brain-in-a-jar mounted on a super speaker. Electrical impulses torture the brain and use its screams (without vocal chords, don&#039;t ask me) to project a wave of hyper-condensed sound which will melt the victim&#039;s brain inside their head. Noise Marines might have stolen this idea for their Doom Siren. Grimdark as fuck because often the brains are made of kidnapped civilians.&lt;br /&gt;
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&#039;&#039;&#039;Calcinite&#039;&#039;&#039;: A Gelatinous green goop inside an old school diving suit, it might be possible to mistake this thing for one of your guys while you&#039;re underwater, but they remain fully suited up while on land, so the helmet is a good indicator. They lack any ranged attacks, and will instead try to run up and claw your agents face off, to add to this, their antique diving suits are tougher than your guys starting body armour (WHY?), nonetheless any weapon will put them down.&lt;br /&gt;
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&#039;&#039;&#039;Deep One&#039;&#039;&#039;: You&#039;d think this would be the perfect place for some Cthulhu monstrosity, but sadly no. These guys are more &amp;quot;The Fly&amp;quot; than anything else. Humans that have been captured, tortured, and then surgically and genetically altered to become alien shock troops, the only original bit of their humanity left is their eyes. Their primary ranged attack is an arcing electrical burst (which is treated as a Gauss weapon for damage types) which allows them to fire over walls and other obstacles so nowhere is safe.&lt;br /&gt;
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&#039;&#039;&#039;Hallucinoid&#039;&#039;&#039;: Giant electrical jellyfish. The aliens keep on taking earth creatures and turning them into weapons of war. Although choosing jellyfish may have been a... poor decision. These things aren&#039;t particularly aggressive, preferring to just gently float into range when they can be bothered, rather than hunting your agents down. Unfortunately they&#039;re still tough enough to weather the storm of fire that their slow approach allows you to unleash on them, and their melee attack is devastating.&lt;br /&gt;
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&#039;&#039;&#039;Tentaculat&#039;&#039;&#039;: BECAUSE IT WOULDN&#039;T BE A X-COM GAME WITHOUT CHRYSSALIDS, NO MATTER WHAT YOU CALL THEM. THEY CAN FLY NOW SO HAVE FUN! (appearance is directly identical to Grell from [[Dungeons &amp;amp; Dragons]])&lt;br /&gt;
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&#039;&#039;&#039;Triscene&#039;&#039;&#039;: A mother-fucking T-REX! The aliens brought back a T-Rex, slung two sonic cannons onto its sides, and let it loose in battle. These guys are the sectopods of TFTD, without the sectopod&#039;s weaknesses. However they have one glaring flaw, which is they have no under armour, and one well placed grenade will severely hurt them, or outright kill them if powerful enough.&lt;br /&gt;
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&#039;&#039;&#039;Xarquid&#039;&#039;&#039;: An overgrown Nautilus that swims in reverse, the things act like sniper tanks, preferring to sit in one corner of the map, usually several levels up, and snipe your squad from a safe distance. Other than the reaction fire you&#039;ll inevitably take when hunting these things down, they&#039;re not particularly dangerous, just use cover and explosives if they&#039;re on the ground, or get underneath them and take out their weak underbelly.&lt;br /&gt;
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====X-COM: Apocalypse====&lt;br /&gt;
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&#039;&#039;&#039;Brainsucker&#039;&#039;&#039;: Because Facehugger was already taken. Why is the first alien you encounter in this game another GOD-DAMNED CHRYSSALID? FOR FUCK&#039;S SAKE! These guys are fairly weak, and can be dealt with simply in RT mode, in TB however, their movement speeds enough to take them from outside your field of vision and into attack range, considering that their melee attack is a one hit kill keep enough time units back for reaction fire.&lt;br /&gt;
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&#039;&#039;&#039;Multiworm&#039;&#039;&#039;: One big ugly green fat worm the size of a human that shoots acid like a machinegun. Kill it with piercing weapons for a surprise burst of FOUR land equivalent of piranha, the Hyperworm. Use fire and nades for a pentakill in one shot. &lt;br /&gt;
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&#039;&#039;&#039;Hyperworm&#039;&#039;&#039;: Doglike rapid moving worms with a vicious bite. Toss fire and grenades to kill quickly. &lt;br /&gt;
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&#039;&#039;&#039;Chrysalis&#039;&#039;&#039;: In 72 hours, the Hyperworm turns into that to produce new aliens. Harmless meat bag. &lt;br /&gt;
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&#039;&#039;&#039;Anthropod&#039;&#039;&#039;: Ugly blue humanoid alien with decent stats. The first gun using alien. Helpless on its own but Alien equipment becomes TPK bait afterwards complete with personal shield and fuckhuge bazookas. &lt;br /&gt;
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&#039;&#039;&#039;Psimorph&#039;&#039;&#039;: Huge flying blob [[Psyker]] with fuckton of HP. Kill on sight as it will mindrape every agent. Luckily stays in the Alien Dimension... Mostly. &lt;br /&gt;
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&#039;&#039;&#039;Spitter&#039;&#039;&#039;: Misunderstood Pink Guy from Uganda who looks for de way, spitting on Heretics. Weak. &lt;br /&gt;
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&#039;&#039;&#039;Megaspawn&#039;&#039;&#039;: Imagine an Imperial Knight but alien scum and wholly organic. Its&#039; rapid firing, replenishing rocket launcher arm and ORGANIC LASER CANNON ARM says it all. Huge and powerful. &lt;br /&gt;
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&#039;&#039;&#039;Popper&#039;&#039;&#039;: Muslim alien who Allahu Akbar&#039;s you. &lt;br /&gt;
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&#039;&#039;&#039;Skeletoid&#039;&#039;&#039;: Anthropod V2.0 with flying. Fast reacting, agile and smart. Dangerous with endgame equipments. &lt;br /&gt;
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&#039;&#039;&#039;Micronoid Aggregate&#039;&#039;&#039;: Actual alien rulers. Hive mind of single cells running across all Alien veins and buildings. &lt;br /&gt;
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&#039;&#039;&#039;Queenspawn&#039;&#039;&#039;: Mother whore, land octopus and breeding bitch. If you stun her, you get the best Alien toxin gun... AND IN GAS FORM! Now you can start a race war and gas all xeno scum, like humanity should. &lt;br /&gt;
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&#039;&#039;&#039;Overspawn&#039;&#039;&#039;: Kaiju alien dropped from top 2 biggest UFO&#039;s. When aliens get mad, it will rampage across town, and can destroy the xcom base underfoot if it hits its building. Scramble all crafts and shoot it down, try hitting it with rubble for instakill.&lt;br /&gt;
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===Reboot Continuity===&lt;br /&gt;
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The reboot continuity has its own array of different monsters, with some changes in variety between the first and second game.&lt;br /&gt;
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====X-COM Enemy Unknown / Enemy Within====&lt;br /&gt;
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&#039;&#039;&#039;Sectoid&#039;&#039;&#039;: Tiny little grey men in the first game, these are the first Psionic enemy you&#039;ll meet, with the ability to boost each other in combat. This can be rather nasty giving them an extra hit point and a +10 to hit and dodge, although if you kill the booster, you&#039;ll kill whatever Sectoid they&#039;re boosting as well thanks to Psychic feedback.&lt;br /&gt;
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&#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;: Only in the first game, these guys are Sectoids on psychic steroids. You&#039;ll see one on the tutorial mission and get a taste of what they can do, even if you don&#039;t fight it. They&#039;re stronger, tougher, and more psionically powerful than the basic sectoid, and are the first unit that can possess your guys mid-firefight.&lt;br /&gt;
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&#039;&#039;&#039;Thin Man&#039;&#039;&#039;: Apparently an &amp;quot;Infiltrator Unit&amp;quot; nobody (other than the Ethereals) would mistake these guys for human at close distance as they have snake scales running up their necks, and are skinny enough to make a supermodel jealous. Apparently they were made from genetically modifying Snake-women as they can spit clouds of poison at great distance, and will explode into one when they&#039;re killed. Otherwise they&#039;re real flimsy.&lt;br /&gt;
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&#039;&#039;&#039;Muton&#039;&#039;&#039;: How you know the aliens are stepping up their game. Everything up till now has been child&#039;s play (for a particularly psychotic child), then these guys come along. Big, tough, cunning, brutal, and dangerous, these guys will mulch a squad equipped with regular weapons and armour without breaking a sweat, and capturing one of these guys alive brings one of the better upgrades. Have fun.&lt;br /&gt;
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&#039;&#039;&#039;Muton Berserker&#039;&#039;&#039;: Ha, ha, ha. These girls are melee monsters, capable of soaking up bullets by the magazine, and slowly getting angrier and angrier as they do. If they can get in close they&#039;ll unleash the melee hurt, but thankfully they&#039;re not amazingly fast. Thankfully, their instinctive charge of the last person who shot them means you can set them up to run a gauntlet of Overwatch fire, with a bit of luck.&lt;br /&gt;
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&#039;&#039;&#039;Muton Elite&#039;&#039;&#039;: As much health as the Berserkers, plus armor, and lacking the berserk charges. Instead, they carry heavy plasma cannons.&lt;br /&gt;
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&#039;&#039;&#039;Floater&#039;&#039;&#039;: Apparently reject Mutons, stripped down to an upper torso and fitted up with cybernetic implants, mainly a jetpack. They&#039;re your first hint that the aliens may not be one big happy family, as they have an idle animation consisting of them ripping at their flesh and bionics until blood spurts. They&#039;re basically the fastest unit in the game, great Overwatchers, and pack about as much punch as a standard Muton. They have a special ability that sacrifices all their actions for the turn to instead fly to any single spot on the map, which they love to use to get the drop on your team.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;: A tougher, armored version of the standard Floater, with a bigger gun. Basically just replace floaters in the late game to keep them competitive, but they&#039;ve got no new tricks up their sleeves.&lt;br /&gt;
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&#039;&#039;&#039;Outsider&#039;&#039;&#039;: Strange &amp;quot;digital&amp;quot; lifeforms that serve as the technicians of the alien forces. You need to capture one of these in order to advance the game. They&#039;re wimpy, but their light plasma rifles are deadly accurate, so they can gun down whole teams if you&#039;re careless.&lt;br /&gt;
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&#039;&#039;&#039;Sectopod&#039;&#039;&#039;: The aliens&#039; equivalent of a tank; an enormous, heavily armored killer robot with insanely high health, high armor, a 50% damage reduction ability with the Enemy Within expansion, and the ability to blaze away with both a fuck-off huge laser and to launch showers of cluster bombs. They also blow up when you kill them. Your most hated enemy.&lt;br /&gt;
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&#039;&#039;&#039;Cyberdisk&#039;&#039;&#039;: A ridiculously fast flying robot that can shapeshift between a flying saucer-like flight-mode (in which it&#039;s harder to hit) and its unfurled combat mode. Not quite as killy as the sectopod, but still really adept at ruining your day.&lt;br /&gt;
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&#039;&#039;&#039;Drone&#039;&#039;&#039;: Small flying robots that basically zip around like laser-spitting wasps. They don&#039;t do much damage, but they can repair mechanical aliens and they explode like a grenade when killed. And they&#039;re extra-hard to hit, for added nuisance factor.&lt;br /&gt;
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&#039;&#039;&#039;Chryssalid&#039;&#039;&#039;: An absolute fucking nightmare, just like the original series. These bugs are lightning fast, vicious, and if they kill anyone they&#039;ll automatically plant an egg in the corpse, which will turn into a zombie before hatching a new chryssalid three turns later. And these zombies are tough enough to weather several turns of shooting. One of the standout points of Enemy Within is a pre-baked mission where you get to investigate a whaling ship that crashed ashore in Newfoundland after being infested by Chryssalids who turned the catch into their personal hive. Your job is to first investigate the area, and then light the place up for your bombers so they can carpet bomb the place into fire and rubble, running your squad away the whole time.&lt;br /&gt;
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&#039;&#039;&#039;Ethereal&#039;&#039;&#039;: The leaders of the alien forces, physically frail but masters of [[psionics]], which they can use to &#039;&#039;really&#039;&#039; fuck up your day.&lt;br /&gt;
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&#039;&#039;&#039;Seeker&#039;&#039;&#039;: A relatively weak squid-like robot that uses camouflage to sneak up on its prey and then tries to crush it to death with its tendrils. They like to go after isolated members of your squad, which can be used to bait them into going after Assault troopers with Close Combat Tactics for hilarious effects.&lt;br /&gt;
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&#039;&#039;&#039;Mechtoid&#039;&#039;&#039;: An armored exoskeleton piloted by a sectoid, carrying twin plasma mini-cannons. Sectoids can use their mind merge ability to give a layer of shielding to mechtoids; killing the sectoid removes the shield and causes some damage to the mechtoid.&lt;br /&gt;
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====X-COM 2 / War of the Chosen====&lt;br /&gt;
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&#039;&#039;&#039;ADVENT&#039;&#039;&#039;&lt;br /&gt;
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The end results of what the Ethereals want to do with humanity. Puppet soldiers controlled by a series of psionically linked chips that feed back to command nodes. It&#039;s stated that the commander was supposed to be one of these before XCOM manages to rescue him in the tutorial mission.&lt;br /&gt;
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*&#039;&#039;&#039;Trooper&#039;&#039;&#039;: The grunts, they come in three flavours, with increasing HP, Dodge, and Accuracy. Challenging only in numbers, and then only thanks to the fact that a shot will hit you at some point, and they can take fire away from the actual threats.&lt;br /&gt;
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*&#039;&#039;&#039;Officer&#039;&#039;&#039;: These guys aren&#039;t a threat on their own, however they can Holo-Target one of your guys for free, granting their allies a +10 to hit against that soldier. either take out everyone around them, or take them out, before that becomes a problem.&lt;br /&gt;
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*&#039;&#039;&#039;Shield-Bearer&#039;&#039;&#039;: The most annoying ADVENT type in the base game, these guys can pop a shield that gives every ADVENT and Alien soldier in range +3 or +5 temporary HP. Combined with their armour these guys can take a licking and keep on ticking. Taking them out will drop the shield on everybody else, so they should be a target priority otherwise the fight is going to take far longer than it should. They also kinda look like Robocop so they have that going for them.&lt;br /&gt;
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*&#039;&#039;&#039;Stun-Lancer&#039;&#039;&#039;: Melee focused, these guys are noticeable by the fact they were far less armour than any other ADVENT soldier. They&#039;ll charge forwards if in range, and attempt to taze your guys with their Melee beatsticks. While this normally just runs a good chance of disorienting or stunning your soldier, it can straight up knock your dudes unconscious if RNG fates it so. Otherwise they&#039;ve just got regular ADVENT Rifles.&lt;br /&gt;
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*&#039;&#039;&#039;Priest&#039;&#039;&#039;: Introduced in WotC, these guys are the ADVENT Psions, they can boost another ADVENT soldier, much like Sectoids could in Enemy Unknown (and like that game if you kill the priest the soldier will suffer psionic feedback and die), or they can put one of your guys in Stasis for a turn, preventing them from doing anything. Advanced and Elite priests have additional tricks that allow them to Mind-Control your guys, and place themselves in Stasis if they would be killed, instead staying around with 1 HP for another turn.&lt;br /&gt;
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*&#039;&#039;&#039;Purifier&#039;&#039;&#039;: Flamethrower wielding ADVENT troops that only appear in WotC. The guys are kept &amp;quot;secret&amp;quot; from the public (despite that fact they can appear in any mission if the RNG says so) as they are supposed to hunt down and kill the lost in the old, abandoned cities. As stated they use flamethrowers, alongside incendiary grenades, and when you kill them there&#039;s a good chance they will explode, so don&#039;t kill them with melee unless you want to lose your eyebrows. Although that can lead to some hilarious chain reactions if you&#039;re lucky.&lt;br /&gt;
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*&#039;&#039;&#039;General&#039;&#039;&#039;: Only appears in assassination missions in WotC. Essentially just a beefed up Officer with a shit ton of HP, and the ability to throw Flash-Bangs.&lt;br /&gt;
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*&#039;&#039;&#039;MEC / Heavy MEC&#039;&#039;&#039;: The first truly heavy ADVENT Unit. These things come with an absurd amount of HP for the early game, and multiple armour pips. They&#039;re not particularly smart however and do not use cover at all, instead relying on their durability to weather your shooting so take advantage of this. Remember not to bunch your guys up as they have a shoulder mounted missile launcher that they will use on your guys if they&#039;re clustered together. MECs can also use suppression at the end of their turn if they can&#039;t target a group.  The Heavy MEC is just tougher and more accurate, you can think your way through this fight. The best way to deal with them is hacking or anti-machine equipment such as EMP rounds and grenades.&lt;br /&gt;
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*&#039;&#039;&#039;Turrets / Heavy / Superheavy&#039;&#039;&#039;: It&#039;s a turret. What more do you want? They have some armour and a decent amount of HP as well as the ability to fire up to twice per turn (more often than not, they&#039;ll shoot once then enter overwatch). As can be expected, turrets don&#039;t move and are more often than not positioned up on building rooftops or on trains. Like most mechanical enemies, you can also hack it with a Specialist or simply destroy it using the devastating Bluescreen rounds. If the turret is on a rooftop, you can also utilize conventional explosives (like grenades or rockets) to blow out the floor from underneath it, destroying the turret instantly.&lt;br /&gt;
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*&#039;&#039;&#039;Sectopod&#039;&#039;&#039;: The final, and toughest ADVENT unit. It&#039;s just as much of a nightmare as it was in the first game. Sectopods have three actions per turn as opposed to the nearly universal two, can extend their legs to give themselves a height advantage over your soldiers and walk through nearly all buildings and terrain (destroying cover or even blowing out the floor from underneath your soldiers as it does so) in their path. The basic shots they fire do devastating damage and shred armor, potentially killing even highly ranked soldiers if caught even slightly off-guard. They explode rather violently when they are finally defeated, likely killing or severely injuring any units caught in the blast. As with any robotic unit they can be hacked by a properly specced specialist, although their rather high hacking defense makes taking control of them extremely difficult. Bluescreen Rounds, EMP Grenades and/or acid grenades are all highly recommended when fighting it.&lt;br /&gt;
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&#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Sectoid&#039;&#039;&#039;: Tougher than you remember due to the infusion of human DNA. Now have the ability to resurrect dead troopers - yours and ADVENT - as zombies, and all sectoids from the get-go can lay a mind whammy on your troops, randomly panicking, disorientating or controlling them.&lt;br /&gt;
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*&#039;&#039;&#039;Chryssalid&#039;&#039;&#039;: Because why the fuck wouldn&#039;t the Ethereals keep their most effective terror weapon. These guys have changed from scuttling horrors to burrowing, venomous, scuttling horrors, capable of turning anyone they kill, either with their venom or their claws into a slowly metamorphosing cocoon that, if it reaches maturity, will spit out &#039;&#039;&#039;THREE&#039;&#039;&#039; new chryssalids, because Firaxis hates you. They are rendered mostly harmless by being set on fire, so if you think you&#039;re going to run into them bring incendiary rounds, fire bombs, and hell weave vests.&lt;br /&gt;
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*&#039;&#039;&#039;Viper&#039;&#039;&#039;: The most famous of the new aliens because they look like [[serpentfolk|humanoid snake-women]] with [[furry|nice tits and a sweet pair of hips]]. Appear pretty early in the game; not much tougher than sectoids, but quite annoying. They can drag you out of cover with their tongue whip attack, spew toxic clouds like the Thin Men, and strangle you in melee like a Seeker. These gals represent the true form of the Thin Man alien from the last game.&lt;br /&gt;
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*&#039;&#039;&#039;Andromedon&#039;&#039;&#039;: One of the cooler new alien designs, it could almost have been ripped out of the old X-COM series. It looks like a combination of an old diving suit and an iron lung, filled with green sludge, and a single pickled alien who apparently needs that sludge to live. When you kill it the first time the suit reboots and come to life by itself, dropping its heavy plasma cannon and charging into melee. In its first form, an Andromedon is a tough customer, with more armour &amp;amp; health than a Muton while packing the same firepower. In its second form it will only ever try to hit you with its fists, but it leaves behind trail of acidic and poisonous sludge that hurts your guys if they try to move through it (because jumping isn&#039;t a thing, despite the ability to haul yourself up drainpipes) which makes navigating the battlefield a hassle, especially in densely packed urban missions. Thankfully their second form will be easier to deal with. As these Powered Armor wearing little shits will Overwatch to hamper squad mobility and toss Acid Bombs at [[your_dudes]] if not killed ASAP. &lt;br /&gt;
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*&#039;&#039;&#039;Faceless&#039;&#039;&#039;: A new enemy that should only appear in Terror Attack missions. Shapeshifters that look like ordinary humans until your troops get too close, then they turn into &#039;&#039;fucking huge&#039;&#039; moaning melted-wax men with claws the length of shotguns. Can take quite a beating and will literally tear down houses to get at your troops. They can be seeded in regular missions if you pull the Dark Event that allows them to mingle with the regular citizens during missions. Isn&#039;t that lovely.&lt;br /&gt;
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*&#039;&#039;&#039;Muton&#039;&#039;&#039;: Remaining as the ethereal&#039;s shock infantry, these Mutons have apparently been crossbred with humanity, making them smaller, faster, and deadlier. Apparently, they&#039;re smarter too, but considering just how badly the A.I can flub up sometimes, you have to wonder about that. They aren&#039;t packing any more HP, but they&#039;re now armoured, so they&#039;ll soak up more damage unless you can shred their armour with heavy weapons and explosives. They&#039;ll still be a threat until you get Plasma weapons, and 3rd tier armour, but once you&#039;re there, they pretty much become chaff beneath the scythe. They also like tossing grenades if they don&#039;t have a direct line of sight on your troops. Along with the ability to use suppression if a Muton can&#039;t get into melee. Making them an annoyance well into the late game.&lt;br /&gt;
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*&#039;&#039;&#039;Berserker&#039;&#039;&#039;: Now visually more distinct from the regular muton instead of just having a fancy costume. Still the same extremely tough melee combatants with the same instinctive berserker charge. Apparently, these are actually the muton &#039;&#039;women&#039;&#039;. Gives a whole new meaning to the term [[amazon]], huh?&lt;br /&gt;
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*&#039;&#039;&#039;Codex&#039;&#039;&#039;: A replacement for the Outsider, but far more annoying. The Codex first appears when you Skulljack an ADVENT officer, and it looks like a weirdly sexy woman made of pure energy, but with a cybernetic brain &amp;amp; spinal column. They can teleport around the battlefield, and when struck by an attack that fails to kill them, they split into two Codexes with half of their remaining health. They can also create temporary zones of energy that suck all the ammo out of your guns, and then close with deadly force. Naturally you want Snipers or Magnetic/Plasma Weapon chain attacks to kill them quickly. Which you should have by the time of encountering them. Unless of course you rush the skull-jack out in your first run, and get one of these while you still have conventional weapons, in which case... have &#039;&#039;fun&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Specter&#039;&#039;&#039;: Another WotC specific enemy. These guys look like the Codex if they were made out of Necron Scarabs rather than pure energy. It&#039;s fitting too as they are a collection of Psionic nanobots that can grab your guys, stun them, and create a shadowy doppelgänger with all of your guy&#039;s skills and gear, and none of their bad luck. Thankfully killing the Specter will also kill this doppelganger and bring your guy back into the fight, but if you&#039;re not ready losing a guy and the enemy gaining that guy can turn the tides right back against you. Oddly, attacks that harm biological targets without requiring a will test can harm the Specter.&lt;br /&gt;
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*&#039;&#039;&#039;Gatekeeper&#039;&#039;&#039;: A giant, floating, psionic ball. No, we&#039;re not joking. For all the goofiness of trying to summarise this thing, it&#039;s a shockingly vicious threat. That big metal ball containing a psionic powerhouse in the shape of several fleshy tentacles, which if it gets close will shed its armour, and proceed to bitchslap your soldiers into the ground. And you&#039;ll want it to do this because it has 4/5 pips of armour that need to be shredded away depending on difficulty. It also has the ability to mind control your guys, raise the dead, and fire an insanely powerful laser beam, and it&#039;ll try to use cover despite being a 2x2 giant, floating, metal, psychic ball of doom. One of them is are always encountered during the Psi Gate and will likely be the first time seeing them. As a final FU, when killed they explode with a blast that will reach all tiles around them, heavily wounding or outright killing any of your squad next to them. So melee units should be kept far away unless they&#039;re a fully upgraded Templar. Hilariously these tiny Eldritch Abominations can be mind controlled by Psi Operatives. Another way of dealing with them is using explosives and heavy weapons that shreds their armor. These would be the first targets to use Frost Grenades on if you encounter them early in the maps. You should have Magnetic or Plasma Weapons by the time Gatekeepers start showing up or they will be nearly impossible to defeat.&lt;br /&gt;
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*&#039;&#039;&#039;Archon&#039;&#039;&#039;: So someone in the Aliens&#039; side realized that having a heavily mutilated torso mounted on jetpacks, which actively tore at its implants and constantly mounted suicide charges so it could be put out of its misery was bad for PR, so they replaced the Floaters with these guys. They look almost angelic, and their design incorporates a lot more white and gold and less obviously chop-shop cybernetics. The nigh-constant pain going away has made them far smarter too. They still like to jump around the battlefield, but now they can also use a new ability called Blazing Pinions to rain rockets down on your guys after a turn&#039;s delay and will actually take advantage of cover.&lt;br /&gt;
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*&#039;&#039;&#039;Avatar&#039;&#039;&#039;: The Ethereals&#039; plans are revealed when you discover these creatures. Avatars are genetically engineered lifeforms created from the genes of the most psi-capable humans, crafted to house the essence of the Ethereals, whose own bodies are breaking down irrevocably. Extremely tough, powerful psionics, kill on sight. The Commander gets one of his own at the end of the game. This is because they plugged him/her into their psionic network and never bothered to remove or change anything after XCOM recovered them. [[Fail|As the Ethereals are really quite stupid despite claiming to be a superior race.]] While lacking the full skill set of the Psi Operative. They have useful abilities. Their equivalents doing more damage or allowing multiple uses of mind control. Avatars also come an awesome gun that they hardly ever use. However when the Commander&#039;s Avatar wields it.([[recursion|The player essentially giving orders to themself]]). [[Cheese|It ignores armor values, uses very little action points that it allows him to fire twice in one turn, and can knock a Sectopod down to half health.]] It can be acquired through modding the game&#039;s files. The mods in the Steam Workshop restrict the weapon to Psi-Operatives. It wouldn&#039;t make much sense otherwise.&lt;br /&gt;
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&#039;&#039;&#039;The Alien Rulers&#039;&#039;&#039;: &lt;br /&gt;
If you played the previous game, you may have been wondering: &amp;quot;what happened to Dr. Valen?&amp;quot; Well, the first DLC for XCOM 2, &amp;quot;Alien Hunters&amp;quot; reveals that she went off and set up her own base in an abandoned alien genetics lab, where her experiments in undoing the genetic suppressants on three cryogenically suspended subjects created three amped-up alien variants so powerful that the Ethereals couldn&#039;t control them. Great work, doc! Alien Rulers have a huge health bar and many unique abilities, but one of their more bullshit traits is that they get a free turn in reaction to &#039;&#039;every&#039;&#039; action your troops take. The best way to deal with is using Venom Bombs that damages them every turn and prevents them from taking an action. Along with abilities that allow your troops to take use multiple attacks that count as one action. Something you should have before facing them in mid to late game. Because fuck these guys. While you could choose to face them as early as your first Blacksite mission in WotC. Doing so means missing out on controlling Bradford and seeing his gun with [[cheese|every possible upgrade in action.]] The only real way to use it outside of the Alien Ruler introduction mission is through using game mods.&lt;br /&gt;
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*&#039;&#039;&#039;The Viper King:&#039;&#039;&#039; The only male Viper in existence, this creature shows why the Ethereals removed the male gender from the viper species with how rampantly he set about fertilizing every female viper he could encounter, filling an entire base with a huge array of hatchling vipers you have to fight through. His unique abilities allow him to spit a freezing gas instead of the normal venom. The weakest of the Alien Rulers, the Viper King is usually the first one you encounter. If you manage to tag &#039;n&#039; bag Subject Gamma, you can turn his carcass into a unique Spider Suit, the Serpent Suit, that can scare the scales off of normal vipers and lash out with freezing whips.&lt;br /&gt;
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*&#039;&#039;&#039;The Berserker Queen:&#039;&#039;&#039; Even bigger and scarier than normal Berserkers, Subject Beta can not only unleash a howl that can panic your whole squad, but is equipped with cybernetically integrated hammers she can use to create earthquakes. From her carcass, you can build the R.A.G.E Suit, which not only terrifies mutons and berserkers, but lets your trooper make a berserker-style charge attack themselves.&lt;br /&gt;
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*&#039;&#039;&#039;The Archon King&#039;&#039;&#039;: Subject Alpha is the nastiest Alien Ruler in the game, and has the most health. His special attack &amp;quot;Devastate&amp;quot; is a version of Blazing Pinons (the Archon&#039;s &amp;quot;shower an area with rockets&amp;quot; ability) that does less damage, but which can also disorient, stun and knock unconscious. Worse, it hits on the next Ruler Reaction, meaning you have no chance to get away from it the way you do from Blazing Pinions. He also has a unique attack where he grabs a trooper, hauls them into the air, and then power dives them into the floor. If you can take down this asshole, his corpse can be refashioned into the Icarus Armor, a superior Warden Armor suit that grants the Vault ability and the ability to pull off the Archon&#039;s &amp;quot;move to any point on the map you wish&amp;quot; twice per mission. Give it to your best Sniper. As this allows them to keep up with the rest of the squad and find the nearest vantage point.&lt;br /&gt;
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&#039;&#039;&#039;The Chosen&#039;&#039;&#039;: &lt;br /&gt;
The new Dragons aka Second in Command below the Ethereals. Coming with a bunch of BS abilities that can wreck your troops at lower levels. You also want to find their base ASAP as they gain upgrades through the game like you do and can hurt your income. Getting their OP shit is also a nice bonus.&lt;br /&gt;
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When first encountered they&#039;ll attempt to stun and capture one of your troops. If they appear during a Blacksite mission, The Chosen AI will just straight up murder a squad member. [[Rage|Despite the game not giving hints to this change in behavior.]] So if you&#039;re counting on manipulating their AI into kidnapping a soldier who is near death during those missions. The Chosen will just slaughter your squad like the rest of Advent. Because all bets when are off when your trying to kill mommy? and/or err daddy? Shklee? Maybe?&lt;br /&gt;
Thankfully, the game rolls to give them permanent weakness, along with an arch enemy who will deal extra damage to a Chosen among the new Hero classes. They will also roll for one immunity and a special ability, though the immunities are things that many players will hardly ever use against a boss regardless. The special power can either be meh, or fuck you right over. Good thing for the player the summoning powers are mutually exclusive and can&#039;t gain strengths that counter most of their weaknesses.&lt;br /&gt;
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They can also be countered by researching Mindshields, your own (fully upgraded) Psi operatives and the buffed Sparks. When you have the latter two the Mindshields are redundant as the last two are right out immune to being stunned and mind controlled.  Too bad there aren&#039;t new lines for a Spark with Julian&#039;s voice. As hearing a GlaDOS expy with the attitude of Bender snark back at The Chosen would have been hilarious.&lt;br /&gt;
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*&#039;&#039;&#039;The Assassin&#039;&#039;&#039;: The first of the Chosen you&#039;ll meet if you&#039;re playing the &amp;quot;Lost and Damned&amp;quot; mission to introduce yourself to the new mechanics introduced in WotC, the Assassin is a dark reflection of the Ranger class. The biggest [[Weeaboo|weeb]] in all of Advent. She attacks mostly with her Katana (although she does have a rarely used shotgun called Arashi, and you&#039;ll thank the programmers she rarely uses it), striking out of concealment to stun one of your guys (Who you&#039;ll then have to revive or risk them getting kidnapped), before running away. In the same turn. Because the Bad Guys get to move, shoot, move, but the player doesn&#039;t get nice things. To top this all off she&#039;s immune to overwatch so you either have to try and escape from the current mission, or take the fight back to her just as hard. Oh yeah, and avoid bunching your guys up, or she will stun half the squad at a time with an area of effect special attack, but don&#039;t get too spread out or you won&#039;t be able to revive stunned soldiers before she kidnaps them. Thankfully, her concealment works by the same rules as yours, and it&#039;ll break if one of your guys flanks her, so if you&#039;ve got a good idea of where she is, you can move someone in to reveal her, and then light her up with the rest of the squad. To make her easier to deal with make sure to take a Specialist with Scanning Protocol. After killing The Assassin you can build Arashi and her Katana. Though many will find her Katana redundant after they have tier 3 Axes and late game Templars.&lt;br /&gt;
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*&#039;&#039;&#039;The Hunter&#039;&#039;&#039;: While you would expect a roided up [[Space Wolves|Craven the Hunter cosplaying furfag]] by name alone. He is instead a more or less a [[Vindicare|hit man armed with a pistol and sniper rifle]] with an Affably Evil personality. He&#039;s also known to have team killed some of the weaker Advent aliens when he got bored. Unlike his siblings he outright admits that he is a psychopath who likes killing things. The Hunter&#039;s abilities are a bit mundane compared to the other Chosen. While still being effective none the less. His Tracking Shot can aim at your troops from the other side of the map, and if they don&#039;t move he will kill them the next. This makes mind controlling Advent and hacking MECs for recon useful for once. He also come with a grappling hook with no cool-down, stun grenades and pistol tranq shots that never miss. So don&#039;t be stupid and send in a lone Reaper. Even if he rolls them as a weakness. As they don&#039;t put out enough damage to out snipe him and will end up killed or captured instead. His Sniper rifle Darklance and pistol Darkclaw are obviously weapons that are meant for your Snipers. So Reapers can&#039;t use it. &lt;br /&gt;
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*&#039;&#039;&#039;The Warlock&#039;&#039;&#039;: Probably the most dangerous of The Chosen, if you don&#039;t have Mindshields. If you do he&#039;s about as dangerous as the final boss of the game. If you don&#039;t he&#039;s damned near impossible as he&#039;ll mind control your entire squad a once. Otherwise he&#039;ll summon waves of exploding spectral zombies, or psionic copies of Stun Lancers. On his direct offense he has a buffed up plasma rifle that will do extra damage to psionics (i.e. your Psi Operative and Templar), a mind bullet that will split off to affect up to two additional targets, and the ability to teleport his own allies into flanking positions. Sometimes his AI does some stupid shit such as teleporting an Advent next to him. Bonus points if said Advent is the target your supposed to kill during the mission. Once you get his Disruptor rifle, it has every possible upgrade in the game. Though only Rangers, Psi-Operatives and Specialist can take it. A waste on the latter two as by the time you get it. Their late game abilities and equipment make giving them a 3.5 tier weapon redundant.&lt;br /&gt;
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&#039;&#039;&#039;The Lost&lt;br /&gt;
Also know as the laggers, as the game starts slowing down if there are too many of them on screen. Introduced in WotC, the Lost were created when survivors of the initial invasion decided that returning to the desolated ruins of their former cities still infested with radioactive alien drop-pods and trying to live off the scraps [[derp|was a good idea]]. The Lost serve as a sort of third enemy faction and will attack XCOM, ADVENT and Alien forces alike (though with a very high preference for [[your dudes]], go figure). Any explosives, be they grenades, gas tanks or cars will summon hordes of them in the missions they appear in and can potentially overwhelm both your soldiers and your computer&#039;s RAM in high enough swarms. They have a notable weakness to fire and if ignited, will run away panicking before burning to death. Any successful killshot (be they from you or the aliens/ADVENT) will refund the action point spent to kill it, which helps significantly when dealing with swarms of them. Like both the aliens and ADVENT, all variants will start appearing with more base health as time passes, but as long as you&#039;re on top of your research game, they shouldn&#039;t be a problem.&lt;br /&gt;
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*&#039;&#039;&#039;Regular&#039;&#039;&#039;:  Standard Lost behave exactly like any prototypical zombie; they beeline it towards whichever enemy suits their fancy and try to peg them in the head with their rotting limbs. In most cases, they can easily be killed in a single shot with most guns, bar the unlucky miss/damage roll.&lt;br /&gt;
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*&#039;&#039;&#039;Dasher&#039;&#039;&#039;: Faster and with slightly more initial HP (4-5, as opposed to 2-3) these guys aren&#039;t much more of a threat compared to regular Lost. They do have a surprising threat range and can easily surround isolated soldiers if not picked off immediately, however.&lt;br /&gt;
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*&#039;&#039;&#039;Brute&#039;&#039;&#039;: These guys have a lot of HP for a Lost, can actually deal some melee punishment. Early on they do require a little bit of focus fire to down them and they become more and more common by endgame. Then again, by endgame you&#039;ll have the best weapons and armour, so once again... only really a threat if you&#039;re unlucky, and there&#039;s a lot of them.&lt;br /&gt;
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Recommended soldier classes for missions involving lost are Reapers with Banish, Skirmishers and Rangers/Templars with the Bladestorm and Templars/Sharpshooters with Faceoff for room clearing. Dragonfire rounds also ensure that even if by some miracle the Lost shot by them survives, they&#039;ll be rendered harmless and die shortly after. There is also a mod that makes their targeting more realistic. As by default they target XCOM(70%) over Advent(30%). Which doesn&#039;t make sense as Advent would have no reason to deploy Purifiers. They become even more annoying if the game rolls to deploy a Chosen at the same time. By wary of your RAM and don&#039;t rely on autosaves.(16GB+ is the bare minimum you want to be running! At worse tweak lower settings. Game still looks good and runs well on high. )&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;
&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;
* [https://openxcom.org/forum/index.php?topic=5026.0] A 40k mod for openxcom NO idea as to why it hasn&#039;t shown up here.&lt;br /&gt;
[[category:Video Games]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
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