Missions of XCOM 2 are key tactical combat operations and gameplay elements. During missions, the player directs a variable-sized squad of soldiers in tense turn-based combat, engaging the alien and ADVENT ground forces and completing the objectives. With the exception of crucial story missions which will terminate game if failed, almost all missions have a time limit.
Generic Missions are non-plot driven and make up the bulk of mission operations in a playthrough.
Guerilla Ops Edit
Guerilla Ops are missions geared to countering ADVENT's Dark Events. A Guerilla Ops mission is signified by a green ADVENT trooper over the operations area on the Geoscape. Like Abduction missions from the previous game, multiple Guerilla Ops missions will appear at a time (usually between two and three, depending on the quantity of Dark Events, although one Guerilla Op is still possible in rare cases) and the player will be forced to choose between them. Only one Dark Event may be countered at a time - the player can only complete one Guerrilla Op mission to foil a certain Dark Event. All Guerilla Ops missions begin in concealment and have a limited time window to complete the objective. Players will fail the mission if they do not complete the objective within the time window or fail to kill all enemy units in the area of operations.
There are 4 possible Guerilla Ops missions:
Recover Item: A self-detonating object is placed in a certain location, and players have a total of 6 turns to hack and disable the self-detonating charges before they are activated. Even if the charges are inactive, the mission will fail if the object is destroyed. 
Hack Workstation: Players have 8 turns to hack an ADVENT workstation before the network shuts down, rendering the data inaccessible . If the workstation is destroyed without a successful hack, the mission is failed.
Destroy Enemy Device: Players have 8 turns to destroy an alien relay before the data transfer is terminated and the mission is considered failed. The health of the device (6-8 HP) increases with the game difficulty.
Protect Device: Players must secure and protect a device before the aliens destroy it. The device has a static 30 HP regardless of difficulty. If the data tap is destroyed, the mission is failed.
Council Missions Edit
Council Missions are missions that involve the extraction of a VIP in an ADVENT city. In order to succeed, players must extract the VIP and all XCOM soldiers within a timeframe. The mission is failed if the VIP is not extracted within the timeframe. Soldiers who have not left from the EVAC zone or left outside of the EVAC zone will be captured by ADVENT interceptives. The EVAC zone for these missions is fixed and cannot be changed unless access to the EVAC point is made impossible (via explosives or other means), where it will then reappear in another location.
Council missions are guaranteed to offer Intel rewards. Resistance VIP extraction missions will additionally reward an Engineer, Scientist, or a previously lost XCOM soldier (from capture) as a reward. Enemy VIP extraction missions will grant a Supplies reward, and Intel if the VIP is captured alive.
Council Missions can be one the following:
- Extract VIP from ADVENT City: Players have 12 turns to recover the VIP from a van or a jail cell and extract them along with all XCOM soldiers to the designated EVAC zone. After the 12 turn limit, any soldier left behind will be captured by ADVENT forces. Mission begins in concealment.
- Extract VIP from ADVENT City: Players begin with the VIP and must extract them along with XCOM soldiers to the designated EVAC zone within 8 turns. At the end of the 8-turn limit, any remaining soldiers will be captured by ADVENT forces. Mission does not begin in concealment.
- Neutralize Enemy VIP: Players are given 12 terms to kill/subdue and extract the enemy VIP to the EVAC zone. Mission begins in concealment. Note: The Intel reward is lost if the VIP is killed, either incidentally or accidentally. At the end of the 12-turn limit, any remaining soldiers will be captured by ADVENT forces.
Supply Raid Missions Edit
Supply Raid Missions are missions that result from an ADVENT supply line or UFO being sabotaged by the Resistance, granting XCOM the opportunity to seize valuable resources from them. Unlike Guerilla Ops missions and Council Missions, Supply Raid missions are not timed, and always begin in concealment. The only requirement needed to complete the mission is to neutralize all hostile targets.
There are three possible Supply Missions that can take place:
Supply Raid: Players must secure a disabled ADVENT convoy or supply train. Various supplies will be scattered across the map. Some supplies can also be environmental explosives. Destroying supplies via explosives or gunshots will decrease rewards.
Landed UFO: Players must secure a disabled UFO. After concealment is broken, players have 6 turns to disable the UFO's distress beacon, or else ADVENT reinforcements will be called in. Destroying parts of the UFO will not decrease rewards from the mission.
Recover ADVENT crates : Players must tag crates for pick-up before ADVENT pick them up for themselves. Mission features few advents troops, occasionally subject to the presence of The Lost, and also to ambush from The Chosen. Note that eliminating all ADVENT troops seems to prevent them from marking the crates for ADVENT and therefore secure them for your squad. Provided you deal with The Lost and The Chosen ambushing you.
Alien Facility Assault Edit
Alien Facility Assault missions are critical missions (but not story missions) dedicated to destroying the Alien Facilities containing critical data on the Avatar Project. Successful missions will reduce the progress meter of the Avatar Project to the equivalent amount that the facility has contributed to it.
Alien Facilities will only appear in locations XCOM has not made contact with yet. There are only two ways to unlock an Alien Facility Assault:
- Make contact with the resistance cell that has the alien facility to unlock the mission.
- Unlock an Alien Facility Lead via mission or research, allowing for an immediate assault on the facility.
Alien Facility Assault missions have no timer and begin in concealment. To complete the mission, players must arm an X4 charge in the designated point of the facility and EVAC all soldiers from the area of operations. It is not necessary to neutralize all hostiles.
Every 4 to 5 weeks, an ADVENT Retaliation Mission will take place. Retaliation Missions are tactical strikes in an effort to destroy Resistance Havens in a region.
Completion of these missions grants an income increase from that region, while failure will result in a temporary loss of contact with the region, increasing intel costs and contact time to re-establish contact with it.
ADVENT Retaliation missions have no timeframe and do not start in concealment. 12 civilians will be scattered across the map, and XCOM soldiers will need to rescue a minimum of 6 civilians while neutralizing all hostile targets to complete the mission.
While there are still undiscovered pods on the mission, undiscovered units will collectively kill a single civilian every turn. Civilians can be rescued by moving a soldier adjacent to them. These are the only generic missions where Faceless and Chryssalids spawn naturally.
Avenger Defense is a rare non-optional mission triggered when a UFO grounds the Avenger and attempts to siege it (the Hunt XCOM Dark Event) The mission is critical, and does not grant rewards. Failure will lead to an instant loss of the game. Players are required to destroy a device that is grounding the Avenger with an electromagnetic pulse and prevent enemy units from reaching the Avenger's ramp.
Reinforcements are endless during this mission, and it does not begin in concealment or have a limited time window. The mission will fail if all soldiers are killed or incapacitated and the Disruptor has not been destroyed, or if an enemy remains on the Avenger's ramp for one turn.
In addition to the normal squad, Central Officer Bradford will send reinforcements in the form of additional XCOM soldiers every other turn from the Avenger's Barracks. Wounded soldiers can be used for this mission both as squad members and reinforcements. The Defense Matrix facility will grant four recycled ADVENT Turrets for this mission to guard the Avenger's ramp and attack enemies.
After the Disruptor has been destroyed, any troops who are outside of the Avenger's ramp when it lifts off will be abandoned and considered KIA. Unconscious or bleeding out soldiers who are on the ramp are considered safe, while dead soldiers on the ramp will have their weapons recovered.
Key Missions Edit
Key Missions are plot-driven missions vital to the progression of the game. Completion rewards reduction on the Avatar Project (provided it is underway) and almost always rewards a key item for further progression.
Operation Gatecrasher (Tutorial)Edit
Provided the tutorial is enabled, this is the first mission of the game. It is not possible to take actions other than what is highlighted, as the tutorial guides the player on the instructions of the game.
In this mission, Ana Ramirez and Peter Osei are deployed to attack a facility. Ramirez is killed when a trooper flanks her, and Osei is killed after holding off an ADVENT Trooper. After killing the enemies in the front, Central Officer Bradford arrives with Jane Kelly, and breaks into the facility to retrieve a stasis suit. Advent forces start charging in, and Kelly uses a grenade to open up another exit. Bradford is shot but survives and EVACs out with Kelly.
Osei and Ramirez are both killed, but Kelly receives a promotion in the process, becoming a Ranger Squaddie.
Recover the ADVENT Power ConverterEdit
If the tutorial is skipped, this mission is not present - otherwise it is the second tutorial of the game. The squad will consist of Jane Kelly and three randomly selected rookies. Players must head to the power converter and stop the overload within 8 turns or else the converter will explode, dealing 5 HP of damage to units in the radius. Disabling the converter can be done by hacking the device within this time limit. In addition, they must eliminate all hostile targets: Two ADVENT Troopers near the converter, an ADVENT Officer and a trooper on patrol, and a Sectoid with two ADVENT Troopers.
Sabotage ADVENT Monument (Operation Gatecrasher)Edit
If the tutorial is not enabled, this mission serves as the first mission of the game, beginning immediately after the introductory cutscene. This mission starts in concealment.
Four players must eliminate all hostile targets (a pod of 3 ADVENT Troopers and a pod of 2 Troopers and an Officer) and place an X-4 Charge on an Elder statue in order to complete the mission. Failure to eliminate hostile targets will instantly end the game.
ADVENT Blacksite Assault Edit
This mission becomes available after the Council Spokesman's introductory cutscene to the Avatar Project. In order to access it, players must make contact with the region the Blacksite exists beforehand.
Players must make their way through the ADVENT Blacksite, recover the Blacksite Vial, and extract the soldier holding it to complete the mission. This mission begins in concealment.
The rewards are fixed and do not change during games: 125 Supplies, reduction to the Avatar Project by 1, and the Blacksite Vial, a key item.
ADVENT Forge Facility AssaultEdit
This mission becomes available after completing the Blacksite Vial Shadow Project. In order to access it, players must make contact with the region the Forge Facility exists beforehand.
Players must make their way to the ADVENT Forge Facility, enter the 'Clean Room', recover the ADVENT Stasis Suit, and carry it to the extraction point in order to complete the mission. This mission begins in concealment.
The rewards for this mission are fixed: a number of Supplies, reduction to the Avatar Project by 3, and the ADVENT Stasis Suit, a key item.
Codex Data Coordinates Investigation Edit
This mission becomes available after completing the Codex Brain Shadow Project. In order to access it, players must make contact with the region the Codex Data Coordinates point to beforehand.
The rewards for this mission are fixed; a number of Supplies, reduction to the Avatar Project by 3, and the Psi Gate, a key item.
ADVENT Network Tower Assault (Operation Empty Mask)Edit
Main article: ADVENT Network Tower Assault
This is the penultimate mission of the game, unlocked after completing the Avatar Autopsy Shadow Project.
Before the mission begins, players can spend Intel in order to gain up to 4 chosen bonuses for their squad members. Unless the player purchases the increased squad size bonus with Intel, squad size is limited to 3.
Players will need to make their way to and hack the ADVENT Network Tower workstation in order to complete the mission. This mission begins in concealment.
There are no rewards for this mission, as it immediately leads to the Alien Fortress Assault mission.
Alien Fortress Assault (Operation Leviathan)Edit
Main article: Alien Fortress Assault
The final mission of the game. Unlocked immediately after completion of the ADVENT Network Tower Assault mission. Players cannot take on any other missions or Geoscape activities after the mission is unlocked.
Along with the squad chosen, the Commander's Avatar is present and controllable on this mission.
Players must make their way to the Psi Gate hub at the end of a long, thin map, and then defeat the 3 Avatars present while keeping the Commander's Avatar alive in order to complete the mission. This mission does not begin in concealment.
Success will mean victory for XCOM and will end the game. Failure will mean the end of XCOM; XCOM cannot continue on without the Commander.
DLC Missions Edit
These missions are missions exclusive to purchasable DLC for XCOM 2. They are completely optional, remain on the Geoscape indefinitely until they are taken, and do not hinder progress if not taken.
Alien Nest Investigation (Operation Regal Beast) Edit
This mission is exclusive to the Alien Hunters DLC. Success of this mission will commence the spawning of Alien Rulers on missions and allow upgrading to the Bolt Caster, Shadowkeeper and Hunter's Axe, along with a number of Supplies.
Central Officer Bradford appears on the squad for this mission as an Colonel rank Ranger, with all the abilities in the Blademaster tree. He cannot be switched out for another squad member.
This mission requires the player to reach and kill/repel the Viper King in a facility previously used by Dr. Vahlen and then neutralize all hostile targets. The only enemies on this mission beyond the Viper King are Vipers and Neonate Vipers. Central Officer Bradford must also survive the mission or the mission will fail and must be restarted.
Lost Towers Investigation (Operation Last Gift) Edit
This mission is exclusive to the Shen's Last Gift DLC. Success of this mission will reward a single SPARK soldier and allow for the production of SPARKs in the Proving Ground, along with a number of Supplies.
Chief Engineer Lily Shen appears on the squad as a Colonel rank Specialist. She cannot be switched out for another soldier.
Players are required to make their way through an abandoned ADVENT facility, activate the SPARK prototype inside, and destroy Julian's Sectopod to complete the mission. Derelict MECs and Decayed Turrets appear on this mission, and will endlessly spawn until the player reaches the next area of the mission. Lily Shen and the SPARK must survive the mission or the mission will fail and must be restarted.
Lost and Abandoned Edit
This mission is exclusive to the War of the Chosen DLC.
Generic Mission Names Edit
There are four lists the game chooses names from:
m_aFirstOpName, m_aSecondOpName, m_aFirstOpWord, m_aSecondOpWord.
With a probability of 50%, the game chooses the first and the second word from m_aFirstOpName and m_aSecondOpName respectively.
Otherwise, the name gets chosen from m_aFirstOpWord and m_aSecondOpWord. In this case, the names might be the same, so a new second word is chosen if needed.
In addition, there is a 1/500 chance that the second word will be "Chicken".
Mission Name Prefix List Edit
- Dead Man's
Mission Name Suffix List Edit
Mission Word Prefix List Edit
ReMission Word Suffix List Edit
- ↑ If not deactivated within the 6-turn time limit, the charges will explode, dealing 5-6 HP damage in a 3 tile radius.
- ↑ The hack is guaranteed to succeed as long as it is done within the time limit of the mission.
- ↑ This is the only Guerilla Ops mission that has no explicit timer, but it has an implicit one of about 9-12 turns (approximately the time when the damage dealt to the device will destroy it).
Mission Dialogue Edit
Guerilla Ops Edit
Recover Item Edit
|“||Menace, we've got a bead on the ADVENT data vault near your position. Be advised, self-detonating charges are in place at the target. Move to disarm and extract the package before its contents are destroyed.||”|
–Central on mission start
|“||Menace, this is Avenger. We have positive confirmation of the target package. Move to acquire.||”|
–Central upon seeing the package
|“||Menace, the clock is ticking - that detonator isn't going to wait. Get to the vault and disarm it before we run out of time.||”|
–Central at 3 turns left with no hack
|“||Menace, status confirmed, the charges are inactive and the package is secure. Eliminate any remaining hostiles near the AO.||”|
–Central upon successful hacking
|“||Menace, the package has been destroyed - we're not going to recover anything from that site. Eliminate any remaining hostiles in the AO.||”|
–Central if the package is destroyed
Hack Workstation Edit
|“||Menace, this is Avenger. The access point we're after is just ahead. Move to secure the area, expect hostile resistance.||”|
–Central upon mission start
|“||Menace, the ADVENT network terminal is shutting down. This is your last chance to recover the data!||”|
–Central at 1 turn left
|“||We've confirmed successful acquisition of the ADVENT files, eliminate any remaining hostiles in the area.||”|
–Central upon successful hacking