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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons&amp;diff=1624</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons&amp;diff=1624"/>
		<updated>2005-10-23T18:46:19Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weapon Information = &lt;br /&gt;
==Standard Weapons==&lt;br /&gt;
&lt;br /&gt;
You have to start somewhere. New [[X-COM]] commanders are given access to a small but diverse range of small to heavy firearms. While flawed, every weapon will have a few strengths that can be capitalized on.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Standard firearms are sold on the market and are limited only by how much a commander is willing to spend and how much storage space is remaining. While not the best of the bunch, conventional weapons are certainly not the worst either. &lt;br /&gt;
&lt;br /&gt;
*[[Pistol]]&lt;br /&gt;
*[[Rifle]]&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Auto Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
*[[Stun Rod]]&lt;br /&gt;
&lt;br /&gt;
*[[Grenade]]&lt;br /&gt;
*[[Proximity Grenade]]&lt;br /&gt;
*[[High Explosive]]&lt;br /&gt;
&lt;br /&gt;
==Laser Technology==&lt;br /&gt;
Laser weapons start off with a minor step down in accuracy, but are a step up in firepower from conventional small firearms. They are lighter, faster and considerably more powerful. Their biggest advantage is that they do not need ammunition.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Laser weapons can only be manufactured. &lt;br /&gt;
&lt;br /&gt;
*[[Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle]]&lt;br /&gt;
*[[Heavy Laser]]&lt;br /&gt;
&lt;br /&gt;
==Alien Weapons==&lt;br /&gt;
Alien weapons are far more powerful than our own and wield terrible destructive capabilities, but we can harness this against the aliens and use their weapons against them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The majority of all alien weaponry will be captured, but the weapons can also be reproduced in the workshops once they have been researched. However manufacturing ammunition for alien weapons can be costly on [[Elerium]], as alien weapons are elerium based. &lt;br /&gt;
&lt;br /&gt;
*[[Plasma Pistol]]&lt;br /&gt;
*[[Plasma Rifle]]&lt;br /&gt;
*[[Heavy Plasma]]&lt;br /&gt;
*[[Alien Grenade]]&lt;br /&gt;
*[[Small Launcher]] (stun bomb launcher)&lt;br /&gt;
*[[Blaster Launcher]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Damage Formula]]&lt;br /&gt;
*[[Explosions]]&lt;br /&gt;
*[[Alien Artefacts (UFO Defense)|Alien Artefacts]]&lt;br /&gt;
*[[Research (UFO Defense)|Research]]&lt;br /&gt;
*[[Soldiers (UFO Defense)|Soldiers]]&lt;br /&gt;
**[[Firing Accuracy]]&lt;br /&gt;
**[[Reactions]]&lt;br /&gt;
**[[Experience]]&lt;br /&gt;
**[[Raw recruit statistical likelihood|Recruit Statistics]]&lt;br /&gt;
*[[Missions (UFO Defense)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Does anyone mind if I move the Fyodor Dzhersinky Article to its own page and just have a link here? Now that we have detailed individual pages for each weapon, the Article is sort of messy esp. how it causes a Table Of Contents at the top of this page which points to the entries in Dzhersinsky&#039;s Article that have &#039;&#039;&#039;less&#039;&#039;&#039; information than the newer individual pages (nor is the Article being updated anymore, AFAIK). If no one objects after a week, I will move the Article to its own page, and put a big notice/link at the top of this page (and in this &amp;quot;See Also&amp;quot;). If anyone objects, just delete this comment and I won&#039;t. -[[User:MikeTheRed|MTR]] Sunday 23 Oct 2005&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Sounds good. Perhaps make it part of the [[Field Manual]], like [[Field Manual: HWP]] ? -[[User:213.161.240.169|Knan]] Sunday 23 Oct 2005&lt;br /&gt;
&lt;br /&gt;
= Articles =&lt;br /&gt;
==Conventional Weapons Overview==&lt;br /&gt;
X-COM article by FullAuto: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human weapons as deployed by X-Com. Tactical Brief-113, by order of Agent J.P. and Agent G.G. Classified EYES ONLY. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By Fyodor Dzhersinky, Training Sgt. &lt;br /&gt;
&lt;br /&gt;
Welcome, trainees. I am here to induct you into the use of X-Com weaponry. You will address me with respect. You will not eyeball me. You will pay attention. You will learn not to ignore the best weapons humanity has to offer. You will learn to use them to good effect. Follow my rules and we will all leave this class happy capitalists, da? Let us begin. &lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
*Magazine: 12 bullets, 26 Armour Piercing damage each.&lt;br /&gt;
*Snap shot: 60% accuracy, 18% TUs.&lt;br /&gt;
*Aimed shot: 78% accuracy, 30% TUs. &lt;br /&gt;
&lt;br /&gt;
The [[Pistol]] is the weakest weapon in the armoury. However, it is versatile and quick to use. As you can see, you can fire off 5 snap shots in one turn, or 3 aimed shots, giving you a good chance of hitting the target. Best used in conjunction with a grenade or laser pistol, the pistol also serves well as a backup gun for heavy weapon troopers. Its stopping power is not to be underestimated, dealing out only 4 points less than the rifle. This means the pistol can remain useful for much of the game against Sectoids, Floaters, and Snakemen. (on easier difficulty settings)&lt;br /&gt;
&lt;br /&gt;
===Rifle===&lt;br /&gt;
*Magazine: 20 bullets, 30 AP.&lt;br /&gt;
*Snap shot: 60% accuracy, 25% TUs.&lt;br /&gt;
*Auto shot: 35% accuracy, 25% TUs.&lt;br /&gt;
*Aimed shot: 110% accuracy, 80% TUs. &lt;br /&gt;
&lt;br /&gt;
The [[Rifle]] is the default main weapon for any X-Com trooper. It offers auto shots (for close encounters) and accurate single shots (for sniping). All good capitalists know their rifle is more than enough to cope with Sectoids and Floaters. Make sure to carry at least one spare magazine, as auto shots eat up ammo. Again, do not underestimate its power, concerted fire from supporting units can take down fearsome enemies such as the Chryssalid with a little effort. A versatile weapon that can be used by snipers to pick off targets from a good vantage point, like at Stalingrad, or to storm the enemy and crush them under a hail of bullets. Like at Stalingrad. &lt;br /&gt;
&lt;br /&gt;
===Heavy cannon===&lt;br /&gt;
*Magazine: 6 rounds, 56 Armour Piercing/52 High Explosive/60 Incendiary.&lt;br /&gt;
*Snap shot: 60% accuracy, 33% TUs.&lt;br /&gt;
*Aimed shot: 90% accuracy, 80% TUs. &lt;br /&gt;
&lt;br /&gt;
The [[Heavy Cannon]] is a weighty but useful weapon. The magazine size is small, necessitating at least two reloads (usually carried on the belt). I know troopers who prefer one magazine of each ammo type, Armour Piercing for interior clearance, High Explosive for clearing obstructions and tougher enemies, and Incendiary for burning cover and boiling the aliens in their own fluids! The Heavy Cannon can be useful, but it needs a strong trooper to carry it, and its small magazine means sustained fire is impossible. Added to its high rate of TU use, it relegates the Heavy Cannon to a supporting role. &lt;br /&gt;
&lt;br /&gt;
===Auto-Cannon===&lt;br /&gt;
*Magazine: 14 rounds, 42 AP/44 HE/48 I.&lt;br /&gt;
*Snap shot: 56 % accuracy, 33% TUs.&lt;br /&gt;
*Auto shot: 32% accuracy, 40% TUs.&lt;br /&gt;
*Aimed shot: 82% accuracy, 80% TUs. &lt;br /&gt;
&lt;br /&gt;
The [[Auto Cannon]] is the most versatile of the heavy weapons. Relatively light, with a large magazine and a choice of ammo, it also has auto shot capability, meaning it can be reliably used while clearing out UFOs. When using HE, an auto shot can clear a whole field, revealing the alien scum as they cower. When using [[Incendiary]], an auto shot can light up half the battlefield if in a night mission, or quickly burn away any cover, as well as setting fire to enemies. It causes slightly less damage than the Heavy Cannon, but has more than twice the magazine capacity and can fire three times as fast. Truly, a mighty weapon with which to smite the enemy. &lt;br /&gt;
&lt;br /&gt;
===Rocket Launcher===&lt;br /&gt;
*Magazine: 1 rocket, 75 HE Small/100 HE Large/90 Incendiary.&lt;br /&gt;
*Snap shot: 55% accuracy, 45% TUs.&lt;br /&gt;
*Aimed shot: 115% accuracy, 75% TUs. &lt;br /&gt;
&lt;br /&gt;
In the early stages of the war, the [[Rocket Launcher]] is X-Com’s only knockout punch. Usually reserved for use against tough enemies like the [[Cyberdisc]], or groups of weaker enemies, the Rocket Launcher is very accurate when aimed, and should NOT be used otherwise unless absolutely necessary. The size of the ammo severely limits profligacy, a unit can carry a maximum of 5 rockets (3 in backpack, one in hand, one in the launcher) and unless more ammo is spread amongst the rest of the squad, that is all you will have. I advise carrying a pistol for close protection. The nature of the weapon means it is usually deployed at the rear of a squad, so bear in mind when firing that there may be friendly units between the launcher and target. Weigh the risks carefully.&lt;br /&gt;
Best fired from elevated positions, as nearby shots will hit the ground even if they miss, making snap shots feasible, even for not-so-accurate soldiers. Also, feel free to use snap if target has a wall or other large obstacles at their back. (this paragraph also applies for all Heavy Cannon and Auto-cannon with Explosive Ammo)&lt;br /&gt;
&lt;br /&gt;
===Laser Pistol===&lt;br /&gt;
*Magazine: Unlimited, 46 Laser Beam.&lt;br /&gt;
*Snap shot: 40% accuracy, 20% TUs.&lt;br /&gt;
*Auto shot: 28% accuracy, 25% TUs.&lt;br /&gt;
*Aimed shot: 68% accuracy, 55% TUs. &lt;br /&gt;
&lt;br /&gt;
Collectively, the laser weapons are a step down in accuracy from the ballistic weapons, but a step up in power and the nature of their ammo is a big advantage. The [[Laser Pistol]] is best used in conjunction with grenades, or another weapon entirely, or merely as a backup. Bear in mind you can fire off a maximum of 12 shots a turn, each one doing almost twice the damage of a normal pistol round. &lt;br /&gt;
&lt;br /&gt;
===Laser Rifle===&lt;br /&gt;
*Magazine: Unlimited, 60 LB.&lt;br /&gt;
*Snap shot: 65% accuracy, 25% TUs.&lt;br /&gt;
*Auto shot: 46% accuracy, 34% TUs.&lt;br /&gt;
*Aimed shot: 100% accuracy, 50% TUs. &lt;br /&gt;
&lt;br /&gt;
The [[Laser Rifle]] deals out twice the damage of the normal rifle, at a decreased TU cost. It hits hard enough to be useful against pretty much every enemy in the game, and it’s unlimited magazine eliminates ammo problems. Perfect for storming UFOs, where lots of firepower is usually required, and with no reloads necessary, you can fire and manoeuvre much more easily. &lt;br /&gt;
&lt;br /&gt;
===Heavy Laser===&lt;br /&gt;
*Magazine: Unlimited, 85 LB.&lt;br /&gt;
*Snap shot: 50% accuracy, 33% TUs.&lt;br /&gt;
*Aimed shot: 84% accuracy, 75% TUs. &lt;br /&gt;
&lt;br /&gt;
Perhaps the only defective in the armoury, the [[Heavy Laser]] is powerful and accurate, but uses up too many TUs, it’s power and accuracy is never quite enough and it’s lack of auto shot is a mystery. What were those commie eggheads at the X-Com labs thinking? Scientists? Pah! This weapon has seen little use, and is best deployed to a sniper who has a laser pistol for backup. I have found no niche for it, it’s usurped by other weapons which are either faster or more accurate. I spit upon this weapon! &lt;br /&gt;
&lt;br /&gt;
That will be all, trainees.&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Small_Launcher&amp;diff=1619</id>
		<title>Small Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Small_Launcher&amp;diff=1619"/>
		<updated>2005-10-23T18:39:24Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: Blaster launchers can be reaction-fired, too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Small Launcher ==&lt;br /&gt;
&lt;br /&gt;
The Small Launcher and its Stun Bomb are unique in the XCOM arsenal. It is a fired weapon which can knock units unconscious if they are caught in its blast. For more on reviving units, see [[Unconscious]] and [[Medi-Kit]].&lt;br /&gt;
&lt;br /&gt;
The Stun Bomb uses the same projectile and explosion graphics as the [[Blaster Bomb]], which gives every commander a moment of sheer terror - then delight to find it was &amp;quot;only&amp;quot; a stun bomb. Stun bombs do not use waypoints, and leave no explosion damage. Thus, it is easy to distinguish between the two.&lt;br /&gt;
&lt;br /&gt;
Stun Bombs never cause [[Fatal Wounds]]. One less thing to worry about. However, if a Soldier already had a Fatal Wound, note that they will continue to lose health while unconscious, and can even DIE. So if there is any question in your mind, check unconscious soldiers a.s.a.p.!&lt;br /&gt;
&lt;br /&gt;
Note that aliens will not fire on unconscious soldiers. However, any unconscious soldiers caught in a subsequent explosion are always killed, if the blast strength was sufficient to cause ground items to disappear.&lt;br /&gt;
&lt;br /&gt;
== Likelihood of Being Stunned ==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers in Power Suits (&#039;&#039;&#039;PSs&#039;&#039;&#039;) or Flying Suits (&#039;&#039;&#039;FSs&#039;&#039;&#039;) are unlikely to be knocked unconscious because their armor blocks most of the stun [[Damage formula|damage]]:&lt;br /&gt;
*180 stun double damage maximum * 80% PS/FS stun resistance = 144 max stun damage after resistance,&lt;br /&gt;
*Minus 110 (FS Front) to 70 (PS Rear) Armor &lt;br /&gt;
*Equals 34-74 stun damage &#039;&#039;at most&lt;br /&gt;
*[[Soldiers (UFO Defense)|Soldiers]] have [[Health]] from 25 to 61&lt;br /&gt;
Experienced soldiers (Health &amp;gt;34) in a Flying Suit are very unlikely to go down, and in fact will usually have no stun damage at all. 144 is the max possible, but the &#039;&#039;average&#039;&#039; hit will be 72, which will not even breach FS armor.&lt;br /&gt;
&lt;br /&gt;
Average damage by armor (armor averages are Front+Left+Right+Rear divided by 4) versus lowest recruit Health (25):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[User:MikeTheRed|MTR]]: Stun Bombs never go through Under Armor, do they? Please delete this note if anyone can confirm. If they can, though, I need to modify average armor and percents here.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Coveralls (average armor 8.25), no resist, 180 max stun damage:&amp;lt;/u&amp;gt; Max stun 172, average stun 82. &#039;&#039;&#039;85%&#039;&#039;&#039; of the time, soldier with lowest Health (25) will be stunned (1-(25/172)). Max excess stun points can be up to 147 (172-25), so you may need up to 15 [[Medi-Kit|stimulants]] to recover!&lt;br /&gt;
* &amp;lt;u&amp;gt;Personal Armor (average armor 40), 90% stun resist, 162 max stun damage:&amp;lt;/u&amp;gt; Max stun 122, average stun 51. &#039;&#039;&#039;80%&#039;&#039;&#039; of the time, soldier with lowest Health (25) will be stunned (1-(25/122)). Up to 97 excess stun points possible (122-25).&lt;br /&gt;
* &amp;lt;u&amp;gt;Power Suit (average armor 82.5), 80% stun resist, 144 max stun damage:&amp;lt;/u&amp;gt; Max stun 61.5, average stun -10 (no stun damage). &#039;&#039;&#039;25%&#039;&#039;&#039; of the time, soldier with lowest Health (25) will be stunned (1-((82.5+25)/144)). Up to 36.5 excess stun points possible (61.5-25).&lt;br /&gt;
* &amp;lt;u&amp;gt;Flying Suit (average armor 92.5),80% stun resist, 144 max stun damage:&amp;lt;/u&amp;gt; Max stun 51.5, average stun -20 (no stun damage). &#039;&#039;&#039;18%&#039;&#039;&#039; of the time, soldier with lowest Health (25) will be stunned (1-((92.5+25)/144)). Up to 26.5 excess stun points possible (51.5-25).&lt;br /&gt;
&lt;br /&gt;
== Weapon Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Small Launcher&lt;br /&gt;
&lt;br /&gt;
* Firing Cost and Accuracy:&lt;br /&gt;
** Aimed: 75% TUs, 110%&lt;br /&gt;
** Snap: 65% TUs, 65%&lt;br /&gt;
** Auto: Not Available (single shot weapon)&lt;br /&gt;
&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Weight: 10 &lt;br /&gt;
&lt;br /&gt;
* Cannot be bought&lt;br /&gt;
* Sell Price: $120,000&lt;br /&gt;
* Manufacturing Price: Total $116,378 each for 2 Workshops: 78,000 per unit, 900 Engineer hours, 1 Alien Alloy.&lt;br /&gt;
*Profit (inc. Alien Alloy): +$286 per month for 2 Workshops (97 Engineers with 3 Workspace requirements)&lt;br /&gt;
&lt;br /&gt;
* Research Time: 550 Scientist Hours&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:StunBombPattern.gif|right|Stun Bomb blast pattern in Desert]]&lt;br /&gt;
&#039;&#039;&#039;Ammo: Stun Bomb&lt;br /&gt;
&lt;br /&gt;
* Damage: 90 Stun&lt;br /&gt;
* Size: 1x1&lt;br /&gt;
* Weight: 3&lt;br /&gt;
&lt;br /&gt;
* Cannot be bought&lt;br /&gt;
* Sell Price: $15,200&lt;br /&gt;
* Manufacturing Price: Total $19,082 each for 2 Workshops: $7,000 per unit, 200 Engineer hours, 1 Elerium-115.&lt;br /&gt;
*Profit (inc. Elerium): -$1,392 per month for 2 Workshops (98 Engineers with 2 Workspace requirements)&lt;br /&gt;
&lt;br /&gt;
* Blast Pattern (Desert terrain): Radius: 5 tiles, Diameter: 11 tiles&lt;br /&gt;
&lt;br /&gt;
* Research Time: 180 Scientist Hours&lt;br /&gt;
&lt;br /&gt;
== Usage Notes ==&lt;br /&gt;
&lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Aimed:  1 Shot, 25% Remaining TUs &lt;br /&gt;
* Snap: 1 Shot, 35% Remaining TUs&lt;br /&gt;
* Auto: Not Available&lt;br /&gt;
&lt;br /&gt;
Stun bomb hits count toward [[Firing Accuracy]] skill point increase. If you hit many aliens with one stun bomb, you can get many [[experience]] points with the one shot. It still counts towards experience if aliens are caught in its blast, even on the rare occasions that they do not get any stun damage (because their armor blocked it). See blast pattern (above).&lt;br /&gt;
&lt;br /&gt;
The Small Launcher can also provide points to [[Reactions]] skill point increase, if fired as an opportunity shot. However, you only get one experience point per shot, even if multiple aliens are caught in the blast. (Technically, you were only reacting to one particular alien.)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Alien_Artefacts_(UFO_Defense)|Alien Artefacts]]&lt;br /&gt;
*[[Weapons_(UFO_Defense)|Weapons]]&lt;br /&gt;
*[[Unconscious]]&lt;br /&gt;
*[[Medi-Kit]]&lt;br /&gt;
*[[Stun Rod]]&lt;br /&gt;
*[[Soldiers (UFO Defense)|Soldiers]]&lt;br /&gt;
*[[Experience]]&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Field_Manual:_HWP&amp;diff=1827</id>
		<title>Field Manual: HWP</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Field_Manual:_HWP&amp;diff=1827"/>
		<updated>2005-10-21T16:07:07Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: /* 1004.5.2.1 Cannon 25mm (M242 Chain Gun) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(see also [[Heavy Weapons Platforms (UFO Defense)]])&lt;br /&gt;
&lt;br /&gt;
= 1004.5 HWP Team =&lt;br /&gt;
The Mobile Heavy Weapons Platform, or [[HWP]], is a remotely operated armoured robotic chassis. Using standard comlink frequencies and an encrypted control channel, the HWP operator is able to achieve tight interaction with the rest of the squad despite being in a remote physical location. The HWP sensor suite gives the operator visual acuity equivalent to the soldiers on location. The HWP chassis is 1.2 meters wide by 1.5 meters long by 1 meter high. It is capable of 40 km/h speeds and has a 100kg load capacity for ammunition. It is often referred to as a miniature tank and can be used in similar roles.&lt;br /&gt;
&lt;br /&gt;
== 1004.5.1 Main roles ==&lt;br /&gt;
&lt;br /&gt;
=== 1004.5.1.1 Scouting ===&lt;br /&gt;
High speed allows recon over wide region. Care must be taken to not get so far ahead that the HWP cannot be supported by the rest of the squad.&lt;br /&gt;
&lt;br /&gt;
=== 1004.5.1.2 Bounding ===&lt;br /&gt;
The high speed of the HWP enables it to cover ground quickly and establish presence in flanking positions, supporting further squad movement.&lt;br /&gt;
&lt;br /&gt;
=== 1004.5.1.3 Forced Entry ===&lt;br /&gt;
The main advantage here is that where loss risk is high, the HWP can be used as the breaching unit in order to protect the more valuable soldiers. Combine with other tactics such as smoke. Remember the tank is not as manuverable as a soldier and passageways may have to be widened for access.&lt;br /&gt;
&lt;br /&gt;
=== 1004.5.1.4 Hostile Area Deployment ===&lt;br /&gt;
Similarly the HWP, when placed at the exit ramp, can save lives by being the first unit deployed into hostile landing zones. The HWP should seek to establish as many enemy positions as possible before returning fire.&lt;br /&gt;
&lt;br /&gt;
=== 1004.5.1.5 Heavy Weapons Support ===&lt;br /&gt;
Surprisingly a little used role, the HWP can offer HW support to fireteams without a HW component and can even make use of its speed to support multiple teams by travelling between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1004.5.2 Armament ==&lt;br /&gt;
Recoil design constraints limit the size of the armament for the HWP platform. The following armaments have been approved for field use.&lt;br /&gt;
&lt;br /&gt;
=== 1004.5.2.1 Cannon 25mm (M242 Chain Gun) ===&lt;br /&gt;
The 25mm high velocity round provides firepower between that of the Auto and [[Heavy cannon]] in damage capability. 30 round magazine. Single-shot mode only.&lt;br /&gt;
&lt;br /&gt;
=== 1004.5.2.2 Rocket 66mm (M202 Quad Launcher) ===&lt;br /&gt;
The two quadruple rocket pods provide 8 high explosive rocket munitions. Firepower is approximately equivalent to the [[Small Rocket]] for man-portable [[Rocket Launcher]]s. Should never be left to reaction-fire in close situations.&lt;br /&gt;
&lt;br /&gt;
=== Laser:5004 classified ===&lt;br /&gt;
Firepower similar to Portable [[Heavy Laser]], improved X-Alloy armour.&lt;br /&gt;
&lt;br /&gt;
=== Plasma:5004 classified ===&lt;br /&gt;
Standard model comes with Hoverdrive, [[Elerium]] use negligible.&lt;br /&gt;
&lt;br /&gt;
=== Fusion:5004 classified ===&lt;br /&gt;
A lighter rating of [[Blaster Launcher]] weaponry, shares programmable projectile path ability for indirect fire. Ammo capacity similar to Rocket tank. Same warnings apply.&lt;br /&gt;
&lt;br /&gt;
--[[User:JellyfishGreen|JellyfishGreen]] 14:34, 19 Apr 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Category:Heavy Weapons Platforms]]&lt;br /&gt;
[[Category:Field Manual]]&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tank/Cannon&amp;diff=1777</id>
		<title>Tank/Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tank/Cannon&amp;diff=1777"/>
		<updated>2005-10-21T15:58:59Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
This is one of the first two [[:Category:Heavy Weapons Platforms|HWP]]s available to new [[X-COM]] Commanders, and also the least remarkable.&lt;br /&gt;
&lt;br /&gt;
The Tank/Cannon carries (unsurprisingly) a cannon that fires powerful [[AP|armour-piercing]] rounds. Up to 30 rounds can be loaded for a single mission.&lt;br /&gt;
&lt;br /&gt;
While it is universally considered to be the least exceptional of all the [[:Category:Heavy Weapons Platforms|HWP]]s, the Tank/Cannon can still surpass the [[Tank/Rocket Launcher]] on occasion during the early stages of a campaign against enemy [[Terror Units]] that are resistant to [[HE|high explosive]] attacks. &lt;br /&gt;
&lt;br /&gt;
In particular, the heavily armoured [[Cyberdisc]]s and [[Chryssalid]]s. As the [[Tank/Rocket Launcher]] only carries a small supply of rockets, [[X-COM]] commanders tend to end up with rocket tanks stranded in the field with no means of defending itself. A single cannon tank can often deal with several [[Cyberdisc]]s or [[Chryssalid]]s without spending all of its cannon shells. &lt;br /&gt;
&lt;br /&gt;
Unlike the [[Tank/Rocket Launcher]], which can still be useful in later stages of the campaign against most lightly armoured enemies, the Tank/Cannon is immediately outclassed by the [[Tank/Laser Cannon]] and the [[Hovertank/Plasma]]. Until then, its main function is to fill in any voids that the [[Tank/Rocket Launcher]] leaves behind.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$420,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Time Units:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Health:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front Armour:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left/Right Armour:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear Armour:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under Armour:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cannon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Power:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 (Armour-Piercing)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ammunition Type:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HWP Cannon Rounds&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rounds Required:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cost/round:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Category:Heavy Weapons Platforms]]&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research&amp;diff=1507</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research&amp;diff=1507"/>
		<updated>2005-10-19T15:10:42Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Tree ==&lt;br /&gt;
You are given [[Weapons_(UFO_Defense)#Laser_Technology|Laser weapons]], [[Medi-Kit]]s, and [[Motion Scanner]]s as research topics at the start of the game. Every subsequent research topic stems from a breakthrough in a previous research topic, or new technology picked up on the battlefield and brought back to your stores.&lt;br /&gt;
&lt;br /&gt;
Tip: You can sell off the item from your stores once research has started, if you need the space. The research will continue (unless you cancel the project!). Also, you get the same amount of cash, whether you&#039;ve researched it or not.&lt;br /&gt;
&lt;br /&gt;
=== Laser Weapons ===&lt;br /&gt;
 Laser Weapons  (tech breakthrough)&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Pistol]]&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Rifle]]&lt;br /&gt;
   |  &lt;br /&gt;
 [[Heavy Laser]]       &lt;br /&gt;
   |  &lt;br /&gt;
 Laser Cannon &lt;br /&gt;
 ([[Heavy Weapons Platforms (UFO Defense)|Laser Tank]])&lt;br /&gt;
   | &lt;br /&gt;
 [[Laser Defences|Laser Defense]]&lt;br /&gt;
=== Plasma Weapons ===&lt;br /&gt;
     [[Heavy Plasma]]               [[Plasma Rifle]] &lt;br /&gt;
          |    Heavy Plasma Clip   |  Plasma Rifle Clip  &lt;br /&gt;
          |___________|            |__________|&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |__________OR___________|&lt;br /&gt;
                             |&lt;br /&gt;
                       Plasma Cannon&lt;br /&gt;
                    ([[Heavy Weapons Platforms (UFO Defense)|Hovertank/Plasma]]) *See Note 1&lt;br /&gt;
                             |&lt;br /&gt;
                       [[Plasma Defences|Plasma Defense]]&lt;br /&gt;
=== Fusion Weapons ===&lt;br /&gt;
  [[Blaster Launcher]]    [[Blaster Bomb]]&lt;br /&gt;
              |___________|&lt;br /&gt;
                   |&lt;br /&gt;
                Fusion Ball&lt;br /&gt;
           ([[Heavy Weapons Platforms (UFO Defense)|Hovertank/Launcher]])  *See Note 2&lt;br /&gt;
                   |&lt;br /&gt;
           [[Fusion Ball Defences|Fusion Ball Defense]]&lt;br /&gt;
=== Armor ===&lt;br /&gt;
       [[Alien Alloys]]&lt;br /&gt;
               |  &lt;br /&gt;
 [[Elerium-115]]  [[Personal Armor]]  [[UFO Power Source]]      &lt;br /&gt;
 |_____________|_________________| &lt;br /&gt;
           | &lt;br /&gt;
           |     &lt;br /&gt;
      [[Power Suit]]      [[UFO Navigation]]  &lt;br /&gt;
           |_________________|   &lt;br /&gt;
                    |&lt;br /&gt;
               [[Flying Suit]] &lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
 Alien    Elerium        UFO            UFO&lt;br /&gt;
 Alloys      115     Power Source   Navigation&lt;br /&gt;
 |___________|___________|______________|&lt;br /&gt;
            |&lt;br /&gt;
    UFO Construction&lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
    New Fighter Craft&lt;br /&gt;
       ([[Firestorm]])  *See Note 1 &#039;&#039;(Required for [[Heavy Weapons Platforms (UFO Defense)|Hovertank/Plasma]])&lt;br /&gt;
            |&lt;br /&gt;
 New Fighter-Transporter&lt;br /&gt;
       ([[Lightning]])&lt;br /&gt;
  __________|____________&lt;br /&gt;
  |                      |&lt;br /&gt;
 [[Grav Shield]]     Ultimate Craft ([[Avenger]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&lt;br /&gt;
#&amp;quot;New Fighter Craft&amp;quot; required before you can build the Plasma Hovertank.&lt;br /&gt;
#Fusion Ball Launcher required before you can build the Launcher Hovertank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- from Kasey Chang&#039;s USG&lt;br /&gt;
&lt;br /&gt;
== Live Alien Research ==&lt;br /&gt;
&lt;br /&gt;
Researching live aliens gives different results depending on their rank. It is very important to take certain aliens alive to finish the game. Picking your aliens becomes easier with the [[Mind Probe]] and [[Small Launcher]], although a well-applied [[Stun Rod]] early in the game can give your tech tree a big boost. Note you not only need to have an [[unconscious]] alien when you exit the Battlescape, you also need an [[Alien Containment]] module at the base your craft returns to, or they&#039;ll die before you get any useful info.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Any Live Alien&lt;br /&gt;
**[[Alien Origins]]&lt;br /&gt;
*&#039;&#039;&#039;Alien Soldier&lt;br /&gt;
**Nothing, beyond information on own species&lt;br /&gt;
*&#039;&#039;&#039;Alien Medic&lt;br /&gt;
**Species information *1&lt;br /&gt;
*&#039;&#039;&#039;Alien Navigator&lt;br /&gt;
**[[Missions (UFO Defense)|Alien missions]] (harvest, base, etc.)&lt;br /&gt;
**[[Hyper-Wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Engineer&lt;br /&gt;
**[[UFO (UFO Defense)#UFO Types|UFO Types]] (they will show you all UFO types, not just their own)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Leader (or Commander) &lt;br /&gt;
**The Martian Solution &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Commander&lt;br /&gt;
**Cydonia or Bust *2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Any [[Ethereal]], or Sectoid Leader/Commander &lt;br /&gt;
**[[Psionics]] (see below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&lt;br /&gt;
#Alien medics can give information on species other than their own. This is the only way to gain information about &amp;quot;live&amp;quot; Cyberdiscs. Information gained about Etherals (or Sectoids) in this way will not give you access to [[Psionics]], however.&lt;br /&gt;
#Commanders can be found in their [[Battleship|Battleships]], or [[Alien Base|their bases]] (&amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; your bases, should they [[Base Defense|choose to attack]]). The [http://www.xcomufo.com/usg.html USG] incorrectly states that only a Commander from an alien base can be used to give access to &amp;quot;Cydonia or Bust&amp;quot;, however, in practise any Commander will do - so long as The Martian Solution has already been researched. Should you research a Commander prior to this, you&#039;ll have to capture another.&lt;br /&gt;
&lt;br /&gt;
=== [[Psionics]] ===&lt;br /&gt;
 Psionic Alien&lt;br /&gt;
   |&lt;br /&gt;
 [[Psi Lab]]&lt;br /&gt;
   |_______&lt;br /&gt;
   |       |&lt;br /&gt;
 [[Psi-amp]] [[Mind Shield]]&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien&lt;br /&gt;
  |&lt;br /&gt;
 Alien Origins&lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Leader&lt;br /&gt;
  | /&lt;br /&gt;
 The Martian Solution  &lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Commander&lt;br /&gt;
  | /&lt;br /&gt;
 Cydonia or Bust&lt;br /&gt;
  |&lt;br /&gt;
  | [[Avenger]]&lt;br /&gt;
  | /&lt;br /&gt;
 [[Cydonia]] (mission)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- from Kasey Chang&#039;s USG&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionics&amp;diff=1525</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionics&amp;diff=1525"/>
		<updated>2005-10-19T15:08:38Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: Sectoid Leaders also have psi.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Psionic Combat ==&lt;br /&gt;
Sectoid Leaders, Sectoid Commanders, and all [[Ethereal]]s, have Psionic abilities to create Panic (reduce [[Morale]]) or attempt [[Mind Control]]. Be very wary. Murphy&#039;s Law says the first soldier to succumb to Mind Control will be in the perfect position to shoot your squad in the back with a rocket launcher.&lt;br /&gt;
&lt;br /&gt;
If an alien spots any member of your squad, even the tank, during the alien turn, the squad is at risk of attack.  The weak soldiers will be targeted most often, and will likely be nicknamed &amp;quot;psi-puppets&amp;quot; by their teammates, if anyone survives. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Jasonred]] : If anyone who is psi-attacked survives, just fire them. It&#039;s for the best, trust me.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You won&#039;t know exactly what your soldiers&#039; psionic resistance or skills are until you build a [[Psi Lab]] and run them through a screening process (in batches of 10). Talented soldiers (80% plus) should be trained further; they need a month of training to show improvement and probably shouldn&#039;t be in the front line missions during this time, as the training is so valuable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Jasonred]] : Sending them on actual missions doesn&#039;t detract from their actual psi training. Just don&#039;t get them killed. I&#039;m not sure whether soldiers who are still injured at the end of the month get training though.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To get Psi experience QUICK, you can equip one guy with a psi-amp, leave him in the Skyranger, and have him attempt to panic units every chance he gets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zombie&#039;s Psionic Formulas ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Psionic Combat Strength = PCS = (Psi Strength) * (Psi Skill) &lt;br /&gt;
 &#039;&#039;&#039;Panic Defense         = PAD = [ (Psi Strength) + (Psi Skill/5) ] + 10&lt;br /&gt;
 &#039;&#039;&#039;Mind Control Defense  = MCD = [ (Psi Strength) + (Psi Skill/5) ] + 30&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Base Chance = Attacker PCS - Target PCS&lt;br /&gt;
&lt;br /&gt;
The formulas were provided by Zombie and Danial from OSG. However, so far, no one has tested them in depth, and they don&#039;t seem to make sense on the surface. Example: A Psi Str 95, Skill 16 soldier vs. a Muton soldier (Psi Str 25, Skill 0) should have a success rate of approx. 1500%(?!) based on the equations, but the actual success rate is ~50%.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also known that distance &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; matter, but not how much. The stated example was done with target right next to soldier... but notice how the equation says &amp;lt;b&amp;gt;base&amp;lt;/b&amp;gt; chance of success. (&#039;Target PCS&#039; is verbatim from the OSG, but is it a typo that should&#039;ve said PAD or MCD? Who knows.) Perhaps distance introduces a significant reduction or divisor. Anyone who wants to test, be our guest!&lt;br /&gt;
&lt;br /&gt;
Regardless, it&#039;s clear that Psi strength plays the greatest factor in defense. Also, Panic Attacks are more likely to succeed. But Mind Control is much more... useful.&lt;br /&gt;
&lt;br /&gt;
== Field Manual Addendum: February 2000: Psionics ==&lt;br /&gt;
&lt;br /&gt;
=== A brief working theory: ===&lt;br /&gt;
&lt;br /&gt;
The psionic research group has theorized a &amp;quot;conchfield&amp;quot;, or field of consciousness, is put forth by all sentient beings. The scientists speculate that this field exists as an energy on a plane coexistant with our own space but undetectable by Earth technology. They refer to this as &amp;quot;conchspace&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Normally the patterns of a conchfield are individual and isolated. They rise and fall with the electrical brain waves we can measure. No two conchfields can physically superimpose because they are tied to separate minds and bodies in our own space which cannot superimpose. However, there is also some energy which can travel freely in this conchspace and interact with conchfields. Whether by some geometry of conchspace or of our own space, if this energy is continually exchanged between two conchfields, the conchfields start to synchronize patterns.&lt;br /&gt;
&lt;br /&gt;
It is speculated that occasionally this &amp;quot;standing wave&amp;quot; effect occurs naturally, and this has given rise to limited and fleeting psychic phenomena dismissed as superstition.&lt;br /&gt;
&lt;br /&gt;
However the alien technology gives the additional power and control to turn this phenomena into a useful tactical advantage.&lt;br /&gt;
&lt;br /&gt;
=== [[Mind Probe]]: ===&lt;br /&gt;
&lt;br /&gt;
These allow an impression of a subject conchfield to be briefly superimposed on the operator. The transmission is mostly one-way and usually the subject has a brief sensation of an altered state or a wider consciousness but is not otherwise affected. The information gathered is stored in the mind probe until accessed. This can convey information as general as a feeling of high morale to as specific as the subject&#039;s last assessment of their armour. The operator must know the physical location of the subject to within a meter. The probe takes several seconds (50% TU) to perform its scan so patience is required. No psychic strength or training is required to use this unique device.&lt;br /&gt;
&lt;br /&gt;
Squads report successfully approaching and capturing an alien with no resistance after first determining its fatigued state with a mind probe.&lt;br /&gt;
&lt;br /&gt;
=== Psionic Amplifiers: ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;[[Psi-Amp]]&amp;quot; or psionic amplifier can set up a feedback loop between two conchfields so that the operator can attempt to tranfer thought between their own mind and the target. The physical location of the target must be known to within a meter. The operator must be trained and powerful enough to overcome psychic resistance of the target.&lt;br /&gt;
&lt;br /&gt;
The amplifier is geared for two forms of psionic attack, the first a projected feeling of fear, apprehension, or panic and the second a near-total control of the subject&#039;s mind and body. (See [[Mind Control]].) The subject usually perceives this as a change in their instincts or low-level desires that leads them to change their higher-level behavior, similar to hypnosis. The subject may be behaving completely counter to the norm, such as preparing to fire on their own forces, but as their own sense of self is being suppressed, they may not even be aware they are behaving strangely. The subject&#039;s companions, on the other hand, can recognize the change almost immediately. Symptoms include vacant stares, inappropriate emotions or lack of emotion, and unresponsiveness.&lt;br /&gt;
&lt;br /&gt;
The subject&#039;s perceptions are also fed back to the user, allowing them in effect to look out through the subject&#039;s eyes. This on its own gives the user a tactical advantage if they can gain knowledge of how their opponent has deployed their forces, and also allows them to locate and choose additional subjects.&lt;br /&gt;
&lt;br /&gt;
The aliens have implants that perform the role of the Psi-Amp so this item must be manufactured rather than recovered from the battlefield.&lt;br /&gt;
&lt;br /&gt;
=== Training: ===&lt;br /&gt;
&lt;br /&gt;
The psionic training facility uses &amp;quot;ganzfield&amp;quot; sensory blockers, a sensitive psionic receiver, and a fixed version of the psiamp. The electronics recognize the projection of a trainee and provide auditory feedback through the headset. The trainee attempts to project their impressions of this tone along with their other thoughts. The stronger the feedback loop, the stronger the audio tone. Half of this feedback loop is thus psionic and the return half electronic.&lt;br /&gt;
&lt;br /&gt;
Training consists of both projecting and resisting - projecting is attempting to establish a feedback loop with a remote field, and resisting is attempting to break a feedback loop initiated by a remote field. In combat this corresponds to attack and defence. Psionic skill in attacking is also developed by moving the target, which forces the trainee to be effective in rapidly translating between normal space and consciousness space and performing the projection accurately. Defence depends mainly on psionic strength, a passive ability.&lt;br /&gt;
&lt;br /&gt;
Each station is screened from the others. The headset also muffles external noise. Special goggles flood the eyes with a soft red light. It is in this sensory deprived trance state that projection comes most easily. As the trainee becomes more skilled at initiating and establishing an interface with the psiamp, the sensory deprivation equipment can be reduced and eventually removed. Soldiers are then able to go into this trance state without aid in the field.&lt;br /&gt;
&lt;br /&gt;
This training serves to both screen soldiers for latent psionic ability and to exercise that ability. For several weeks, even the best soldiers may not be able to grasp what is asked of them, so a full month is required for proper evaluation.&lt;br /&gt;
Psionically gifted soldiers are of course extremely valuable assets. Due to the high casualty rate of XCOM, commanders have recommended that the soldiers undergoing training should be given less hazardous duties or taken off active duty for that month, until at least a preliminary screening report is available.&lt;br /&gt;
&lt;br /&gt;
== Deployment: ==&lt;br /&gt;
&lt;br /&gt;
Psionically strong but unskilled soldiers can be used in any scouting or fire support role. As per standard doctrine, they should relay all information about the position of the enemy as efficiently as possible; this allows both support fire and psionic attacks to be brought to bear.&lt;br /&gt;
&lt;br /&gt;
Psionically skilled and strong soldiers should be kept out of direct combat to allow them to concentrate on using the psionic amplifier. They do not need to leave the landing craft to carry out their duties, so leave them here unless the craft is under attack.&lt;br /&gt;
&lt;br /&gt;
It may be useful to assign them an aide who can evaluate targets with the Mind Probe and help determine the best use of a psionic attack. It&#039;s strategically better to have a strong operator with a good chance of [[Mind Control]] rather than bothering with panic attacks by weaker operators - unless you have the psi-amps to spare.&lt;br /&gt;
&lt;br /&gt;
Preferred targets would be higher-ranking units, psychically capable units, or heavy weapons units. It is possible to control any alien, including the psionically controlled robotic units. Some skilled psionic operators have had success with simply attempting control of every alien encountered and disarming them, then using the controlled alien as a scout to determine the next target unit, then taking the next target unit and leaving the previous unit for a mop-up squad.[1]&lt;br /&gt;
&lt;br /&gt;
Easiest actions with a controlled unit are movement and firing or dropping the held weapon. It is possible but tricky to do more. (see Alien Inventory Bug under [[Exploits]].)&lt;br /&gt;
&lt;br /&gt;
[1] A bunch of unarmed aliens released in front of a firing squad is ideal for training [[Reactions]]. For best results, give the firing squad the weakest gun possible - the pistol (26 AP damage). Or laser pistol (46 laser damage), if you don&#039;t want to mess with ammo (and the 80-item limitation).&lt;br /&gt;
&lt;br /&gt;
== Countering psionic attacks and tactics: ==&lt;br /&gt;
=== Re-assign. ===&lt;br /&gt;
The former doctrine on psionically attacked soldiers also applies to soldiers who have been psionically screened. Namely, soldiers weak in psi-strength or who have become victims of psionic attack should be sacked or re-assigned at the earliest opportunity for the safety of the rest of the squad. If retained on active duty they should never be knowingly sent on missions against psionic capable aliens. &lt;br /&gt;
Veteran soldiers who are psionically weak but otherwise worth keeping can be assigned to a secondary craft or interception base, strictly for use on missions against [[Muton]]s and other non-psionic aliens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[User:JellyfishGreen|JellyfishGreen]]: I tried jotting down the names of the puppets as a reminder to fire them later.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Disarm. ===&lt;br /&gt;
Zombie&#039;s experimental results tell us the soldier with the lowest psi-strength  is &#039;&#039;&#039;always&#039;&#039;&#039; chosen as the victim in a psionic attack, even if he&#039;s out of line-of-sight of either enemy or ally. The game AI is skipping any LOS requirement. - Psi-puppet soldiers should NOT be used as spotters. Disarm them as soon as possible, preferentially before the mission. &lt;br /&gt;
&lt;br /&gt;
If such soldiers are deployed against psionic capable aliens, they may still have use in limited roles. Do not give them any weapons or grenades. Well, maybe smoke grenades.&lt;br /&gt;
&lt;br /&gt;
*1) Unarmed medic or equipment operator. If controlled, they cannot injure other soldiers, but they may be shot on sight by other soldiers. If panicked, they&#039;ll drop the equipment.&lt;br /&gt;
*2) Non-lethal weaponry. [[Stun Rod]]s or stun guns again prevent injury of other soldiers but the risk of control and loss of tactical advantage remains.&lt;br /&gt;
*3) &#039;&#039;&#039;Decoy&#039;&#039;&#039;. The unarmed soldier lets themself get mind-controlled rather than shot. If they are under mind control, the soldier will often be spared by the alien. Every mind-control attack on the &amp;quot;decoy&amp;quot; is one less attack on the rest of the squad and one more psionic alien kept busy. Note your other soldiers may shoot a controlled decoy on sight, and the aliens will shoot a panicked decoy on sight. An extremely risky tactic for the soldier but survival can be extended by blockading the decoy into a closet with other soldiers or tanks and turning your back to them.&lt;br /&gt;
&lt;br /&gt;
If there are two or more psionic aliens, you may need more decoys.&lt;br /&gt;
&lt;br /&gt;
=== Roll with it. ===&lt;br /&gt;
Kamikaze tactics have also been used but cannot be recommended here.&lt;br /&gt;
&lt;br /&gt;
HWP&#039;s can continue to be used in all roles against psionic capable forces as they are immune.&lt;br /&gt;
&lt;br /&gt;
Heavy Support Weaponry ([[Blaster Launcher]]s, [[Rocket Launcher]]s) should only be assigned to soldiers with high psionic strength to prevent its counteruse.&lt;br /&gt;
&lt;br /&gt;
If all forces are equipped with [[Power Armor]], which is proof against light ballistic weaponry, standard rifles and pistols can be freely issued with little risk of lethality even if counterused. Note [[Ethereal]]s are less affected by these weapons than [[Sectoid]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- JFG, with credits to the adventurous NKF-sensei whose field reports I freely draw from. --[[User:JellyfishGreen|JellyfishGreen]] 14:50, 19 Apr 2005 (BST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Jasonred: In fact, you can safely issue them [[Laser Pistol]]s if you&#039;re all armed with Flying Suits, possibly Powered Armor is enough. And as duly noted, Laser Weapons are Not Too Shabby.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-[[User:MikeTheRed|MikeTheRed]]: In my experience, laser pistols &amp;lt;b&amp;gt;can&amp;lt;/b&amp;gt; hurt you in flying suits. Specifically, if you&#039;re shot in the back. So they are great for &amp;quot;firing squads&amp;quot; (all your guys facing MC&#039;d aliens), but not when aliens might MC you. (And don&#039;t turn your back when doing a firing squad!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-[[User:NKF|NKF]]: &amp;quot; Just to add to this, a laser pistol, with 46 laser, does between 0 - 92 damage (See: [[Damage Formula]]). Therefore, only your front plates will be truly invulnerable to laser pistol damage. On the other hand, you have a chance of being damaged from pretty much &#039;&#039;every other direction&#039;&#039;, and you cannot always guarantee that you&#039;ll be facing your attacker at all times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The only real consolation is that laser pistols won&#039;t kill you outright for each hit, but lots of little hits can indeed build up to a lot of damage. I&#039;d much rather recommend an autocannon/HE or the standard pistols/rifles for this exercise. Direct hits from the ACHE can probably cause a tiny amount of damage, but the ammo will not be unlimited like the laser pistol, and the autocannon is also the slowest burst weapon in the game, despite its name, which gives you time to get away and seek cover. Another bonus is that it works a lot better on superhuman ethereals than the pistol/rifle! &amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Psi-Lab]]&lt;br /&gt;
&lt;br /&gt;
[[Psi-amp]]&lt;br /&gt;
&lt;br /&gt;
[[Mind Shield]]&lt;br /&gt;
&lt;br /&gt;
[[Mind Probe]]&lt;br /&gt;
&lt;br /&gt;
[[Training]]&lt;br /&gt;
&lt;br /&gt;
[[Molecular Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Community&amp;diff=2355</id>
		<title>Community</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Community&amp;diff=2355"/>
		<updated>2005-10-19T15:01:14Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: /* Wiki Authors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Community Leaders ==&lt;br /&gt;
[[User:GazChap|GazChap]]&amp;lt;br&amp;gt;&lt;br /&gt;
Creator of this Wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.strategycore.co.uk/forums/index.php?showuser=1 Pete]&amp;lt;br&amp;gt;&lt;br /&gt;
The main man behind [http://www.strategycore.co.uk StrategyCore] (formally [[X-Com Tactical Command]]).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.xcomufo.com/forums/index.php?showuser=1 Micah]&amp;lt;br&amp;gt;&lt;br /&gt;
The main man behind [http://www.xcomufo.com XcomUfo].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Wiki Authors ==&lt;br /&gt;
*[[User:Azrael|Azrael]]&lt;br /&gt;
*[[User:Blehm|Blehm]]&lt;br /&gt;
*[[User:Bomb Bloke|Bomb Bloke]]&lt;br /&gt;
*[[User:Danial|Danial]]&lt;br /&gt;
*[[User:GazChap|GazChap]]&lt;br /&gt;
*[[User:Grimnoch|Grimnoch]]&lt;br /&gt;
*[[User:Hobbes|Hobbes]]&lt;br /&gt;
*[[User:JellyfishGreen|JellyfishGreen]]&lt;br /&gt;
*[[User:JudgeDeadd|JudgeDeadd]]&lt;br /&gt;
*[[User:213.161.240.169|Knan]]&lt;br /&gt;
*[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
*[[User:NKF|NKF]]&lt;br /&gt;
*[[USER:Quantifier|Quantifier]]&lt;br /&gt;
*[[User:Tentaculat Commander|Tentaculat Commander]] &amp;lt;i&amp;gt;(aka Gurluas)&amp;lt;/i&amp;gt;&lt;br /&gt;
*[[User:Vicarious|Vicarious]]&lt;br /&gt;
*[[User:Zombie|Zombie]]&lt;br /&gt;
&lt;br /&gt;
== xcomufo.com people ==&lt;br /&gt;
&lt;br /&gt;
Most of these people are also associated with [[Project Xenocide]] or [[Ufo2000]]. &lt;br /&gt;
&lt;br /&gt;
*[http://www.xcomufo.com/forums/index.php?showuser=1749 Gurluas]&lt;br /&gt;
&lt;br /&gt;
== xcomufo.com forums memes ==&lt;br /&gt;
&lt;br /&gt;
*[[Commander Tommy]]&lt;br /&gt;
*[[Golden Toilet]]&lt;br /&gt;
*[[Turkish Bath]]&lt;br /&gt;
*[[Religions]]&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Links&amp;diff=1448</id>
		<title>Links</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Links&amp;diff=1448"/>
		<updated>2005-10-14T16:46:11Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: Added link to Pocket UFO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= X-COM: General =&lt;br /&gt;
http://www.xcomufo.com - this is currently the best source for all x-com games and also got a nifty forum.&lt;br /&gt;
&lt;br /&gt;
[http://www.amazon.com/exec/obidos/tg/detail/-/1559587644/qid=1115799224/sr=1-1/ref=sr_1_1/102-6566557-1460918?v=glance&amp;amp;s=books Official Strategy Guide (on Amazon)]&lt;br /&gt;
&lt;br /&gt;
[http://www.xcomufo.com/usg.html Kasey Chang&#039;s Unofficial Strategy Guide]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/X-COM X-COM on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
== Remakes and Inspired Games ==&lt;br /&gt;
* http://www.smksoftware.ru/pufo.shtml - Pocket UFO by SMK Software. Beta release, screenshots.&lt;br /&gt;
* http://ufo-extraterrestrials.com/ - by Chaos Concept. Unknown 3D engine. Screenshots, Czech forums&lt;br /&gt;
* http://ufo.myexp.de/ - TBS based on Quake2 engine. Pre-demo, screenshots&lt;br /&gt;
* http://ufo2000.sourceforge.net/ - extending original data files. Beta release&lt;br /&gt;
* http://www.ufo-aftermath.com/ - as published by Altair. Full Commercial Release&lt;br /&gt;
* http://www.projectxenocide.com/ - Alpha release&lt;br /&gt;
* http://www.xforce-online.de/ - German site, version 0.835 release&lt;br /&gt;
* http://www.invasion2021.narod.ru  - Russian site, English translations, screenshots, pre-demo.&lt;br /&gt;
* http://www.xcom-lasthope.com - CounterStrike-based at the moment. Awaiting a good HalfLife SDK programmer to wean it off CS.&lt;br /&gt;
&lt;br /&gt;
== Fanfiction ==&lt;br /&gt;
&lt;br /&gt;
== Forums ==&lt;br /&gt;
http://www.strategycore.co.uk&lt;br /&gt;
&lt;br /&gt;
[http://www.xcomufo.com/forums XComUFO]&lt;br /&gt;
&lt;br /&gt;
== Users ==&lt;br /&gt;
&lt;br /&gt;
== Utilities ==&lt;br /&gt;
&lt;br /&gt;
[http://www.daishiva.com/programs/Help/MapView.shtml Daishiva&#039;s MapView]&lt;br /&gt;
&lt;br /&gt;
[http://members.aol.com/stjones/xcomutil/ Scott T. Jones&#039;s XcomUtil]&lt;br /&gt;
&lt;br /&gt;
== UFOpaedias ==&lt;br /&gt;
http://www.xcomufo.com/x1ufopaedia/index.html - with game graphics&lt;br /&gt;
&lt;br /&gt;
http://www.ufopaedia.com - Danial&#039;s UFOpaedia&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Links&amp;diff=1417</id>
		<title>Links</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Links&amp;diff=1417"/>
		<updated>2005-10-14T16:40:07Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: better wikipedia link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= X-COM: General =&lt;br /&gt;
http://www.xcomufo.com - this is currently the best source for all x-com games and also got a nifty forum.&lt;br /&gt;
&lt;br /&gt;
[http://www.amazon.com/exec/obidos/tg/detail/-/1559587644/qid=1115799224/sr=1-1/ref=sr_1_1/102-6566557-1460918?v=glance&amp;amp;s=books Official Strategy Guide (on Amazon)]&lt;br /&gt;
&lt;br /&gt;
[http://www.xcomufo.com/usg.html Kasey Chang&#039;s Unofficial Strategy Guide]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/X-COM X-COM on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
== Remakes and Inspired Games ==&lt;br /&gt;
* http://ufo-extraterrestrials.com/ - by Chaos Concept. Unknown 3D engine. Screenshots, Czech forums&lt;br /&gt;
* http://ufo.myexp.de/ - TBS based on Quake2 engine. Pre-demo, screenshots&lt;br /&gt;
* http://ufo2000.sourceforge.net/ - extending original data files. Beta release&lt;br /&gt;
* http://www.ufo-aftermath.com/ - as published by Altair. Full Commercial Release&lt;br /&gt;
* http://www.projectxenocide.com/ - Alpha release&lt;br /&gt;
* http://www.xforce-online.de/ - German site, version 0.835 release&lt;br /&gt;
* http://www.invasion2021.narod.ru  - Russian site, English translations, screenshots, pre-demo.&lt;br /&gt;
* http://www.xcom-lasthope.com - CounterStrike-based at the moment. Awaiting a good HalfLife SDK programmer to wean it off CS.&lt;br /&gt;
&lt;br /&gt;
== Fanfiction ==&lt;br /&gt;
&lt;br /&gt;
== Forums ==&lt;br /&gt;
http://www.strategycore.co.uk&lt;br /&gt;
&lt;br /&gt;
[http://www.xcomufo.com/forums XComUFO]&lt;br /&gt;
&lt;br /&gt;
== Users ==&lt;br /&gt;
&lt;br /&gt;
== Utilities ==&lt;br /&gt;
&lt;br /&gt;
[http://www.daishiva.com/programs/Help/MapView.shtml Daishiva&#039;s MapView]&lt;br /&gt;
&lt;br /&gt;
[http://members.aol.com/stjones/xcomutil/ Scott T. Jones&#039;s XcomUtil]&lt;br /&gt;
&lt;br /&gt;
== UFOpaedias ==&lt;br /&gt;
http://www.xcomufo.com/x1ufopaedia/index.html - with game graphics&lt;br /&gt;
&lt;br /&gt;
http://www.ufopaedia.com - Danial&#039;s UFOpaedia&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hyper-wave_Decoder&amp;diff=1405</id>
		<title>Hyper-wave Decoder</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hyper-wave_Decoder&amp;diff=1405"/>
		<updated>2005-10-10T09:35:19Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
The most expensive facility in the game (but worth every penny), the Hyper-Wave Decoder not only picks up any UFO within its detection range, but informs you of the type, mission, and race onboard.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It does not work on a chance based system (that is, it detects ANYTHING in its range), so once constructed, all other radar systems within the housing base can be dismantled.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Although its actual range is unknown, it is the ultimate tool for [[UFO Detection (UFO Defense)|UFO Detection]]. It adds one unit to your bases &amp;quot;Long Range Detection&amp;quot; meter.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
Construction Time: 26 days&amp;lt;br&amp;gt;&lt;br /&gt;
Construction Cost: $1,400,000&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Cost: $35,000/month&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Detection Abilities:&amp;lt;br&amp;gt; &lt;br /&gt;
Short: 0&amp;lt;br&amp;gt;  &lt;br /&gt;
Long: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Hyperwave: +100&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The above apply a one-time-bonus to the bases detection abilities. &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Detection&amp;diff=1505</id>
		<title>UFO Detection</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Detection&amp;diff=1505"/>
		<updated>2005-10-10T09:32:08Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien craft regulary enter and leave the Earth&#039;s atmosphere. Spotting them and shooting them down is an important goal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Detection Facilities&#039;&#039;&#039;&lt;br /&gt;
* [[Small Radar]]&lt;br /&gt;
* [[Large Radar]]&lt;br /&gt;
* [[Hyper-Wave Decoder]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above can be built in your base for the purpose of detecting UFOs nearby.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(cue notes from someone who knows more about how this is done then Bomb Bloke does)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Your craft can also detect UFOs via onboard scanners. If an alien vessel moves out of range of your land-based detection systems, you may be able to resume tracking by sending one of your ships to where you believe the UFO to be (based on its speed and direction).&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Throwing_Accuracy&amp;diff=826</id>
		<title>Throwing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Throwing_Accuracy&amp;diff=826"/>
		<updated>2005-09-17T14:58:34Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: /* Throwing Distance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Throwing Accuracy affects a soldier&#039;s ability to hit their target with a thrown object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 50 and 80.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Throwing Accuracy is capped at 120.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Throwing Accuracy is increased by &amp;lt;B&amp;gt;throwing&amp;lt;/b&amp;gt; objects. (How obtuse is that?) It can increase up to 6 points in a combat mission, depending on how many times you throw and how far you are from the cap of 120. For more info, see [[Experience]].&lt;br /&gt;
&lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Throwing Accuracy is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* +15% when kneeling.&lt;br /&gt;
* -20% when holding a two-handed weapon with one hand.&lt;br /&gt;
* -10% per wound to the head or gun arm.&lt;br /&gt;
* -25% x (max health-current health)/max health)&lt;br /&gt;
&lt;br /&gt;
==Throwing Distance==&lt;br /&gt;
&lt;br /&gt;
While not exactly Throwing &amp;lt;i&amp;gt;Accuracy&amp;lt;/i&amp;gt;, this is as a good a place as any for this:&lt;br /&gt;
&lt;br /&gt;
 Throwing Distance roughly = 2.5 * Strength / Weight&lt;br /&gt;
&lt;br /&gt;
So, &amp;lt;i&amp;gt;Strength&amp;lt;/i&amp;gt; directly affects throwing distance.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2.5&amp;quot; appears to vary from ~ 2.1 to 3.3 and/or there is some other variable not yet understood.&lt;br /&gt;
&lt;br /&gt;
Weights for various objects are:&lt;br /&gt;
*3 - Grenade, weapon clip, plasma pistol&lt;br /&gt;
*5 - Standard pistol&lt;br /&gt;
*6 - High explosives&lt;br /&gt;
*8 - Standard rifle, heavy plasma&lt;br /&gt;
*10 - Empty rocket launcher&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Does anybody know where a complete list of object weights can be found?&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.xcomufo.com/forums/index.php?showtopic=3802&lt;br /&gt;
Not complete, but weapons and ammo and utility objects.&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Fatal_Wounds&amp;diff=808</id>
		<title>Fatal Wounds</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Fatal_Wounds&amp;diff=808"/>
		<updated>2005-09-16T12:52:54Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fatal Wounds decrease the unit&#039;s current Health each turn. The number of Fatal Wounds determine the amount that are lost. &lt;br /&gt;
For instance, a soldier with 2 Fatal Wounds will lose 2HP per turn.&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bravery&amp;diff=880</id>
		<title>Bravery</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bravery&amp;diff=880"/>
		<updated>2005-09-16T12:51:30Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: link: morale&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bravery stat is a measure how brave the soldier is in the face of danger. A higher bravery level results in higher [[morale]] on a mission, and therefore, less likelihood of panicking or going berserk during combat.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 10 and 60.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s bravery is capped at ???. &amp;lt;i&amp;gt;The most I&#039;ve seen so far is 70, but that was without really paying attention or trying to increase it - MikeTheRed&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
+10 is awarded if a soldier loses control due to heavy morale loss. If your Bravery is improving, it can be due to several reasons. On the one hand, it could mean you&#039;re not doing very well and you&#039;re losing so many soldiers that the others are panicking. Getting hurt also drops morale. Or it could mean that the soldier isn&#039;t good at resisting psi attacks. &lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=882</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=882"/>
		<updated>2005-09-14T19:59:33Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Morale ==&lt;br /&gt;
Usually only relevant in bad situations, knowing how it works can thus be of help to a struggling X-COM commander.&lt;br /&gt;
&lt;br /&gt;
=== Actions effecting morale ===&lt;br /&gt;
* Own unit killed - squad loses 20 points, adjusted by bravery, leadership and rank of dead soldier&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses ?? points&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership, soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
&lt;br /&gt;
=== Bravery ===&lt;br /&gt;
Base morale loss when a comrade dies is as follows:&lt;br /&gt;
 Bravery  Morale loss&lt;br /&gt;
   10       -20&lt;br /&gt;
   20       -18&lt;br /&gt;
   30       -16&lt;br /&gt;
   40       -14&lt;br /&gt;
   50       -12&lt;br /&gt;
   60       -10&lt;br /&gt;
   70        -8&lt;br /&gt;
&lt;br /&gt;
=== Officers ===&lt;br /&gt;
Officers help in two ways - they reduce morale loss from negative events, and they increase morale gained from positive events. Current best leadership bonus is always used - so if a colonel is killed, and the next best thing on the mission is a sergeant, morale loss from the colonel&#039;s death is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
Morale loss is higher for an officer casualty, as seen below. Rookies, squaddies and tanks cause normal amounts.&lt;br /&gt;
&lt;br /&gt;
           Leadership    Death morale&lt;br /&gt;
             bonus          loss&lt;br /&gt;
 Sergeant     10%           x1.2&lt;br /&gt;
 Captain      15%           x1.3&lt;br /&gt;
 Colonel      20%           x1.5&lt;br /&gt;
 Commander    35%           x1.75&lt;br /&gt;
&lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x (100% - Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
=== Officer tactics ===&lt;br /&gt;
Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, the two should never mix.&lt;br /&gt;
&lt;br /&gt;
Using XCOMUTIL you can automatically have your officers exit the craft last, and rookies first.&lt;br /&gt;
&lt;br /&gt;
Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a blaster launcher or mind-probe they can even provide some support. - see [[Rear Commander]] strategy note.&lt;br /&gt;
&lt;br /&gt;
It works both ways. Targeting the alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the aliens.&lt;br /&gt;
&lt;br /&gt;
== Panic attacks ==&lt;br /&gt;
Of the two attacks available to an alien or human using [[psionics]], panic attacks are more likely to succeed. A successful psionic panic attack immediately subtracts a chunk (20 points?) from your morale score. Usually repeated attacks are needed to bring the morale to zero, at which point the target will panic. Typical reactions are berserking or running away. A berserk soldier will fire wildly at any available target, leaving them with no TU&#039;s and possibly some friendly fire incidents; a soldier who runs away will drop anything in their hands (weapons, live explosives) and then run in an often unsafe direction, leaving them with no TU&#039;s. Either way you can&#039;t control them this turn.&lt;br /&gt;
&lt;br /&gt;
=== General panic chance ===&lt;br /&gt;
If a soldier&#039;s morale drops below 50, there is a chance that he panics/goes berserk next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a morale rating of 40, they have a 20% chance of panicing each turn.&lt;br /&gt;
 &lt;br /&gt;
--[[User:Danial|Danial]] 07:32, 6 Sep 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work by Hobbes at [http://www.xcomufo.com/forums/index.php?showtopic=5652&amp;amp;pid=99052&amp;amp;st=0&amp;amp;#entry99052 XcomUfo Forums]&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research&amp;diff=783</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research&amp;diff=783"/>
		<updated>2005-09-14T16:04:53Z</updated>

		<summary type="html">&lt;p&gt;213.161.240.169: /* Live Alien Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Tree ==&lt;br /&gt;
You are given Laser weapons, Medi-kits, and Motion Detectors as research topics at the start of the game. Every subsequent research topic stems from a breakthrough in a previous research topic, or new technology picked up on the battlefield and brought back to your stores. (You can sell off the item from your stores once research has started, if you need the space.)&lt;br /&gt;
&lt;br /&gt;
=== Laser Weapons ===&lt;br /&gt;
 Laser Weapons  (tech breakthrough)&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Pistol]]&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Rifle]]&lt;br /&gt;
   |  &lt;br /&gt;
 [[Heavy Laser]]       &lt;br /&gt;
   |  &lt;br /&gt;
 Laser Cannon &lt;br /&gt;
 (Laser Tank)    &lt;br /&gt;
   | &lt;br /&gt;
 Laser Defense &lt;br /&gt;
&lt;br /&gt;
=== Plasma Weapons ===&lt;br /&gt;
     [[Heavy Plasma]]               [[Plasma Rifle]] &lt;br /&gt;
          |    Heavy Plasma Clip   |  Plasma Rifle Clip  &lt;br /&gt;
          |___________|            |__________|&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |__________OR___________|&lt;br /&gt;
                             |&lt;br /&gt;
                     Plasma Cannon&lt;br /&gt;
               ([[Hovertank/Plasma]])*1&lt;br /&gt;
                             |&lt;br /&gt;
                    Plasma Defense&lt;br /&gt;
=== Fusion Weapons ===&lt;br /&gt;
  [[Blaster Launcher]]    [[Blaster Bomb]]&lt;br /&gt;
              |___________|&lt;br /&gt;
                   |&lt;br /&gt;
                 Fusion Ball&lt;br /&gt;
                 (Hovertank/Launcher)*2&lt;br /&gt;
                   |&lt;br /&gt;
                 Fusion Defense&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
       [[Alien Alloys]]&lt;br /&gt;
               |  &lt;br /&gt;
 [[Elerium-115]]  [[Personal Armor]]  [[UFO Power Source]]      &lt;br /&gt;
 |_____________|_________________| &lt;br /&gt;
           | &lt;br /&gt;
           |     &lt;br /&gt;
      [[Power Suit]]      [[UFO Navigation]]  &lt;br /&gt;
           |_________________|   &lt;br /&gt;
                    |&lt;br /&gt;
              [[Flying Suit]] &lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
 Alien    Elerium        UFO            UFO&lt;br /&gt;
 Alloys      115     Power Source   Navigation&lt;br /&gt;
 |___________|___________|______________|&lt;br /&gt;
            |&lt;br /&gt;
    UFO Construction&lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
    New Fighter Craft&lt;br /&gt;
       ([[Firestorm]]) *1 = [Hovertank / Plasma]&lt;br /&gt;
            |&lt;br /&gt;
 New Fighter-Transporter&lt;br /&gt;
       ([[Lightning]])&lt;br /&gt;
  __________|____________&lt;br /&gt;
  |                      |&lt;br /&gt;
 Grav              Ultimate Craft&lt;br /&gt;
 Shield               ([[Avenger]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&lt;br /&gt;
*1  Need &amp;quot;New Fighter Craft&amp;quot; before you can build the plasma&lt;br /&gt;
hovertank.&lt;br /&gt;
&lt;br /&gt;
*2 Need fusion ball launcher before you can build the fusion ball&lt;br /&gt;
hovertank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- from Kasey Chang&#039;s USG&lt;br /&gt;
&lt;br /&gt;
== Live Alien Research ==&lt;br /&gt;
&lt;br /&gt;
Researching live aliens gives different results depending on their rank. It is very important to take certain aliens alive to finish the game. Picking your aliens becomes easier with the [[Mind Probe]] and [[Small Launcher]], although a well-applied [[Stun Rod]] early in the game can give your tech tree a big boost. Note you not only need to have an [[unconscious]] alien when you exit the Battlescape, you also need an [[Alien Containment]] module at the base your craft returns to, or they&#039;ll die before you get any useful info.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Any Live Alien&lt;br /&gt;
**[[Alien Origins]]&lt;br /&gt;
*&#039;&#039;&#039;Alien Soldier&lt;br /&gt;
**Nothing, beyond information on own species&lt;br /&gt;
*&#039;&#039;&#039;Alien Medic&lt;br /&gt;
**Species information *1&lt;br /&gt;
*&#039;&#039;&#039;Alien Navigator&lt;br /&gt;
**[[Alien missions]] (harvest, base, etc)&lt;br /&gt;
**[[Hyper-Wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Engineer&lt;br /&gt;
**[[UFO (UFO Defense)]] (they will show you all UFO types)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Leader (or Commander) &lt;br /&gt;
**The Martian Solution &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Commander&lt;br /&gt;
**Cydonia or Bust *2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Any [[Ethereal]], or Sectoid Leader/Commander &lt;br /&gt;
**[[Psionics]] (see below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&lt;br /&gt;
*1:  Alien medics can give information on species other than their own&lt;br /&gt;
*2:  Commanders can be found in bases, or UFOs on Base missions, however, only a commander from a base can be researched. (Any species of alien commander will do - Cydonia or Bust requires The Martian Solution, and that in turn requires Alien Origins)&lt;br /&gt;
&lt;br /&gt;
=== [[Psionics]] ===&lt;br /&gt;
 Psionic Alien&lt;br /&gt;
   |&lt;br /&gt;
 [[Psi Lab]]&lt;br /&gt;
   |_______&lt;br /&gt;
   |       |&lt;br /&gt;
 [[Psi-amp]] [[Mind Shield]]&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien&lt;br /&gt;
  |&lt;br /&gt;
 Alien Origins&lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Leader&lt;br /&gt;
  | /&lt;br /&gt;
 The Martian Solution  &lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Commander&lt;br /&gt;
  | /&lt;br /&gt;
 Cydonia or Bust&lt;br /&gt;
  |&lt;br /&gt;
  | [[Avenger]]&lt;br /&gt;
  | /&lt;br /&gt;
 [[Cydonia]] (mission)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- from Kasey Chang&#039;s USG&lt;/div&gt;</summary>
		<author><name>213.161.240.169</name></author>
	</entry>
</feed>