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Part 25
XCOM: Enemy Unknown

Part 25

Unlock powerful MEC and armor upgrades like Bioelectric Skin and Hyperreactive Pupils in XCOM: Enemy Unknown. Learn costs and requirements.

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Unlock powerful MEC and armor upgrades like Bioelectric Skin and Hyperreactive Pupils in XCOM: Enemy Unknown. Learn costs and requirements.

Walkthrough
  1. 1
    Back: Damage enemy psi-attackers based on your unit's Will. Damage is calculated as (Will / 10) + 1. Costs $35 and 10 meld. Unlocked by researching Sectoid Commander autopsy.
  2. 2
    Heart: Choose between Secondary Heart or Adrenal Neurosympathy.
    • Secondary Heart: Prevents instant death when HP reaches 0, avoiding critical injuries and Will loss from them. Does not work against Chryssalids. Extends bleed out timer by two turns. Costs $75 and 15 meld. Unlocked by researching Cyberdisc autopsy.
  3. 3
    Adrenal Neurosympathy: Grants allies 'combat rush' (+10 aim, +5 critical chance, random extra movement) on kill. 5-turn cooldown. Does not stack. Removes panic. Costs $10 and 25 meld. Unlocked by researching Muton autopsy.
  4. 4
    Skin: Choose between Bioelectric Skin or Mimetic Skin.
    • Bioelectric Skin: Reveals nearby enemies as blue electric signals through walls. Costs $35 and 15 meld. Unlocked by researching Chryssalid autopsy.
  5. 5
    Mimetic Skin: Cloaks soldiers in full (cover (press the cover button to crouch behind walls or objects)) that have not been spotted. Effect breaks if moving to full cover, shooting, or using weapons. Prevents Ghost Armor's ghost ability and Ghost Grenades' effects. Stacks with Sniper's Low Profile skill. Costs $75 and 35 meld. Unlocked by researching Seeker autopsy.
  6. 6
    Eyes: Choose between Hyperreactive Pupils or Depth Perception.
    • Hyperreactive Pupils: Grants +10 aim to the next shot if the first misses. Costs $15 and 5 meld. Unlocked by researching Meld Recombination (available as soon as you can start modding).
  7. 7
    Depth Perception: Height advantage grants +5 aim and +5 critical chance. Costs $15 and 5 meld. Available as soon as you can start modding.
  8. 8
    Legs: Choose between Muscle Fiber Density or Adaptive Bone Marrow.
    • Muscle Fiber Density: Allows units to jump to elevated positions without needing ladders, pipes, or inclines. Costs $60 and 25 meld. Unlocked by researching Thin Man autopsy.
  9. 9
    Adaptive Bone Marrow: Regenerates 2 HP per turn (up to HP max without armor). Reduces wound recovery time by 2/3. Costs $30 and 15 meld. Available as soon as you can start modding.

The Aliens (XAYI) - Sectopod:

Sectopods are now harder to kill, halving all damage. Their counter, heavy troopers with heat ammo, have been nerfed to a +50% bonus against robots. The key to beating them is to run away and plan an ambush. Sectopods are slow and can be outmaneuvered. If you have a tier 3 MEC with EMP, you can disable and damage them. An EMP MEC can run in and EMP the sectopod, preventing its next turn. The EMP does full damage in addition to disabling it. A squad of Hover Shivs can also defeat a Sectopod by hovering, shooting, and suppressing it.

Sectopod Stats (Classic):

  • Aim: 90
  • HP: 30
  • Defense: 40 (does not take cover)

Sectopod Abilities:

  • Fire Cannon: Fires the main weapon, can target multiple enemies or twice at one target. Does 10 damage. Firing its gun automatically puts it on overwatch.
  • Barrage: Sectopod enters an artillery stance, ending its turn. On the next enemy turn, it unleashes a missile barrage.
Tips
  • Prioritize researching alien autopsies to unlock vital MEC and armor upgrades.
  • Consider the cost in dollars and meld when choosing upgrades, especially early in the game.
  • For Sectopods, focus on hit-and-run tactics and utilize EMP MECs or Hover Shivs if available.
  • If you lack specialized units against Sectopods, consider restarting to reconfigure your long-term plan for MECs and Hover SHIVS.

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