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** The Kitsune-106 interceptor/transport craft. It can mount a missile weapon and a cannon, has better damage resistance than the Interceptor, and can bring up to 12 agents to a tactical mission. However, it's slow and has the horrible "landing ramp" egress that will likely result in a lot of your troops getting ambushed as they get off the ship.



** Any of the "unique" interceptor craft, such as the Kitsune-106, the CF-105 Arrow, or the Starfighter, are generally better than any other craft you can get at the same time, but end up being ''too'' unique to be really useful. In addition, if they get shot down, you lose more points than losing a normal craft, and either you have to rebuild the craft again, or it's just ''gone forever''.
*** The Kitsune-106 interceptor/transport craft. It can mount a missile weapon and a cannon, has better damage resistance than the Interceptor, and can bring up to 12 agents to a tactical mission. However, it's slow and has the horrible "landing ramp" egress that will likely result in a lot of your troops getting ambushed as they get off the ship.
*** The CF-105 Arrow is an extremely fast interceptor available when you first start detecting enemy craft, but it has a limited loadout of 1 light missile mount and 1 cannon mount, and more importantly, it ''cannot'' take a shot to save its life[[note]]It has 22 health, and most enemy weapons do ''at least'' 15 points of damage. Alien UFO weapons do a minimum of ''25'' points of damage[[/note]].
*** The Starfighter is a ''blindingly'' fast interceptor, able to catch up to all but the faster [=UFOs=], and mounts ''two'' beam weapons at a time when you're still using missiles and cannons. It also runs on standard fuel (somehow), and is capable of space flight. And for all of that, it ''still'' can't take a hit, getting absolutely wrecked by anything stronger than a Supply Ship UFO. It will supplement your existing interceptors very well, but it will absolutely not replace them.



* InfinityMinusOneSword: Thunderstorm interceptor with tritanium cannon. The best fighter that needs no elerium. Enough speed to catch all UFO types, but two. Enough hit points, agility and firepower to fight battleships one-on-one and survive (more often than not). And best of all, you can get it before 1999. Still, it cannot help against infiltrations[[note]]According to developers' notes, the country is successfully infiltrated the moment the second battleship arrives, shooting down earlier [=UFOs=] only delays the inevitable.[[/note]] or enemies that don't use flying craft. [[{{Nerf}} Nerfed]] as of version 0.9.3 by replacing a Cannon hardpoint with a second Heavy Rocket hardpoint.

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* InfinityMinusOneSword: InfinityMinusOneSword:
** Prior to version 0.9.3, the
Thunderstorm interceptor with tritanium cannon. The best fighter that needs no elerium. Enough speed to catch all UFO types, but two. Enough hit points, agility and firepower to fight battleships one-on-one and survive (more often than not). And best of all, you can get it before 1999. Still, it cannot help against infiltrations[[note]]According to developers' notes, the country is successfully infiltrated the moment the second battleship arrives, shooting down earlier [=UFOs=] only delays the inevitable.[[/note]] or enemies that don't use flying craft. [[{{Nerf}} Nerfed]] as of version Version 0.9.3 [[{{Nerf}} nerfed]] it by replacing a Cannon hardpoint the cannon mount with a second Heavy Rocket hardpoint. heavy missile mount, making the Thunderstorm much more specialized.
** A Raven interceptor with a Tritanium Cannon and a Mass Driver Cannon. The Raven is very fast, reasonably durable, and has an excellent range, letting it go halfway around the world with little trouble while still using normal fuel. The Tritanium Cannon can shoot down any Small UFO due to damage and accuracy, and the Mass Driver Cannon can shoot down Medium and a few less tanky Large [=UFOs=]. It will struggle mightily against anything that outranges it, but given the ''constant'' spawning of Small [=UFOs=], the Raven will likely be your main interceptor for a significant portion of your aerial battles.
** The Skymarshall transport craft: an upgrade of the Skyranger, it can hold two more agents, and avoids some of the ''very'' serious drawbacks of the Skyranger. The Skymarshall "sits" on the ground in combat missions, meaning that there's no exit ramp to descend at the beginning of the mission, and the "tail" provides some cover against being immediately shot by ambushing enemies. It also has two "front" exit doors in case the rear exit is too dangerous, or just for getting people at the front of the loading bay into combat. It's slightly faster than the Skyranger and only costs a pittance more Alien Alloy to manufacture. There's absolutely no reason to ever bother with the Skyranger if you can rush the Skymarshall (which becomes available for research immediately after the Skyranger project is completed). It does, however, require quite a bit more manufacturing time than the Skyranger.
** Smart Rifles loaded with Tritanium rounds. An extremely accurate weapon with excellent aimed shot range, good snap shot accuracy, and a ''five'' round auto shot (that's also reasonably accurate) while also sporting a ''50'' round magazine. Loaded with regular ammunition, it's good. With Tritanium rounds, it will punch through the armor of almost anything terrestrial ([[spoiler: Syndicate Supersoldiers and Minotaurs, as well as higher-ranking [=MiB=] soldiers will resist it more often than not]]), and aliens, who generally don't use armor, will be torn apart by the auto shot dispersing their energy shields. It will struggle against heavily armored enemies and is completely worthless against vehicles, but for the weight and cost, there's nothing better until you get post-ballistic weapons.
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** The biggest advantage that Tritanium Vest (and later, Cyber Armor) provides is that the armor rating is higher than 200% of most normal ballistic weapons. As a result, unless an enemy gets ''really'' lucky, XCOM agents wearing such armor are immune to bullets. [[spoiler: Of course, then the enemies will bring out lasers, plasma weapons, ''extremely'' powerful kinetic weapons, bio and chemical weapons, and psi weapons, which are much harder to defend against.]]
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* HazmatSuit: By default, your agents don't have access to these, but don't actually ''need'' them. As threats are uncovered, however, Hazmat Suits become available, offering excellent protection against chemical, electrical, fire and choke (smoke) damage, but no protection at all against weapons like kinetic, laser or plasma damage, making them highly specialized. They're also the minimum requirement for an expedition to [[spoiler: Dimension X]], making those missions even more of a hassle due to the bulk of the suit[[note]]Hazmat suits reduce maximum Time Units and Energy, as well as Reaction[[/note]]. There's an upgraded version known as the Bio-Exo Suit, which provides even better protection than the Hazmat Suit at the cost of needing to be be manufactured rather than purchased. However, it turns out that ''any'' self-contained suit can double as a Hazmat Suit, meaning that once you have access to [[spoiler: Aqua Plastic Suits]], you'll never need to use Hazmat Suits again.
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* NotTheIntendedUse: Various clandestine missions require that you show up without your fancy armor and big guns, in an inconspicuous vehicle, so as to not draw too much attention to your alien war. The best inconspicuous vehicle you can use? The ''Dragonfly'', a VTOL jet that transports up to 8 agents. Showing up to meet an informant at a seedy dive bar in a ''black painted hovering jet'' is apparently considered low-key.
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* DifficultButAwesome:
** Kyberization. The ability to turn a soldier into a cyborg that retains most of their skills (at the cost of sanity) is already pretty awesome. However, if you invest in research and manufacturing, you can give Kyberized soldiers additional implants that make them ''extremely'' powerful, including eye implants for natural night vision and better accuracy, armor implants for natural damage resistance (on top of what they get for wearing armor!), and more. Kyberization is difficult specifically because ''every'' procedure, including implants, costs sanity, so a soldier needs to have a lot of it to survive the process.

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* AuthorityEqualsAsskicking: Same as in the original games. High-ranking enemies have better weapons and stats. With a few exceptions -- for example, EXALT Masters are slow and weak, since they effectively bought their positions.
* AwesomeButImpractical: Many weapons deal devastating damage, have great precision, but require too many time units.

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* AuthorityEqualsAsskicking: Same as in the original games. High-ranking enemies have better weapons and stats. With a few exceptions -- for example, EXALT Masters are slow and weak, since they effectively bought their positions.
positions. [[spoiler: Don't assume the same thing about the EXALT CEO.]]
* AwesomeButImpractical: Many Given the massive amount of weapons deal devastating available in the game, there's bound to be some that are not great.
** Extremely heavy weapons are always incredibly powerful for when you unlock them, but their weight makes it all but impossible to use them without powered armor. Any weapon with a weight greater than 50 qualifies.
** Stun Spears are your first dedicated stunning weapons[[note]]The electric club is also a stunning weapon, but ''does'' inflict lethal
damage, have great precision, while the Stun Spear does not[[/note]], but require too many it's inaccurate, slow and requires two hands to use, in addition to taking up six inventory spots. The Stun Rod, available relatively quickly afterwards, is one-handed, fast, takes up 3 inventory spots and much more accurate while doing the same damage.
** The Kitsune-106 interceptor/transport craft. It can mount a missile weapon and a cannon, has better damage resistance than the Interceptor, and can bring up to 12 agents to a tactical mission. However, it's slow and has the horrible "landing ramp" egress that will likely result in a lot of your troops getting ambushed as they get off the ship.
** The Staff of Heart Grip. It's a psychic weapon that can "Crush Their Hearts!" Which sounds awesome until you realize that it's horribly inaccurate, has limited range (though it ''can'' go through walls) and it drains a ''lot'' of sanity with each use. As sanity takes a lot
time units.to recover [[spoiler: until you research and build the Sensorium]], the drawbacks far outweigh the benefits.



* BoringButPractical: Once you actually get it, the [=BlackOps SmartRifle=] is one of the best ballistic weapons in the game. It has good damage, which only gets better once you get [[spoiler: Tritanium ammunition]], excellent weight for the class, a 50-round magazine, an inherent accuracy bonus from the smart technology, and a five-round autofire. Every single other human weapon is either strictly worse, or has a specific purpose[[note]]Shotguns are better at close range and against unarmored enemies; MAGMA Pulse Weapons are better against shielded but unarmored enemies but have lower range, ammunition and accuracy; explosives are dangerous; heavy weapons are impractically heavy but occasionally necessary[[/note]]. It can take a while to get the contacts needed to be able to purchase the weapon, but there's almost no reason to bother with anything else until you're able to reliably[[note]]as in, with laser weapons you ''make'' rather than ones you ''scavenge''[[/note]] replace it with laser weapons.

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* BoringButPractical: There's a lot of weapons and tactics in the game that are not guaranteed to work, but ''are'' guaranteed to work most of the time.
**
Once you actually get it, the [=BlackOps SmartRifle=] is one of the best ballistic weapons in the game. It has good damage, which only gets better once you get [[spoiler: Tritanium ammunition]], excellent weight for the class, a 50-round magazine, an inherent accuracy bonus from the smart technology, and a five-round autofire. Every single other human ballistic weapon is either strictly worse, or has a specific purpose[[note]]Shotguns are better at close range and against unarmored enemies; MAGMA Pulse Weapons are better against shielded but unarmored enemies but have lower range, ammunition and accuracy; explosives are dangerous; heavy weapons are impractically heavy but occasionally necessary[[/note]]. It can take a while to get the contacts needed to be able to purchase the weapon, but there's almost no reason to bother with anything else until you're able to reliably[[note]]as in, with laser weapons you ''make'' rather than ones you ''scavenge''[[/note]] replace it with laser weapons.weapons or magnetic/Gauss weapons.
** The humble Interceptor can only be armed with a light missile weapon and a cannon, but that's all it needs to take down most small [=UFOs=], especially when armed with either a Tritanium Cannon or a Mass Driver Cannon. It also doesn't require any special materials to make, which is a godsend when you're constantly scrabbling for Alien Alloys and Tritanium for your many projects.
** XCOM Interceptor Armor is easily purchased once unlocked, and represents the best armor you can buy, full stop. It doesn't do well against exotic weaponry like lasers and plasma, but it has a hefty bonus against kinetic rounds and is the first armor you get that has built-in night vision, negating one of the most dangerous aspects of night missions (limited vision).
** The Baretta pistol at the beginning of the game is just as powerful as any other pistol, but has the advantage of requiring the same (low) amount of time units for both a snap shot and an aimed shot, meaning there's no reason to ever use the snap shot. It lacks burst fire, but is nonetheless a very capable early game weapon.
** Knockout Grenades are slow to manufacture and cumbersome to use, requiring that you prime and then throw the grenade, which will likely take most of your turn. But with ''every'' non-alien enemy in the game taking 400% damage from choke sources, and the Knockout Grenade doing 80 points of choke damage, even a low damage roll[[note]]Grenades can do a minimum of 50% damage, which means that a low roll is 40 points of choke damage, which increases to ''160'' points of choke damage from targets that are weak to it[[/note]] will knock out your opponents for a long time. Until enemies start resisting choke damage, you'll be hard-pressed to find a better way of dealing with your enemies.
** The Taser Pistol: it's available at the beginning of the game, it has a range of 5 tiles maximum, it only holds 2 rounds, and it's inaccurate as all hell. It's also capable of doing significant electric damage that is ''not'' lethal, and it's your only ranged capture weapon until you get Knockout Grenades. It's ''still'' useful even when you have the KO Grenades, because enemies that resist choke damage are usually still vulnerable to electric damage. It even gets an upgrade in the form of Bioelectric Taser Clips, which do significantly more stun damage and increase the ammunition capacity by 50% (to 3). There's rarely a situation in which you won't want to stuff your transport craft with Taser Pistols.

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* DoingResearch: With the massively expanded tech tree (there's over *1000* things to research!), a great deal of the strategic layer is identifying ''what'' projects are worthwhile and getting enough scientists to investigate things in a timely fashion. It also plays with the formula at times, and deviates from the original game in significant aspects.
** At the beginning of the game, you're "researching" things like kevlar body armor and van rentals. It's explicitly made clear that you're not researching how these things work, but rather putting your scientists on the task of dealing with the bureaucratic red tape that comes with getting access to these resources.
** Advanced technologies are available quickly, with enemies showing up with lasers and plasma weapons as early as a year into the campaign. However, while you can ''use'' any of the tech[[note]]as long as it's been developed by humans; alien tech is much more complicated[[/note]], replicating it requires understanding the underlying principles, which is a whole separate projects, and in some cases a series of projects.
** Alien technology is mind-bogglingly difficult to figure out. In the original game, laser weapons are one of the first projects you can complete. In ''XCOM Files'', understanding laser weapons requires learning how to power them, which requires learning about Elerium batteries, which requires learning Alien Language, which requires a series of projects in and of itself. It's not enough to know that a weapon has a trigger and a power pack: you need to figure out how to talk to aliens in a language you can both understand, in order to figure out how to ask the questions you don't know to figure out the things you don't understand. To say that the process is ''involved'' is understating the problem.



** Later in the game, some organizations that you have successfully defeated will still spawn missions. For example, after defeating the Black Lotus, you will still occasionally get missions in which Black Lotus ninjas [[spoiler: and their mechanical ninjas]] try to rob a bank, and XCOM is expected to stop them. [[spoiler: In addition to providing a source of cash, these types of missions spawn to provide the player with access to certain limited resources, such as Ninja Scrolls, that are otherwise completely unavailable.]]



* GottaCatchThemAll: A number of plot-advancing researches are unlocked by gathering and studying all objects in a certain category. For example, all "strange life forms", both living and dead.

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* GottaCatchThemAll: A number of plot-advancing researches are unlocked by gathering and studying all objects in a certain category. For example, all "strange life forms", both living and dead. Later updates have made it so that you only need to research ''some'' of them, as the type of strange life form that can show up is still random.



* Main/{{Masquerade}}: Modus operandi of the entire [[Main/AncientConspiracy conspiracy setting]]. The Earth is ruled by a mysterious assembly of influential people (even X-Com Commander only knows a few of them at best), working in various groups who are constantly struggling for power and control over one another. Ordinary citizens have no idea that these groups even exist.

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* Main/{{Masquerade}}: Modus operandi of the entire [[Main/AncientConspiracy conspiracy setting]]. The Earth is ruled by a mysterious assembly of influential people (even the X-Com Commander only knows a few of them at best), working in various groups who are constantly struggling for power and control over one another. Ordinary citizens have no idea that these groups even exist.



** The Council is also [[spoiler: working at cross purposes. At the beginning of the game, you don't even ''know'' anything about the Council beyond the fact that they're bankrolling you. There's entire research lines about the Council and the various factions within it. But most importantly, one of the most dangerous non-alien groups, the Men in Black, was established at the same time as X-COM, with the opposite mandate: ensure humanity's survival by ''cooperating'' with the aliens. The Council sees no hypocrisy in having two groups naturally opposed to each other, and instead views it as a Darwinian struggle: if X-COM wins, the MIB weren't pursuing their agenda successfully. If MIB wins, X-COM had no chance to stop the invasion anyway.]]



** M.A.G.M.A. They're your allies for the most part, offering advanced technology in exchange for ''your'' advanced technology. [[spoiler: But the fact that one of your first missions to help them involves taking out experimental zombie troopers that had their implants hacked implies that the corporation is not on the up-and-up.]]

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** M.A.G.M.A. They're your allies for the most part, offering advanced technology in exchange for ''your'' advanced technology. [[spoiler: But the fact that one of your first missions to help them involves taking out experimental zombie troopers that had their implants hacked implies that the corporation is not on the up-and-up.]]]] Interestingly enough, while M.A.G.M.A. won't actively work against you, giving them access to advanced technology isn't considered a ''good'' thing. It will lose you a lot of score points (-500 points, when ignoring a Terror Site is -1000 points), and any technology you give you M.A.G.M.A. has a chance of being used against you by other factions.
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* DropTheHammer: Sledgehammer is an uncommon and very sought after melee weapon.

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** The Noose. It's a melee weapon with a terrible hit chance, but it does choke damage. The only things that resist choke damage don't breathe, and everything else is incredibly vulnerable to it (humans take ''400%''' damage from choke sources). Using one is a terrible idea, of course...[[CrazyEnoughToWork unless...]]



** You can do this to ''your own agents'': Dagonization is the process of turning an agent into a squidhead, and Kyberism does away with all that useless meat and replaces it with metal. There are drawback and advantages to both.



** [[spoiler:Men in Black are your enemy. But they turn out to be backed by the same countries that founded X-COM. While X-COM fights, they seem to be negotiating surrender.]] This arc isn't finished yet.

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** [[spoiler:Men [[spoiler: Men in Black are your enemy. But they turn out to be backed by the same countries that founded X-COM. While X-COM fights, they seem to be negotiating surrender.]] This arc isn't finished yet.]]



* WeCanRuleTogether: "Syndicate Testament" message.

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* WeCanRuleTogether: The "Syndicate Testament" message.message. [[spoiler: Given that you just disrupted their plans to the nth degree, such that they're no longer a threat, it comes off as sour grapes.]]


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** In every case where it ''seems'' like you're just getting access to basic tech, it's justified that it's being customized to work against your adversaries. The most prominent example is radar technology: there's no need for it at the start of the game, as you're not intercepting [=UFOs=] yet. In order to unlock basic radars you need to determine what the alien ships are made of (and get authorization to shoot them down), so that the radars can actually find the dang things.

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