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	<updated>2026-05-01T06:09:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Nicknames_(XCOM2)&amp;diff=101933</id>
		<title>Nicknames (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Nicknames_(XCOM2)&amp;diff=101933"/>
		<updated>2021-06-18T07:26:38Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: Beware, I live!  ANd yes, Scorch is in there twice in the game files, strangely enough.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching Sergeant rank a soldier will also be assigned a random nickname from the lists below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ Soldier Nicknames&lt;br /&gt;
|-&lt;br /&gt;
! Ranger (U) !! Ranger (M) !! Grenadier (U) !! Grenadier (M)  !! Sharpshooter (U) !! Sharpshooter (M) !! Specialist (U) !! Specialist (M) !! Psi Operative (U) !! Psi Operative (M) !! SPARK &amp;lt;small&amp;gt;Shen&#039;s Last Gift&amp;lt;/small&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*Bandit &lt;br /&gt;
*Blitz &lt;br /&gt;
*Brick &lt;br /&gt;
*Butcher &lt;br /&gt;
*Buzzsaw &lt;br /&gt;
*Cajun &lt;br /&gt;
*Chops &lt;br /&gt;
*Cobra &lt;br /&gt;
*Cougar &lt;br /&gt;
*Coyote &lt;br /&gt;
*Crash &lt;br /&gt;
*Diamond &lt;br /&gt;
*Enforcer &lt;br /&gt;
*Fatal &lt;br /&gt;
*Flash &lt;br /&gt;
*Fury &lt;br /&gt;
*Gator &lt;br /&gt;
*Ghost &lt;br /&gt;
*Gunner &lt;br /&gt;
*Hound Dog &lt;br /&gt;
*Ice &lt;br /&gt;
*Icepick &lt;br /&gt;
*Jaws &lt;br /&gt;
*Judgment Day &lt;br /&gt;
*Knuckles &lt;br /&gt;
*Monster &lt;br /&gt;
*Mustang &lt;br /&gt;
*Paladin &lt;br /&gt;
*Pitbull &lt;br /&gt;
*Predator &lt;br /&gt;
*Razor &lt;br /&gt;
*Samurai &lt;br /&gt;
*Scorpion &lt;br /&gt;
*Shogun &lt;br /&gt;
*Shadow &lt;br /&gt;
*Slayer &lt;br /&gt;
*Snake &lt;br /&gt;
*Snake Eyes &lt;br /&gt;
*Solo &lt;br /&gt;
*Specter &lt;br /&gt;
*Spider &lt;br /&gt;
*Stalker &lt;br /&gt;
*Steel &lt;br /&gt;
*Stinger &lt;br /&gt;
*Terminator &lt;br /&gt;
*Trojan &lt;br /&gt;
*Vandal &lt;br /&gt;
*Viking &lt;br /&gt;
*Warden &lt;br /&gt;
*Warlord &lt;br /&gt;
*Wolverine &lt;br /&gt;
*Wildchild &lt;br /&gt;
*Wildling &lt;br /&gt;
*Zulu &lt;br /&gt;
|&lt;br /&gt;
*Axeman&lt;br /&gt;
*Duke&lt;br /&gt;
*Rocky&lt;br /&gt;
*Stallion&lt;br /&gt;
*Wolfman&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*All Day &lt;br /&gt;
*All In &lt;br /&gt;
*Animal &lt;br /&gt;
*Baller &lt;br /&gt;
*Big Country &lt;br /&gt;
*Big Money &lt;br /&gt;
*Big Nasty &lt;br /&gt;
*Blaze &lt;br /&gt;
*Boom Boom &lt;br /&gt;
*Boomer &lt;br /&gt;
*Bomber &lt;br /&gt;
*Bulldog &lt;br /&gt;
*Bull Rush &lt;br /&gt;
*Claymore &lt;br /&gt;
*Demo &lt;br /&gt;
*Defcon &lt;br /&gt;
*Devil Dog &lt;br /&gt;
*Diesel &lt;br /&gt;
*Encore &lt;br /&gt;
*Fireball &lt;br /&gt;
*Fridge &lt;br /&gt;
*Gunner &lt;br /&gt;
*Hammer &lt;br /&gt;
*Hellfire &lt;br /&gt;
*Hightower &lt;br /&gt;
*Hoss &lt;br /&gt;
*Volcano &lt;br /&gt;
*Hurricane &lt;br /&gt;
*Junkyard &lt;br /&gt;
*Juggernaut &lt;br /&gt;
*Knockout &lt;br /&gt;
*Kong &lt;br /&gt;
*Mad Dog &lt;br /&gt;
*Meltdown &lt;br /&gt;
*Moose &lt;br /&gt;
*Nova &lt;br /&gt;
*Nitro &lt;br /&gt;
*Nukes &lt;br /&gt;
*Ogre &lt;br /&gt;
*Pitbull &lt;br /&gt;
*Pyro &lt;br /&gt;
*Redline &lt;br /&gt;
*Rhino &lt;br /&gt;
*Rocket &lt;br /&gt;
*Seabreeze &lt;br /&gt;
*Slab &lt;br /&gt;
*Smash &lt;br /&gt;
*Spitfire &lt;br /&gt;
*Smokey &lt;br /&gt;
*Swamp Thing &lt;br /&gt;
*T-Bone &lt;br /&gt;
*T-Rex &lt;br /&gt;
*Tank &lt;br /&gt;
*Thumper &lt;br /&gt;
*Thunder &lt;br /&gt;
*Tickle &lt;br /&gt;
*Tiny &lt;br /&gt;
*Titan &lt;br /&gt;
*Dynamite &lt;br /&gt;
*Torch &lt;br /&gt;
*Wardog &lt;br /&gt;
*Warhorse &lt;br /&gt;
*Wildchild &lt;br /&gt;
|&lt;br /&gt;
*Barbarian&lt;br /&gt;
*Big Boy&lt;br /&gt;
*Boss Man&lt;br /&gt;
*Cowboy&lt;br /&gt;
*Meathead&lt;br /&gt;
*Nero&lt;br /&gt;
*Papa Bear&lt;br /&gt;
*Wildman&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*Apex &lt;br /&gt;
*Ace &lt;br /&gt;
*Aftermath &lt;br /&gt;
*Alpha &lt;br /&gt;
*Blackjack &lt;br /&gt;
*Bullseye &lt;br /&gt;
*Bolt &lt;br /&gt;
*Big Shot &lt;br /&gt;
*Big Sleep &lt;br /&gt;
*Big Time &lt;br /&gt;
*Boss &lt;br /&gt;
*Bullseye &lt;br /&gt;
*Checkmate &lt;br /&gt;
*Chief &lt;br /&gt;
*Colt &lt;br /&gt;
*Dallas &lt;br /&gt;
*Deadbolt &lt;br /&gt;
*Deadeye &lt;br /&gt;
*Deadlock &lt;br /&gt;
*Deadwood &lt;br /&gt;
*D.O.A. &lt;br /&gt;
*Eagle Eye &lt;br /&gt;
*Eight Ball &lt;br /&gt;
*Flatline &lt;br /&gt;
*Game Time &lt;br /&gt;
*Gangster &lt;br /&gt;
*Grave Digger &lt;br /&gt;
*Hat Trick &lt;br /&gt;
*Hawkeye &lt;br /&gt;
*Heater &lt;br /&gt;
*High Noon &lt;br /&gt;
*Hitman &lt;br /&gt;
*Hollywood &lt;br /&gt;
*Hype &lt;br /&gt;
*Icon &lt;br /&gt;
*Jackal &lt;br /&gt;
*Judge &lt;br /&gt;
*Lights Out &lt;br /&gt;
*Lockdown &lt;br /&gt;
*Long Shot &lt;br /&gt;
*Longwalker &lt;br /&gt;
*Needle &lt;br /&gt;
*Pale Rider &lt;br /&gt;
*Huntsman &lt;br /&gt;
*Scratch &lt;br /&gt;
*Serial &lt;br /&gt;
*Sheriff &lt;br /&gt;
*Shooter &lt;br /&gt;
*Showtime &lt;br /&gt;
*Slick &lt;br /&gt;
*Slinger &lt;br /&gt;
*Stonecold &lt;br /&gt;
*The Cleaner &lt;br /&gt;
*The Kid &lt;br /&gt;
*The Truth &lt;br /&gt;
*Tombstone &lt;br /&gt;
*Top Notch &lt;br /&gt;
*Top Shelf &lt;br /&gt;
*Two Tap &lt;br /&gt;
*Undertaker &lt;br /&gt;
*Valentine&lt;br /&gt;
|&lt;br /&gt;
*Cowboy &lt;br /&gt;
*Godfather &lt;br /&gt;
*Mailman &lt;br /&gt;
*Sandman &lt;br /&gt;
*Slim &lt;br /&gt;
*Taxman &lt;br /&gt;
*Zeus&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*Angel &lt;br /&gt;
*Beta &lt;br /&gt;
*Bishop &lt;br /&gt;
*Bones &lt;br /&gt;
*Breaker &lt;br /&gt;
*Broker &lt;br /&gt;
*Crypto &lt;br /&gt;
*Cyber &lt;br /&gt;
*Cypher &lt;br /&gt;
*Data &lt;br /&gt;
*Deacon &lt;br /&gt;
*Dr. Feelgood &lt;br /&gt;
*Doc &lt;br /&gt;
*Feedback &lt;br /&gt;
*Firewall &lt;br /&gt;
*Genius &lt;br /&gt;
*Gizmo &lt;br /&gt;
*Glitch &lt;br /&gt;
*Hijack &lt;br /&gt;
*Jammer &lt;br /&gt;
*Jester &lt;br /&gt;
*Jolt &lt;br /&gt;
*Lightning &lt;br /&gt;
*Mayday &lt;br /&gt;
*Mega &lt;br /&gt;
*Newton &lt;br /&gt;
*Overdrive &lt;br /&gt;
*Patch &lt;br /&gt;
*Professor &lt;br /&gt;
*Ragtime &lt;br /&gt;
*Rascal &lt;br /&gt;
*Rattler &lt;br /&gt;
*Red &lt;br /&gt;
*Rift &lt;br /&gt;
*Ripcord &lt;br /&gt;
*Rogue &lt;br /&gt;
*Scorch &lt;br /&gt;
*Sentinel &lt;br /&gt;
*Shady &lt;br /&gt;
*Shakes &lt;br /&gt;
*Shifter &lt;br /&gt;
*Shrink &lt;br /&gt;
*Slider &lt;br /&gt;
*Solar &lt;br /&gt;
*Sonar &lt;br /&gt;
*Sparks &lt;br /&gt;
*Stitch &lt;br /&gt;
*Tapper &lt;br /&gt;
*Teardrop &lt;br /&gt;
*Tinker &lt;br /&gt;
*Turbo &lt;br /&gt;
*Venom &lt;br /&gt;
*Vapor &lt;br /&gt;
*Warbird &lt;br /&gt;
*Warden &lt;br /&gt;
*Whiskey &lt;br /&gt;
*Wild Thing &lt;br /&gt;
*Zulu&lt;br /&gt;
|&lt;br /&gt;
*Candyman &lt;br /&gt;
*Magic Man &lt;br /&gt;
*Priest &lt;br /&gt;
*Rainman &lt;br /&gt;
*Rooster &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*Wiz&lt;br /&gt;
*Witchy&lt;br /&gt;
*Warlock&lt;br /&gt;
*Psycho&lt;br /&gt;
*Dirge&lt;br /&gt;
*Echo&lt;br /&gt;
*Ecto&lt;br /&gt;
*Haze&lt;br /&gt;
*Hex&lt;br /&gt;
*Zen&lt;br /&gt;
*Omega&lt;br /&gt;
*Dusk&lt;br /&gt;
*Voodoo&lt;br /&gt;
*Hellion&lt;br /&gt;
*Judge&lt;br /&gt;
*Freak&lt;br /&gt;
*Twitch&lt;br /&gt;
*Dread&lt;br /&gt;
*Ghoul&lt;br /&gt;
*Oz&lt;br /&gt;
*Null&lt;br /&gt;
*Zero&lt;br /&gt;
*Ouija&lt;br /&gt;
*Prophet&lt;br /&gt;
*Nightmare&lt;br /&gt;
*Viper&lt;br /&gt;
*Spook&lt;br /&gt;
*Demon&lt;br /&gt;
*Raven&lt;br /&gt;
*Vader&lt;br /&gt;
*Syndrome&lt;br /&gt;
*Druid&lt;br /&gt;
*Thriller&lt;br /&gt;
*Phoenix&lt;br /&gt;
*Midnight&lt;br /&gt;
*Crow&lt;br /&gt;
*Scarecrow&lt;br /&gt;
*Vampire&lt;br /&gt;
*Werewolf&lt;br /&gt;
*Zombie&lt;br /&gt;
*Firefly&lt;br /&gt;
*Omen&lt;br /&gt;
*Raven&lt;br /&gt;
*Xeno&lt;br /&gt;
*Grim&lt;br /&gt;
*Shriek&lt;br /&gt;
|&lt;br /&gt;
*Loki&lt;br /&gt;
*Pharoah&lt;br /&gt;
*Merlin&lt;br /&gt;
*Shriek&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*Pendragon &lt;br /&gt;
*Lancelot &lt;br /&gt;
*Galahad &lt;br /&gt;
*Gawain &lt;br /&gt;
*Duke &lt;br /&gt;
*Duchess &lt;br /&gt;
*Count &lt;br /&gt;
*Baron &lt;br /&gt;
*Rook &lt;br /&gt;
*Bishop &lt;br /&gt;
*Margrave &lt;br /&gt;
*Dragoon &lt;br /&gt;
*Myrmidon &lt;br /&gt;
*Hoplite &lt;br /&gt;
*Centurion &lt;br /&gt;
*Praetorian &lt;br /&gt;
*Saber &lt;br /&gt;
*Jaeger &lt;br /&gt;
*Vector &lt;br /&gt;
*Titan &lt;br /&gt;
*Claymore &lt;br /&gt;
*Falchion &lt;br /&gt;
*Rapier &lt;br /&gt;
*Morningstar &lt;br /&gt;
*Glaive &lt;br /&gt;
*Halberd &lt;br /&gt;
*Javelin &lt;br /&gt;
*Sarissa &lt;br /&gt;
*Masamune &lt;br /&gt;
*Excalibur &lt;br /&gt;
*Gungnir &lt;br /&gt;
*Mjolnir &lt;br /&gt;
*Gladius &lt;br /&gt;
*Scimitar &lt;br /&gt;
*Trident &lt;br /&gt;
*Scythe &lt;br /&gt;
*Giga &lt;br /&gt;
*Malware &lt;br /&gt;
*Devastator &lt;br /&gt;
*Terminator &lt;br /&gt;
*Rust Bucket &lt;br /&gt;
*Crushinator &lt;br /&gt;
*Guardian &lt;br /&gt;
*Johnny &lt;br /&gt;
*Junkyard &lt;br /&gt;
*Scraps &lt;br /&gt;
*Ironman &lt;br /&gt;
*Big Boy &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Ranger (F)&lt;br /&gt;
! Grenadier (F)&lt;br /&gt;
! Sharpshooter (F)&lt;br /&gt;
! Specialist (F)&lt;br /&gt;
! Psi Operative (F)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Athena&lt;br /&gt;
*Duchess&lt;br /&gt;
*Iron Lady&lt;br /&gt;
*Iron Maiden&lt;br /&gt;
*Shieldmaiden&lt;br /&gt;
*Valkyrie&lt;br /&gt;
|&lt;br /&gt;
*Amazon&lt;br /&gt;
*Boss Lady&lt;br /&gt;
*Cowgirl&lt;br /&gt;
*Domino&lt;br /&gt;
*Freya&lt;br /&gt;
*Mama Bear&lt;br /&gt;
*Deep Six&lt;br /&gt;
*Firebug&lt;br /&gt;
|&lt;br /&gt;
*Baroness &lt;br /&gt;
*Black Widow &lt;br /&gt;
*Calamity &lt;br /&gt;
*Queen Bee &lt;br /&gt;
|&lt;br /&gt;
*Priestess &lt;br /&gt;
*Wolfmother &lt;br /&gt;
*Black Widow &lt;br /&gt;
*Duchess &lt;br /&gt;
|&lt;br /&gt;
*Lady Grey&lt;br /&gt;
*Sorceress&lt;br /&gt;
*Banshee&lt;br /&gt;
*Aurora&lt;br /&gt;
*Oracle&lt;br /&gt;
*Misery&lt;br /&gt;
*Morrigan&lt;br /&gt;
*Violet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ Faction Nicknames &amp;lt;small&amp;gt;War of the Chosen&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Reaper (U) || Reaper (M) || Skirmisher (U) || Skirmisher (M) || Templar {U} || Templar {M}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*Shadow&lt;br /&gt;
*Ghost&lt;br /&gt;
*Stalker&lt;br /&gt;
*Haunt&lt;br /&gt;
*Wraith&lt;br /&gt;
*Raven&lt;br /&gt;
*Scythe&lt;br /&gt;
*Bones&lt;br /&gt;
*Stiletto&lt;br /&gt;
*Nightwalker&lt;br /&gt;
*Final&lt;br /&gt;
|&lt;br /&gt;
*Sandman&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*Judge &lt;br /&gt;
*Reckoner &lt;br /&gt;
*Inquisitor &lt;br /&gt;
*Deathknell &lt;br /&gt;
*Gravedigger &lt;br /&gt;
*Scourge &lt;br /&gt;
*Fatal &lt;br /&gt;
*Doom &lt;br /&gt;
*Chains &lt;br /&gt;
*Ripper &lt;br /&gt;
*Beast &lt;br /&gt;
*Hellborn &lt;br /&gt;
*Harbinger &lt;br /&gt;
*Demon&lt;br /&gt;
|&lt;br /&gt;
*Lazarus&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*Ether&lt;br /&gt;
*Shock&lt;br /&gt;
*Scorch&lt;br /&gt;
*Fury&lt;br /&gt;
*Storm&lt;br /&gt;
*Volt&lt;br /&gt;
*Warden&lt;br /&gt;
*Scorch&lt;br /&gt;
*Prophet&lt;br /&gt;
*Stormwalker&lt;br /&gt;
*Mystic&lt;br /&gt;
*Magister&lt;br /&gt;
|&lt;br /&gt;
*Warlock&lt;br /&gt;
|-&lt;br /&gt;
! Reaper (F)&lt;br /&gt;
! Skirmisher (F)&lt;br /&gt;
! Templar (F)&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Valkyrie&lt;br /&gt;
|&lt;br /&gt;
*Athena&lt;br /&gt;
|&lt;br /&gt;
*Witch&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avenger_Optimization_(XCOM2)&amp;diff=85200</id>
		<title>Avenger Optimization (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avenger_Optimization_(XCOM2)&amp;diff=85200"/>
		<updated>2017-09-04T02:54:44Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Power Relays */  Elerium Conduits and Power Coils are two different things.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Avenger&#039;s internal cargo bays can be turned into facilities of various sorts.  They are arranged in 4 rows of 3 columns each.  The middle bay on the top row starts clear and ready for building; the other 11 will all need to be excavated before they can be used.  Excavating requires an adjacent square on the four cardinal directions to be clear, 1 or more Engineers to be assigned to the facility for a time ranging from 5 to 30 days, and will reward you with an amount of Supplies, Alloys, or Elerium Crystals.  The deeper you go, the better the rewards, and the longer the excavation time. &lt;br /&gt;
&lt;br /&gt;
Most facilities can only be built once, so despite the lack of adjacency bonuses, placement is still important, particularly with the Workshop..  The only facilities which can be duplicated are Resistance Comms and Power Relays.&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
The Laboratory provides a place to staff Scientists, and should be an early(top row) construction.  It may be upgraded to allow a second scientist to be staffed here.  Each scientist staffed here provides an additional boost to research speed. (This is in addition to the boost they provide just for being on the Avenger.) &lt;br /&gt;
&lt;br /&gt;
The laboratory does not synergize with any other facilities.&lt;br /&gt;
&lt;br /&gt;
==Advanced Warfare Center==&lt;br /&gt;
&lt;br /&gt;
The Advanced Warfare Center provides a dedicated facility for soldiers to receive medical care; soldiers will be automatically assigned here when wounded, and healing speed is improved by 50% when it is available.  Additionally, one healthy soldier may be assigned here at a time to retrain their abilities.&lt;br /&gt;
&lt;br /&gt;
One Engineer may be staffed here, increasing the healing rate to a total of 100%.&lt;br /&gt;
&lt;br /&gt;
As you will almost always have wounded soldiers, this facility synergizes well with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Resistance Comms==&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s radio capacity is not limitless, starting at a mere 3 contacts out of a potential 16.  Resistance Comms facilities expand this; each Resistance Comms built increases the number of Contacts you can have by 1.  Additionally, an Engineer can be staffed here, providing an additional 2 contacts.&lt;br /&gt;
&lt;br /&gt;
The Resistance Comms can be upgraded, which provides one extra point of Contact just for the upgrade, and can staff an extra engineer for an additional 4 contacts(total of 8 with both engineers).&lt;br /&gt;
&lt;br /&gt;
The Resistance Comms synergizes very well with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Guerilla Tactics School==&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School allows you to buy various upgrades for your squads, acting similar to the Officer Training School before it.  It also allows one healthy Rookie to be assigned here, to be trained into one of the four base classes.&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School does not synergize with any other facility.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
The Workshop provides additional hands to do work around the Avenger, in the form of GREMLINs.  By assigning an engineer here, you will be given access to two Workshop GREMLINs which can be used as Engineers, but can only staff facilities adjacent to the Workshop.  As such, it is thus optimal to build the Workshop in a central location where it is adjacent to many Engineer-staffed facilities.  The second row from the top in the Avenger works well for this, and the Workshop synergizes well with Resistance Comms, Power Relays, and the Advanced Warfare Center.  Basically, any facility where you would want an engineer staffed full-time should be a candidate for placing next to the Workshop.&lt;br /&gt;
&lt;br /&gt;
The Workshop can be upgraded to provide an additional work slot for an Engineer, who will produce an extra two GREMLINs.&lt;br /&gt;
&lt;br /&gt;
==Power Relays==&lt;br /&gt;
&lt;br /&gt;
Like previously, all facilities require power to operate.  The Research Lab with Tygan provides 12 free power; for any more, you will need to construct Power Relays.&lt;br /&gt;
&lt;br /&gt;
Power Relays provide additional power to run the Avenger&#039;s systems.  Each Power Relay you build provides 3 power to the Avenger.  You may staff an Engineer there to provide an additional 5 power.  They may also be upgraded with two different upgrades(which can both be applied).  An Elerium Conduit increases the power output by 6(for a total of 10) and an Extra Conduit allows an additional engineer to be staffed there.  (+2 passive power, and you can staff a second Engineer for 5 more power.)&lt;br /&gt;
&lt;br /&gt;
===Power Coils===&lt;br /&gt;
&lt;br /&gt;
Filling a similar role to Steam Vents, the Avenger will have a few randomly placed power coils inside of its building space, usually in the bottom two rows.  They will require significant time to shield for use, but once shielded, can be used like any other building spot, with a twist.  Any facility placed on a Power Coil uses no power, or if the facility is a power relay, will produce an extra 7 power(for a total of 10).  The only facilities on Veteran which cost more than 7 power are the upgraded Shadow Chamber(9 power) and the upgraded Psionics Lab(10 power).&lt;br /&gt;
&lt;br /&gt;
Thus, if you plan on upgrading your Psi Lab so you can train 2 Psi Operatives simultaneously, consider building it on a power coil.  The Shadow Chamber upgrade is mandatory, but can be delayed until very late in the game, so it may be more practical to simply assign an Engineer to a Power Relay when it becomes necessary to bring it online.  Barring these two options, you should build Power Relays on the Power Coils, and upgrade them as necessary to provide more power.&lt;br /&gt;
&lt;br /&gt;
==Proving Grounds==&lt;br /&gt;
&lt;br /&gt;
Replacing the Foundry, the Proving Grounds allows the construction of advanced equipment in a queue.  Every project here takes time, and they are worked on in sequence.&lt;br /&gt;
&lt;br /&gt;
An engineer may be staffed here, increasing speed of all projects by 50%.  It synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Psi Lab==&lt;br /&gt;
&lt;br /&gt;
The Psi Lab provides a space to train a Psi Operative in Psionics.  It may be upgraded to allow a second soldier to be trained simultaneously.&lt;br /&gt;
&lt;br /&gt;
The Psi Lab can be staffed by an Engineer, which will increase training speed by 50%.  It synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Defensive Matrix==&lt;br /&gt;
&lt;br /&gt;
The Defensive Matrix provides repurposed ADVENT turrets in order to help defend the Avenger in the event of an Avenger defense mission.  It at first deploys only two turrets, but can be upgraded to deploy four.&lt;br /&gt;
&lt;br /&gt;
An Engineer may be staffed here, improving the Aim and Damage of the turrets deployed.  Note that you cannot enter the Avenger screen once the aliens are preparing for an assault, so you must staff the Engineer ahead of time as &#039;insurance&#039;.  For this reason, it synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Shadow Chamber==&lt;br /&gt;
&lt;br /&gt;
Replacing the Hyperwave Decoder, the Shadow Chamber allows analysis of complex alien artifacts and serves a vital plot purpose; it must be constructed (and later upgraded) in order to complete the game.&lt;br /&gt;
&lt;br /&gt;
No personnel may be staffed here, so it has little synergy with anything else. It is however the biggest single power drawing room by the time it&#039;s fully upgraded, making it a possible candidate for use of a Power Coil space.&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Zombie&amp;diff=72047</id>
		<title>User talk:Zombie</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Zombie&amp;diff=72047"/>
		<updated>2016-05-03T22:33:36Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ping ponging with PNGS==&lt;br /&gt;
&lt;br /&gt;
Zombie, while you&#039;re replacing some of the jpegs with higher quality png&#039;s, might I recommend using an optimizer to crush the file size down? Ken Silverman&#039;s [http://advsys.net/ken/utils.htm PNGOUT] is one compressor that I&#039;ve been using (as it has an irfanview plugin). Takes a moment to compress each image, but it does shave off some kb&#039;s on larger images. -[[User:NKF|NKF]] 01:11, 19 July 2009 (EDT) &lt;br /&gt;
&lt;br /&gt;
:Sure, I ran a few of my HQs through just now and it averages a 80% drop in file size. It&#039;s slow going though doing them all one by one in a directory. --[[User:Zombie|Zombie]] 01:38, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just uploaded PNGGauntlet (a front end for pngout) to StrategyCore&#039;s files section [http://www.strategycore.co.uk/files/index.php?dlid=754 here]. The nice thing about it is that it is windows-based and allows drag-&#039;n-drop. ;) --[[User:Zombie|Zombie]] 01:53, 25 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Here is a recent discussion from the main page about images. Instead of deleting it, I decided to add it to my talk page. Conclusion reached was that PNG&#039;s are the preferred image choice for the wiki as most X-COM screenshots are well-suited to this format and are smaller than a GIF. JPEG&#039;s should only be considered for pictures as the quality sucks. --[[User:Zombie|Zombie]] 13:45, 25 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Image Types ==&lt;br /&gt;
I was fooling around with images today and decided I should show everyone what an image looks like in a particular format. Just for this example, I used the Level 0 view of the Small Scout. Here are the images (don&#039;t peek, just look at them and try to figure out which is which for now):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Scout GIF.GIF|GIF image]] [[Image:Scout PNG.PNG|PNG image]] [[Image:Scout JPEG.JPG|JPEG image]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From what I can tell, the image quality of a GIF and a PNG is minimal. Both look very good. The PNG image seems a tad bit lighter over the GIF, though. Not bad. But compare either a GIF or a PNG with a JPEG and there is a huge difference. The JPEG has &amp;quot;artifacts&amp;quot; strewn all over the place and has a &amp;quot;mottled&amp;quot; appearance. Ugh! Terrible! That&#039;s all for the image quality aspect. (So does anyone know the technical difference between a GIF and a PNG? Please explain.)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s move on to size. The GIF image is usually the largest in size. In this case the GIF image of the Scout example is 7897 bytes. The JPEG is 6784 bytes (or 86% of the GIF) while the PNG is 6090 bytes (or 77% of the GIF).&lt;br /&gt;
&lt;br /&gt;
Finally, compare size against image quality. PNG wins hands down. Not only is it smaller in size, but it also has an image quality equaling that of a GIF. JPEGs are smaller than a GIF but the image quality sucks. Granted, in some instances a JPEG is fine (especially if the background is a dark color), but in all the comparisons I did they were bad.&lt;br /&gt;
&lt;br /&gt;
So, have you figured out what is what? The first image is a GIF, the second is a PNG and the third is a JPEG. &lt;br /&gt;
&lt;br /&gt;
I implore everyone to consider uploading either a GIF or a PNG image type over a JPEG. The quality is better in those formats. If you have a choice, PNG is better because of the size on disc. --[[User:Zombie|Zombie]] 19:40, 11 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The most important difference between PNG and GIF is GIFs can only use 256 colors.  I think most graphics from Enemy Unknown are in 8-bit color, so it doesn&#039;t cause a problem, but if you ever converted a normal photo to GIF, it&#039;d look horrendous.  PNGs can handle &amp;quot;truecolor&amp;quot; (24-bit), and as you said, they tend to compress better too.&lt;br /&gt;
&lt;br /&gt;
JPGs can have different &amp;quot;quality settings&amp;quot; which reduce the artifacts but increase file size.  JPG tends to compress photos better than PNG, but PNG is great for non-natural images, such as cartoons or computer graphics.  For graphics pulled from X-COM, PNG is probably best.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ethereal Cereal|Ethereal Cereal]] 21:43, 11 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s can vary in size depending on the size of the palette used. A standard 256 colour image would allow PNGs to be more or less the same if not better than GIFs. &#039;True Colour&#039; PNGs are generally abominations. &lt;br /&gt;
&lt;br /&gt;
For more information on the PNG format: [http://www.libpng.org/pub/png/ Portable Network Graphics ]&lt;br /&gt;
&lt;br /&gt;
GIF and PNG provide lossless compression while Jpeg&#039;s offer lossy compression. GIF and PNGs are best used when the image is generally small and contains a limited number of colours. X-Com screenshots fit this bill perfectly. &lt;br /&gt;
&lt;br /&gt;
Jpegs tend to lose image accuracy every time you save the image and it gets worse the higher you set the compression. However, that said, Jpegs are best used when your image is full of colour and minor losses in image quality will not matter. &lt;br /&gt;
&lt;br /&gt;
For example, the above pictures are best done with GIF/PNGs (especially if you intend to include transparent pixels). However if you had a cut out shot of the action in the battlescape, it probably wouldn&#039;t matter too much if it were saved as a Jpeg. &lt;br /&gt;
&lt;br /&gt;
Now if you want an image with transparency pixels, you will most definitely pick GIF and PNG. I actually hadn&#039;t realised the PNG format allowed tranparencies, but it does. &lt;br /&gt;
&lt;br /&gt;
Just use what&#039;s best for the occasion. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In Which an Uneccessary Discussion of Formats Ensues&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s not only do transparency, but they are capable of doing alpha channel-- that is, partial transparency.  A GIF can only do normal colors (completely opaque) or complete transparency. PNG&#039;s can do all this, as well as allowing color that are partially transparent (say, a red tint with the background showing through).&lt;br /&gt;
&lt;br /&gt;
I put this in mostly to hear myself talk.  There are two limitations to these neato PNG effects:&lt;br /&gt;
* For X-Com screen shots, it&#039;s not needed-- X-Com 1 and 2 never did such fancy tricks.&lt;br /&gt;
* Alpha channel PNG&#039;s are, last I checked, not supported by Internet Explorer-- IE will let PNG&#039;s mimmick GIF-style transparency (that is, an 8-bit palette with all-or-nothing transparency), but nothing more sophisticated.  Firefox and the Mozilla-derived browsers can do them (including Safari, I think), but it&#039;s not much good when most of the traffic is still using IE.  Yes, I&#039;m bitter about this.&lt;br /&gt;
&lt;br /&gt;
PNG&#039;s are in every respect superior to GIF&#039;s.  In matters of compatibility and filesize, the PNG can be set to work just as well or better than GIF). The only reason you use GIFs is to cater to people with seriously archaic browsers.  Widespread PNG support has been around for several years now.&lt;br /&gt;
&lt;br /&gt;
[http://entropymine.com/jason/testbed/pngtrans/ PNG transparency test]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edit: IE7 does complete support for PNG alpha, but of course it&#039;s still in beta testing.  Even when it&#039;s out of beta, sensible web designers will have to wait until the majority of users switch over to it to start designing with it in mind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--[[User:Papa Legba|Papa Legba]] 20:36, 14 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
GIF was originally made waaaay back in the late 80&#039;s. The format recieved an update around 1990, but has not been upgraded since. (Although Microsoft Paint will save lossy GIFs, I don&#039;t think this is an attempt to restandardise the format).&lt;br /&gt;
&lt;br /&gt;
Later JPG came along, which really made high color images practical because it compressed so well. That compression came at a cost, however - quality is lost when you save a JPG file, &amp;lt;i&amp;gt;no matter how high you set the quality&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
PNG was designed with the intention of replacing GIF. A lot of people started using it once the original GIF copyright ran out - It was re-registered by a company who demanded royalties for anyone who used the format! (Which would only have affected you if you lived in America - of course.)&lt;br /&gt;
&lt;br /&gt;
Although I gather that bit of patent madness has been overthrown, returning GIF to the populance at large, a lot of people still use PNG when possible. JPG files still yield better compression when images have a lot of color depth, however, PNG files do not lose color information, so it&#039;s the best format to use whenever quality is important.&lt;br /&gt;
&lt;br /&gt;
I&#039;m not sure if PNG supports multiple images in the one file, however. We&#039;ve all seen animating GIFs, but I&#039;m sure I&#039;ve never seen an animating PNG.&lt;br /&gt;
&lt;br /&gt;
One feature I&#039;ve always wanted added to web browsers is the ability for HTML to referrence individual images loaded into GIF files. That way, you could put all the images into one file, as opposed to lots of little ones. This would improve page load times no end. One example where this would be useful is your average forum skin.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
&lt;br /&gt;
One attempt to animate PNG is MNG.  However, development on that appears to have stopped in late 2004 when Mozilla abandoned the format (only one implementation, so hard to catch bugs in the specification).&lt;br /&gt;
&lt;br /&gt;
Regarding PNG transparency/IE5,6: I don&#039;t think this is completely portably solvable in MediaWiki.  Even if (contrary to what I would expect; need to check documentation for other reasons) JavaScript was enabled in MediaWiki, the general solution is to use that JavaScript to define whether to use HTML-standard, or IE extensions that do render PNG transparency.  I haven&#039;t tested how to do this with inline images [img tag], but it should be possible to do this inline.  Background images require using the JavaScript to define a CSS class, which should be done in the head tag: disallowed.&lt;br /&gt;
&lt;br /&gt;
EDIT: MediaWiki Technical FAQ intimates that JavaScript should be stripped.  So, cross-browser PNG transparency not possible by legitimate design for security.&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaimoni|Zaimoni]] 11:49, 17 June 2006 (CDT)&lt;br /&gt;
&lt;br /&gt;
I just started a discussion on the main page about this--people are still adding nasty JPGs to the wiki, and I thought we should add a notice somewhere obvious. [[User:Phasma Felis|Phasma Felis]] 10:57, 12 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Zombie: Just so you know, armor for aliens is only one of two values.  In Beginner, it&#039;s 50% the base armor score listed in the game files; in Experienced/Veteran/Genius/Superhuman, the armor rating for aliens is the base listing.  This is also why [[Chryssalid]]s spawned from Zombies are actually MORE dangerous than mission-spawn Chryssalids in Beginner mode, because the Zombie-spawned critters have twice as much armor!  (In all other difficulties, Zombie spawned Chryssies are weaker; the armor is the same, but they don&#039;t get the above 100% modifiers for their other stats, like TUs, Stamina, Psi Strength, etc.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:43, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Why do you mention this? I of all people should know about [[Alien Stats]]. Ahem. ;) --[[User:Zombie|Zombie]] 01:02, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
I thought you did, but your comment to the Stun Rod page about &amp;quot;Veteran-Superhuman&amp;quot; Sectopods kinda threw some doubt on it; so I figured that it was better safe then sorry.  Guess I jumped the gun, apologies.  (Also, I need to try that &amp;quot;Aliens Own Earth&amp;quot; thing.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:04, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Sorry, it was a mistype. Experienced it is. :D --[[User:Zombie|Zombie]] 01:09, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Sorry for jumping on you like that.  &amp;gt;_&amp;gt; [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:17, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I probably deserved a good beating for a rookie mistake like that. If you catch me doing strange stuff, feel free to edit. --[[User:Zombie|Zombie]] 01:28, 29 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== New Milestone. ==&lt;br /&gt;
&lt;br /&gt;
With my previous edit, I now have 2,000 contributions to the Wiki. :) --[[User:Zombie|Zombie]] 22:25, 20 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:A little over twice as many as me!  (This&#039;ll be edit 1010). Incidentally, looking at your recent record, it seems you&#039;ve had a few days off.  Busy Zombie, you definitely don&#039;t sleep.  Wanna leave some editing for the rest of us?  ;)  All you need to do is ask...or point.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:34, 20 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: Do we get a counter? Never noticed that before. One thing about the millions of recent edits: Some of the older and probably less visited articles are brought to the surface again. Some of them are long overdue a bit of preening and pruning. -[[User:NKF|NKF]] 01:42, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t realize there was a counter till the last upgrade to the wiki software. If you go to My Preferences and look at your user profile it&#039;ll say how many edits you have under your screen name and ID#. @AQ: Yeah, I had a couple days off in the last week due to finals and a heavy snowfall which basically stopped everything. All I&#039;ve been doing here recently is updating the pages to reflect the nomenclature in-game. Maintaining this consistency is necessary for people trying to find something in a hurry. And my work ethic has always been that if I want something done, I might as well do it myself. With an aging mind, it better to get stuff done while it&#039;s still fresh in my memory too. Don&#039;t worry, there&#039;s still plenty to do around here. There are a lot of articles floating around with little to no text, which need a spell checking, or even a rewrite. TFTD in particular needs some attention. --[[User:Zombie|Zombie]] 16:35, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:I got that same snowfall, still being only a few hours north, and yeah, we got shut down too.  :)  As for TFTD, I know it needs attention, but I&#039;ve never been able to get TFTD to run half-decently.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:49, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
And now I&#039;m up to 3000+ edits. :) --[[User:Zombie|Zombie]] 01:01, 19 July 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The New Templates. ==&lt;br /&gt;
Hey Zombie, great job on these new templates, and now we even have a stub template! If possible could we get a template about adding more pictures? If so, thanks! If not, oh well, it wasn&#039;t the biggest deal here yet. It would be nice if we did have pictures for every page though. [[User:Muton commander|Muton commander]] 19:35, 8 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Thanks, the stub template already existed, I just reused it to create pages which needed something in them. The reason for the other templates is to aid in navigation and also cut down on the number of orphaned and dead-end pages (currently 7 and 60 respectively). Eventually I&#039;d like those numbers to be as close to 0 as possible. Anyway, I created a stub picture template out of some of our other table templates. All you need to do is put &amp;lt;nowiki&amp;gt;{{PicStub}}&amp;lt;/nowiki&amp;gt; in a page and it&#039;ll show up to the right side of the screen. If there isn&#039;t much text in the article, you may want to put a clearing break ( &amp;lt;nowiki&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt; ) after it to keep the template from continuing into the &amp;quot;See Also&amp;quot; heading, for example. Other than that, it&#039;s pretty simple to use. --[[User:Zombie|Zombie]] 23:10, 8 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Site database problems? ==&lt;br /&gt;
&lt;br /&gt;
Hi Zombie&lt;br /&gt;
&lt;br /&gt;
Some weird stuff going on with the site I think. I got an email saying you posted an Update to Talk:Incendiary, but when I view the page there is nothing there, nothing on the history/diff since Jasonred&#039;s post about 8 hrs ago. &lt;br /&gt;
&lt;br /&gt;
I&#039;d been noticing a lot of slowness with the Special:Recent Changes page and wondered if the database needs maintenance. But then I put it down to my flaky internet connection. Now I&#039;m not so sure. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 17:05, 13 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I posted an update to the Incendiary talk page, but now it&#039;s gone. Ah well. Anyway, as you may know, StrategyCore is hosting UfOpaedia now. Pete (the admin and owner of StrategyCore) switched hosts for SC about a week ago and mentioned this wiki would also have to be moved to the new location. I asked him to kindly give me a heads up of at least 24hrs so that I could mention it here. Well, this morning I briefly saw a message saying something like the site is down for maintenance and should be up again on the 14th (I think that&#039;s what it said at least). I know Pete was talking about putting a message up so I figured he just shut the site down and moved it to the new host. Have no idea if that actually happened as he hasn&#039;t contacted me at all. Might have been a dry run, but since my post disappeared I&#039;m thinking we are on the new hosts server. I&#039;ll try and send him an email to confirm what is going on. Looks like everything is showing up in the Recent Changes now, so the worst is probably over. One contribution missing by me is a small price to pay. ;) --[[User:Zombie|Zombie]] 18:44, 13 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m still unable to post to Talk:Incendiary, I get a 500 Server error. I&#039;ve tried rebooting my computer, using IE instead of Mozilla, logging out and in from the Wiki, no joy. I seem to be ok to post to other pages, but maybe that&#039;s a coincidence. [[User:Spike|Spike]] 07:59, 15 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I also have email alerts for another update that is not visible on the wiki, suggesting the database is still in flux:&lt;br /&gt;
*Talk:Firing_Accuracy_Testing by Bomb Bloke at 02:05 GMT, 03:05 system time (10 hrs ago - the server must be on British Summer Time)&lt;br /&gt;
[[User:Spike|Spike]] 08:08, 15 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The talk page for Incendiary is 40kb long (huge), so maybe we should cut some of it back. That may be what is causing the problem, especially if you are attempting to add long rambling posts to it. The email thing is probably a delayed reaction after the move. The site probably generated the emails before the move, then were unable to be sent out. When we moved over and everything was running again, it probably sent those emails out, even though the id code for the contribution didn&#039;t exist anymore. That&#039;s my guess. --[[User:Zombie|Zombie]] 11:17, 15 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That sounds right, I was trying to add a lot of text. Should be ok to clean up the older part of the discussion. I will do that if I get time. [[User:Spike|Spike]] 12:13, 15 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The server change must&#039;ve occurred just before I went to bed last night. Thought I&#039;d give the recents a scan and was rather dismayed to see a whole day&#039;s worth of edits just go. Spent some time reinstating the few of mine that I could remember. This morning those edits were gone and the old ones were back. Strange experience indeed. Shame to see some of the new material that was added during the &amp;quot;lost&amp;quot; day that we just lost again - didn&#039;t get round to reviewing it. Oh well. -[[User:NKF|NKF]] 01:01, 16 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Shame indeed. In hindsight, and in future, during maintenance can we put a big notice on the home page so that people can wait to post until after the maintenance is done? [[User:Spike|Spike]] 01:45, 16 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, there was a message telling people the site was having maintenance done. The only problem was that it only was up for 5 min at most. Supposedly Pete had put some locks down to prevent people from posting but those didn&#039;t work for some reason either. In addition, I never received a message from him telling me the move was happening, otherwise I would have plastered a big &amp;quot;Do Not Post Today&amp;quot; banner across he front page. So it was a &amp;quot;Perfect Storm&amp;quot; of unfortunate incidents which led to this. I made it perfectly clear to Pete that issues like this CANNOT happen ever again. I don&#039;t like to see stuff like this and I&#039;m sure most of you feel the same way. On the positive side, this is the last server/host move we&#039;ll be making for a long time. At least I hope so, as this move was a total disaster in my book. --[[User:Zombie|Zombie]] 02:08, 16 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Welcome back!==&lt;br /&gt;
&lt;br /&gt;
There&#039;s a name I haven&#039;t seen in a long, long time.  I thought you&#039;d gotten out of the game.  Glad to see that isn&#039;t the case. :) [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 22:33, 3 May 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71515</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71515"/>
		<updated>2016-03-20T02:16:50Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it&#039;s functions as a medical lab it is highly recommended to get it early.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
&lt;br /&gt;
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;br /&gt;
*Deep Cover&lt;br /&gt;
*Lightning Reflexes&lt;br /&gt;
*Aim&lt;br /&gt;
*Shadowstep&lt;br /&gt;
*Holo-Targeting&lt;br /&gt;
*Rupture&lt;br /&gt;
*Kill Zone&lt;br /&gt;
*Hail of Bullets&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avatar_Project_(XCOM2)&amp;diff=71472</id>
		<title>Avatar Project (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avatar_Project_(XCOM2)&amp;diff=71472"/>
		<updated>2016-03-09T17:10:04Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: Created page with &amp;quot;The Avatar Project is the end goal of the aliens.  Figuring out what it is and stopping it comprises most of the plot of the game.  ==Avatar Progress==  On the Hologlobe, the ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Avatar Project is the end goal of the aliens.  Figuring out what it is and stopping it comprises most of the plot of the game.&lt;br /&gt;
&lt;br /&gt;
==Avatar Progress==&lt;br /&gt;
&lt;br /&gt;
On the Hologlobe, the Avatar Project, once revealed, will take a spot at the top center of the display.  The Avatar Project has 12 &#039;blocks&#039;, which will fill when the Aliens make progress on it, and be removed when XCOM makes progress against them.  Progress will fluctuate from 0-12 over the course of the game.&lt;br /&gt;
&lt;br /&gt;
If the aliens manage to fill all 12 blocks, the display is replaced by a countdown timer.  If this countdown reaches zero, XCOM will be defeated and the game will end.  The timer can be halted(and returned to the normal display) by reducing Avatar progress before the countdown ends.&lt;br /&gt;
&lt;br /&gt;
==Reducing Avatar Progress==&lt;br /&gt;
&lt;br /&gt;
Each Alien Facility on the map, as well as the Avatar Progress master counter in the Pacific Ocean, will have a number of blocks under it.  Those are the blocks which that facility devotes to the Avatar project; destroying an alien facility will eliminate all progress the aliens are getting from that facility.&lt;br /&gt;
&lt;br /&gt;
Furthermore, you can reduce Avatar progress simply by progressing through the plot.  The following actions reduce Avatar progress by the stated amounts.&lt;br /&gt;
&lt;br /&gt;
*Steal Blacksite Vial: 1 block&lt;br /&gt;
*Steal Forge Stasis Suit: 2 blocks&lt;br /&gt;
*Skulljack an Advent officer and kill the resulting Codex: 1 block&lt;br /&gt;
*Steal the Psionic Gate: 2 blocks&lt;br /&gt;
*Skulljack a Codex and kill the resulting Avatar: 3 blocks&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=71471</id>
		<title>XCOM2 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM2_Table&amp;diff=71471"/>
		<updated>2016-03-09T16:51:46Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: Added Avatar Project&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM2&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;5&amp;quot; | &#039;&#039;&#039;XCOM2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (XCOM2)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM_Base_Location_(XCOM2)|Base Location]]&lt;br /&gt;
&lt;br /&gt;
: [[The Resistance (XCOM2)|The Resistance]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (XCOM2)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (XCOM2)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:XCOM2_Resistance_Logo.png|30px]] &#039;&#039;&#039;XCOM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Avenger (XCOM2)|Avenger]]&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
: [[Bridge (XCOM2)|Bridge]]&lt;br /&gt;
&lt;br /&gt;
: [[Research (XCOM2)|Research]]&lt;br /&gt;
&lt;br /&gt;
: [[Engineering (XCOM2)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
: [[Proving Ground (XCOM2)|Proving Ground]]&lt;br /&gt;
&lt;br /&gt;
: [[Advanced Warfare Center (XCOM2)|Advanced Warfare Center]]&lt;br /&gt;
&lt;br /&gt;
: [[Living Quarters (XCOM2)|Living Quarters]]&lt;br /&gt;
&lt;br /&gt;
: [[GTS (XCOM2)| Guerrilla Tactics School]]&lt;br /&gt;
&lt;br /&gt;
: [[Shadow Chamber (XCOM2)|Shadow Chamber]]&lt;br /&gt;
&lt;br /&gt;
: [[Hangar (XCOM2)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
: [[Situation Room (XCOM2)|Situation Room]]&lt;br /&gt;
:: [[Finances (XCOM2)|Finances]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Image:Lone_Wolf_(XCOM2).jpg|30px]] &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Soldiers (XCOM2)|Soldiers]]&lt;br /&gt;
: [[Classes (XCOM2)|Classes]]&lt;br /&gt;
:: [[Ranger (XCOM2)|Ranger]]&lt;br /&gt;
:: [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
:: [[Sharpshooter (XCOM2)|Sharpshooter]]&lt;br /&gt;
:: [[Specialist (XCOM2)|Specialist]]&lt;br /&gt;
:: [[Psi Operative (XCOM2)|Psi Operative]]&lt;br /&gt;
: [[Armor (XCOM2)|Armor]]&lt;br /&gt;
: [[Equipment (XCOM2)#Portable Equipment|Equipment]]&lt;br /&gt;
: [[Weapons (XCOM2)|Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red 2.png|30px]] &#039;&#039;&#039;Advent Coalition&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (XCOM2)|Alien Life Forms]]&lt;br /&gt;
:[[Alien Stats (XCOM2)|Alien Stats]]&lt;br /&gt;
:[[Alien Deployment (XCOM2)|Alien Deployment]]&lt;br /&gt;
|- &lt;br /&gt;
| [[UFOs (XCOM2)|UFOs]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Alien Artifacts (XCOM2)|Alien Artifacts]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Avatar Project (XCOM2)|Avatar Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Skyranger Pilot (XCOM2).png|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Missions (XCOM2)|Mission Types]]&lt;br /&gt;
&lt;br /&gt;
[[Maps (XCOM2)|Maps]]&lt;br /&gt;
&lt;br /&gt;
[[Gameplay Mechanics (XCOM2)|Gameplay Mechanics]]&lt;br /&gt;
: [[Concealment (XCOM2)|Concealment]]&lt;br /&gt;
: [[Aim (XCOM2)|Aim]]&lt;br /&gt;
: [[Dodge (XCOM2)|Dodge]]&lt;br /&gt;
: [[Cover (XCOM2)|Cover]]&lt;br /&gt;
: [[Critical Wounds (XCOM2)|Critical Wounds]]&lt;br /&gt;
: [[Damage (XCOM2)|Damage]]&lt;br /&gt;
: [[Overwatch (XCOM2)|Overwatch]]&lt;br /&gt;
: [[Suppression (XCOM2)|Suppression]]&lt;br /&gt;
: [[Movement (XCOM2)|Movement]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Bradford Small (XCOM2).png|30px]] &#039;&#039;&#039;Guides &amp;amp; Tips&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[Strategy (XCOM2)|Strategy Guide]]&lt;br /&gt;
: [[Avenger Optimization (XCOM2)|Avenger Optimization]]&lt;br /&gt;
: [[Economy (XCOM2)|Economy]]&lt;br /&gt;
: [[Air Combat (XCOM2)|Air Combat]]&lt;br /&gt;
: [[Storyline Missions (XCOM2)|Story Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
[[Tactics (XCOM2)|Combat Tactics]] &lt;br /&gt;
: [[Squads (XCOM2)|Squads]]&lt;br /&gt;
: [[Class Builds (XCOM2)|Class Builds]]&lt;br /&gt;
: [[Abilities (XCOM2)|List of all Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Survival Guide (XCOM2)|Survival Guide]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Shen Small (XCOM2).png|30px]] &#039;&#039;&#039;General DLC&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[DLC (XCOM2)|General Information]]&lt;br /&gt;
&lt;br /&gt;
: [[Elite Soldier Pack DLC (XCOM2)|Elite Soldier Pack]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Meet New People Then Kill Them (XCOM2).jpg|30px]] &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (XCOM2)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Happy to Oblige (XCOM2).jpg|30px]] &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[http://cdn.akamai.steamstatic.com/steam/apps/268500/manuals/XCOM2_Manual_English.pdf?t=1454378153 Game Manual]&lt;br /&gt;
&lt;br /&gt;
[[Game Credits (XCOM2)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline (XCOM2)|Storyline]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
[[Murphy&#039;s Laws (X-COM)#XCOM 2 (Strategic)|Murphy&#039;s Laws (XCOM2)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Combat Ready (XCOM2).jpg|30px]] &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
[[Patches (XCOM2)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (XCOM2)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (XCOM2)| Mods &amp;amp; Suggestions]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:XCOM2]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avenger_Optimization_(XCOM2)&amp;diff=71460</id>
		<title>Avenger Optimization (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avenger_Optimization_(XCOM2)&amp;diff=71460"/>
		<updated>2016-03-09T01:52:55Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: Categorization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Avenger&#039;s internal cargo bays can be turned into facilities of various sorts.  They are arranged in 4 rows of 3 columns each.  The middle bay on the top row starts clear and ready for building; the other 11 will all need to be excavated before they can be used.  Excavating requires an adjacent square on the four cardinal directions to be clear, 1 or more Engineers to be assigned to the facility for a time ranging from 5 to 30 days, and will reward you with an amount of Supplies, Alloys, or Elerium Crystals.  The deeper you go, the better the rewards, and the longer the excavation time. &lt;br /&gt;
&lt;br /&gt;
Most facilities can only be built once, so despite the lack of adjacency bonuses, placement is still important, particularly with the Workshop..  The only facilities which can be duplicated are Resistance Comms and Power Relays.&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
The Laboratory provides a place to staff Scientists, and should be an early(top row) construction.  It may be upgraded to allow a second scientist to be staffed here.  Each scientist staffed here provides an additional boost to research speed. (This is in addition to the boost they provide just for being on the Avenger.) &lt;br /&gt;
&lt;br /&gt;
The laboratory does not synergize with any other facilities.&lt;br /&gt;
&lt;br /&gt;
==Advanced Warfare Center==&lt;br /&gt;
&lt;br /&gt;
The Advanced Warfare Center provides a dedicated facility for soldiers to receive medical care; soldiers will be automatically assigned here when wounded, and healing speed is improved by 50% when it is available.  Additionally, one healthy soldier may be assigned here at a time to retrain their abilities.&lt;br /&gt;
&lt;br /&gt;
One Engineer may be staffed here, increasing the healing rate to a total of 100%.&lt;br /&gt;
&lt;br /&gt;
As you will almost always have wounded soldiers, this facility synergizes well with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Resistance Comms==&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s radio capacity is not limitless, starting at a mere 3 contacts out of a potential 16.  Resistance Comms facilities expand this; each Resistance Comms built increases the number of Contacts you can have by 1.  Additionally, an Engineer can be staffed here, providing an additional 2 contacts.&lt;br /&gt;
&lt;br /&gt;
The Resistance Comms can be upgraded, which provides one extra point of Contact just for the upgrade, and can staff an extra engineer for an additional 4 contacts(total of 8 with both engineers).&lt;br /&gt;
&lt;br /&gt;
The Resistance Comms synergizes very well with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Guerilla Tactics School==&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School allows you to buy various upgrades for your squads, acting similar to the Officer Training School before it.  It also allows one healthy Rookie to be assigned here, to be trained into one of the four base classes.&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School does not synergize with any other facility.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
The Workshop provides additional hands to do work around the Avenger, in the form of GREMLINs.  By assigning an engineer here, you will be given access to two Workshop GREMLINs which can be used as Engineers, but can only staff facilities adjacent to the Workshop.  As such, it is thus optimal to build the Workshop in a central location where it is adjacent to many Engineer-staffed facilities.  The second row from the top in the Avenger works well for this, and the Workshop synergizes well with Resistance Comms, Power Relays, and the Advanced Warfare Center.  Basically, any facility where you would want an engineer staffed full-time should be a candidate for placing next to the Workshop.&lt;br /&gt;
&lt;br /&gt;
The Workshop can be upgraded to provide an additional work slot for an Engineer, who will produce an extra two GREMLINs.&lt;br /&gt;
&lt;br /&gt;
==Power Relays==&lt;br /&gt;
&lt;br /&gt;
Like previously, all facilities require power to operate.  The Research Lab with Tygan provides 12 free power; for any more, you will need to construct Power Relays.&lt;br /&gt;
&lt;br /&gt;
Power Relays provide additional power to run the Avenger&#039;s systems.  Each Power Relay you build provides 3 power to the Avenger.  You may staff an Engineer there to provide an additional 5 power.  They may also be upgraded with two different upgrades(which can both be applied).  An Elerium Conduit increases the power output by 6(for a total of 9) and an Extra Conduit allows an additional engineer to be staffed there.  (No passive benefit, but you can staff a second Engineer for 5 more power.)&lt;br /&gt;
&lt;br /&gt;
===Power Coils===&lt;br /&gt;
&lt;br /&gt;
Filling a similar role to Steam Vents, the Avenger will have a few randomly placed power coils inside of its building space, usually in the bottom two rows.  They will require significant time to shield for use, but once shielded, can be used like any other building spot, with a twist.  Any facility placed on a Power Coil uses no power, or if the facility is a power relay, will produce an extra 7 power(for a total of 10).  The only facilities on Veteran which cost more than 7 power are the upgraded Shadow Chamber(9 power) and the upgraded Psionics Lab(10 power).&lt;br /&gt;
&lt;br /&gt;
Thus, if you plan on upgrading your Psi Lab so you can train 2 Psi Operatives simultaneously, consider building it on a power coil.  The Shadow Chamber upgrade is mandatory, but can be delayed until very late in the game, so it may be more practical to simply assign an Engineer to a Power Relay when it becomes necessary to bring it online.  Barring these two options, you should build Power Relays on the Power Coils, and upgrade them as necessary to provide more power.&lt;br /&gt;
&lt;br /&gt;
==Proving Grounds==&lt;br /&gt;
&lt;br /&gt;
Replacing the Foundry, the Proving Grounds allows the construction of advanced equipment in a queue.  Every project here takes time, and they are worked on in sequence.&lt;br /&gt;
&lt;br /&gt;
An engineer may be staffed here, increasing speed of all projects by 50%.  It synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Psi Lab==&lt;br /&gt;
&lt;br /&gt;
The Psi Lab provides a space to train a Psi Operative in Psionics.  It may be upgraded to allow a second soldier to be trained simultaneously.&lt;br /&gt;
&lt;br /&gt;
The Psi Lab can be staffed by an Engineer, which will increase training speed by 50%.  It synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Defensive Matrix==&lt;br /&gt;
&lt;br /&gt;
The Defensive Matrix provides repurposed ADVENT turrets in order to help defend the Avenger in the event of an Avenger defense mission.  It at first deploys only two turrets, but can be upgraded to deploy four.&lt;br /&gt;
&lt;br /&gt;
An Engineer may be staffed here, improving the Aim and Damage of the turrets deployed.  Note that you cannot enter the Avenger screen once the aliens are preparing for an assault, so you must staff the Engineer ahead of time as &#039;insurance&#039;.  For this reason, it synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Shadow Chamber==&lt;br /&gt;
&lt;br /&gt;
Replacing the Hyperwave Beacon, the Shadow Chamber allows analysis of complex alien artifacts and serves a vital plot purpose; it must be constructed(and later upgraded) in order to complete the game.  Acting similar to research, Shadow Projects here will grant additional insight into the plot and progress the story, but offer few other benefits.  Researching a Shadow Project suspends all research projects since Tygan becomes occupied with the Shadow Project instead of his normal work.&lt;br /&gt;
&lt;br /&gt;
No personnel may be staffed here.&lt;br /&gt;
&lt;br /&gt;
The Shadow Chamber must be upgraded to research the Psionic Gate, and after it, the Avatar Corpse.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM2]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gatekeeper_(XCOM2)&amp;diff=71459</id>
		<title>Gatekeeper (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gatekeeper_(XCOM2)&amp;diff=71459"/>
		<updated>2016-03-09T01:52:19Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Gatekeeper is one of the most powerful enemies you will encounter. In its closed state it will have an enormous amount of armor, making it a very durable enemy. The Gatekeeper opens its shell to use psionic attacks, the most notable one is an AoE which deals a medium amount of damage and also raises any corpse in the area as a psi zombie, and if it kills any of your troops or civilians they will be automatically raised too.&lt;br /&gt;
&lt;br /&gt;
When its shell is open its armour will be reduces to half of its base amount. Like the Sectopod, Gatekeepers demolish terrain by moving through it.&lt;br /&gt;
&lt;br /&gt;
Gatekeepers are not immune to flashbang grenades, and they will prevent the use of any special abilities, including psionics, as usual. Gatekeepers are basically restricted to their cannon attack while disoriented.&lt;br /&gt;
&lt;br /&gt;
A Gatekeeper is the &amp;quot;end boss&amp;quot; of the Psionic Gate storyline mission, though they can be encountered earlier than that in regular missions.&lt;br /&gt;
&lt;br /&gt;
Gatekeepers count as robotic for the purposes of Bluescreen Rounds.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM2]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dodge_(XCOM2)&amp;diff=71458</id>
		<title>Dodge (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dodge_(XCOM2)&amp;diff=71458"/>
		<updated>2016-03-09T00:17:41Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Considerations about Dodge */ Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dodge is a new mechanic introduced in XCOM 2, it gives a chance to recieve a &amp;quot;grazed&amp;quot; shot taking only a portion of the damage. Unlike Aim or Will there is no natural way to increase Dodge, you will have to wear a Spider or Wraith suit or equip a Personal Combat Sim.&lt;br /&gt;
&lt;br /&gt;
==Considerations about Dodge==&lt;br /&gt;
&lt;br /&gt;
Vipers, Codex, Archons and Elite Lancers come with a Dodge chance, you should take that into acount when planing your strategies, specially if you plan to melee said enemies.&lt;br /&gt;
&lt;br /&gt;
Explosives, psionics and other AoE attacks are not affected by Dodge, someitimes a Soul Fire or Combat protocol might be your best choice.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM2]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avenger_Optimization_(XCOM2)&amp;diff=71457</id>
		<title>Avenger Optimization (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avenger_Optimization_(XCOM2)&amp;diff=71457"/>
		<updated>2016-03-08T19:42:32Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: Setup.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Avenger&#039;s internal cargo bays can be turned into facilities of various sorts.  They are arranged in 4 rows of 3 columns each.  The middle bay on the top row starts clear and ready for building; the other 11 will all need to be excavated before they can be used.  Excavating requires an adjacent square on the four cardinal directions to be clear, 1 or more Engineers to be assigned to the facility for a time ranging from 5 to 30 days, and will reward you with an amount of Supplies, Alloys, or Elerium Crystals.  The deeper you go, the better the rewards, and the longer the excavation time. &lt;br /&gt;
&lt;br /&gt;
Most facilities can only be built once, so despite the lack of adjacency bonuses, placement is still important, particularly with the Workshop..  The only facilities which can be duplicated are Resistance Comms and Power Relays.&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
The Laboratory provides a place to staff Scientists, and should be an early(top row) construction.  It may be upgraded to allow a second scientist to be staffed here.  Each scientist staffed here provides an additional boost to research speed. (This is in addition to the boost they provide just for being on the Avenger.) &lt;br /&gt;
&lt;br /&gt;
The laboratory does not synergize with any other facilities.&lt;br /&gt;
&lt;br /&gt;
==Advanced Warfare Center==&lt;br /&gt;
&lt;br /&gt;
The Advanced Warfare Center provides a dedicated facility for soldiers to receive medical care; soldiers will be automatically assigned here when wounded, and healing speed is improved by 50% when it is available.  Additionally, one healthy soldier may be assigned here at a time to retrain their abilities.&lt;br /&gt;
&lt;br /&gt;
One Engineer may be staffed here, increasing the healing rate to a total of 100%.&lt;br /&gt;
&lt;br /&gt;
As you will almost always have wounded soldiers, this facility synergizes well with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Resistance Comms==&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s radio capacity is not limitless, starting at a mere 3 contacts out of a potential 16.  Resistance Comms facilities expand this; each Resistance Comms built increases the number of Contacts you can have by 1.  Additionally, an Engineer can be staffed here, providing an additional 2 contacts.&lt;br /&gt;
&lt;br /&gt;
The Resistance Comms can be upgraded, which provides one extra point of Contact just for the upgrade, and can staff an extra engineer for an additional 4 contacts(total of 8 with both engineers).&lt;br /&gt;
&lt;br /&gt;
The Resistance Comms synergizes very well with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Guerilla Tactics School==&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School allows you to buy various upgrades for your squads, acting similar to the Officer Training School before it.  It also allows one healthy Rookie to be assigned here, to be trained into one of the four base classes.&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School does not synergize with any other facility.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
The Workshop provides additional hands to do work around the Avenger, in the form of GREMLINs.  By assigning an engineer here, you will be given access to two Workshop GREMLINs which can be used as Engineers, but can only staff facilities adjacent to the Workshop.  As such, it is thus optimal to build the Workshop in a central location where it is adjacent to many Engineer-staffed facilities.  The second row from the top in the Avenger works well for this, and the Workshop synergizes well with Resistance Comms, Power Relays, and the Advanced Warfare Center.  Basically, any facility where you would want an engineer staffed full-time should be a candidate for placing next to the Workshop.&lt;br /&gt;
&lt;br /&gt;
The Workshop can be upgraded to provide an additional work slot for an Engineer, who will produce an extra two GREMLINs.&lt;br /&gt;
&lt;br /&gt;
==Power Relays==&lt;br /&gt;
&lt;br /&gt;
Like previously, all facilities require power to operate.  The Research Lab with Tygan provides 12 free power; for any more, you will need to construct Power Relays.&lt;br /&gt;
&lt;br /&gt;
Power Relays provide additional power to run the Avenger&#039;s systems.  Each Power Relay you build provides 3 power to the Avenger.  You may staff an Engineer there to provide an additional 5 power.  They may also be upgraded with two different upgrades(which can both be applied).  An Elerium Conduit increases the power output by 6(for a total of 9) and an Extra Conduit allows an additional engineer to be staffed there.  (No passive benefit, but you can staff a second Engineer for 5 more power.)&lt;br /&gt;
&lt;br /&gt;
===Power Coils===&lt;br /&gt;
&lt;br /&gt;
Filling a similar role to Steam Vents, the Avenger will have a few randomly placed power coils inside of its building space, usually in the bottom two rows.  They will require significant time to shield for use, but once shielded, can be used like any other building spot, with a twist.  Any facility placed on a Power Coil uses no power, or if the facility is a power relay, will produce an extra 7 power(for a total of 10).  The only facilities on Veteran which cost more than 7 power are the upgraded Shadow Chamber(9 power) and the upgraded Psionics Lab(10 power).&lt;br /&gt;
&lt;br /&gt;
Thus, if you plan on upgrading your Psi Lab so you can train 2 Psi Operatives simultaneously, consider building it on a power coil.  The Shadow Chamber upgrade is mandatory, but can be delayed until very late in the game, so it may be more practical to simply assign an Engineer to a Power Relay when it becomes necessary to bring it online.  Barring these two options, you should build Power Relays on the Power Coils, and upgrade them as necessary to provide more power.&lt;br /&gt;
&lt;br /&gt;
==Proving Grounds==&lt;br /&gt;
&lt;br /&gt;
Replacing the Foundry, the Proving Grounds allows the construction of advanced equipment in a queue.  Every project here takes time, and they are worked on in sequence.&lt;br /&gt;
&lt;br /&gt;
An engineer may be staffed here, increasing speed of all projects by 50%.  It synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Psi Lab==&lt;br /&gt;
&lt;br /&gt;
The Psi Lab provides a space to train a Psi Operative in Psionics.  It may be upgraded to allow a second soldier to be trained simultaneously.&lt;br /&gt;
&lt;br /&gt;
The Psi Lab can be staffed by an Engineer, which will increase training speed by 50%.  It synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Defensive Matrix==&lt;br /&gt;
&lt;br /&gt;
The Defensive Matrix provides repurposed ADVENT turrets in order to help defend the Avenger in the event of an Avenger defense mission.  It at first deploys only two turrets, but can be upgraded to deploy four.&lt;br /&gt;
&lt;br /&gt;
An Engineer may be staffed here, improving the Aim and Damage of the turrets deployed.  Note that you cannot enter the Avenger screen once the aliens are preparing for an assault, so you must staff the Engineer ahead of time as &#039;insurance&#039;.  For this reason, it synergizes with the Workshop.&lt;br /&gt;
&lt;br /&gt;
==Shadow Chamber==&lt;br /&gt;
&lt;br /&gt;
Replacing the Hyperwave Beacon, the Shadow Chamber allows analysis of complex alien artifacts and serves a vital plot purpose; it must be constructed(and later upgraded) in order to complete the game.  Acting similar to research, Shadow Projects here will grant additional insight into the plot and progress the story, but offer few other benefits.  Researching a Shadow Project suspends all research projects since Tygan becomes occupied with the Shadow Project instead of his normal work.&lt;br /&gt;
&lt;br /&gt;
No personnel may be staffed here.&lt;br /&gt;
&lt;br /&gt;
The Shadow Chamber must be upgraded to research the Psionic Gate, and after it, the Avatar Corpse.&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Codex_(XCOM2)&amp;diff=71451</id>
		<title>Codex (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Codex_(XCOM2)&amp;diff=71451"/>
		<updated>2016-03-02T01:10:30Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may first see this creature at the end of the tutorial mission. Apparently the physical manifestation of the alien&#039;s psionic/data network, it is an electric yellow female-humanoid being, seemingly made entirely of electricity, save for a metallic skull and a bit of spinal column.&lt;br /&gt;
&lt;br /&gt;
You will first fight it after you attempt to Skulljack a ADVENT Captain: you may want to make sure that Captain is otherwise the last enemy on the map. It has high health, a high dodge rate (so even point-blank shots may &#039;graze&#039; it for partial damage), and high accuracy. For the storyline requirement, the best time to fight it is when there&#039;s no turn counter or anything keeping pressure on you.&lt;br /&gt;
&lt;br /&gt;
It&#039;s abilities include:&lt;br /&gt;
* Teleportation: The Codex will usually teleport instead of physically moving. This has a better-than-average movement range, doesn&#039;t trigger overwatch, and the Codex can still fire or use other abilities as its second action. This ability means the Codex will almost always get a flanking shot every round, unless it uses another ability.&lt;br /&gt;
* Rift: The Codex can summon a psionic rift. This disables weapons of XCOM soldiers in the area (mechanically, it reduces their ammo to zero). The rift will detonate next turn for medium damage to anything still in the area of effect. This usually costs the turn of any soldier caught by it, since reloading and moving out of the area of effect to avoid the damage is a full turn of actions, though there are options that don&#039;t rely on the primary weapon, such as a Ranger&#039;s Slash, the Sharpshooter&#039;s pistol or using an item.&lt;br /&gt;
* Clone: Whenever it takes damage the Codex will clone itself; the remaining HP will be divided between the two clones, rounding down (so if it attempts to clone at 1 HP, it&#039;s basically a single teleport). Try to hit it with a high damage attack first if you can.&lt;br /&gt;
&lt;br /&gt;
Flashbangs and other causes of Disorientation greatly reduce it&#039;s threat, and seem to restrict it from using it&#039;s special abilities.  Killing your first Codex reduces Avatar progress by 1, but afterwards, they will spawn in regular enemy pods.  In terms of threat level, physical makeup, and plot significance: it is fairly equivalent to the Long War iteration of the Outsider.&lt;br /&gt;
&lt;br /&gt;
After a plot point, you will be tasked with Skulljacking a Codex itself (which, in kind with your first Skulljack of a ADVENT Captain, summons the [[Avatar (XCOM2)|Avatar]]). After this task is complete, all future Codices can be Skullmined, offering a low-hassle way to one-hit-kill one without allowing it to clone itself (unless you swing and miss, of course).&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dark_Events_(XCOM2)&amp;diff=71446</id>
		<title>Dark Events (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dark_Events_(XCOM2)&amp;diff=71446"/>
		<updated>2016-03-01T07:13:37Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Known dark events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dark Events are activities undertaken by the ADVENT administration to counteract XCOM operations.  They will usually undertake 3 per month(2 at the start of the game) and you will have the option of preventing one of them with a Guerilla Operation.&lt;br /&gt;
&lt;br /&gt;
One Dark Event is usually &#039;hidden;&#039; you can counter(or deal with it) blind, or spend a small amount of Intel to reveal what the aliens are doing against you.&lt;br /&gt;
&lt;br /&gt;
Dark Events are worked on in sequence, though not necessarily the sequence presented in the game.  As such, it is possible to sometimes prevent more than one of the listed projects based on how you tackle them.&lt;br /&gt;
&lt;br /&gt;
Most Dark Events last for a month, although some have instant effects once completed.&lt;br /&gt;
&lt;br /&gt;
==Known dark events==&lt;br /&gt;
&lt;br /&gt;
*ADVENT Alloy Padding: Some ADVENT troops get an extra pip of armor.&lt;br /&gt;
*Avatar Minor Breakthrough: 1 block of progress is instantly added to the Avatar project at a random location.&lt;br /&gt;
*Avatar Major Breakthrough: 2 blocks of progress are instantly added to the Avatar project at a random location.&lt;br /&gt;
*Hunt Avenger: A UFO is dispatched to hunt the Avenger; if it finds it, it will trigger Avenger Defense.&lt;br /&gt;
*Infestation: Chryssalids spawn on every mission.&lt;br /&gt;
*Infiltrators: Faceless spawn on every mission.&lt;br /&gt;
*Resistance Mole: Retaliation counter is reduced by two weeks.&lt;br /&gt;
*Alien Construction: Alien Facility Construction counter is reduced by two weeks.&lt;br /&gt;
*Viper Rounds: Some ADVENT troops gain Venom Rounds.&lt;br /&gt;
*ADVENT midnight raids: All recruiting costs doubled.&lt;br /&gt;
*ADVENT rural checkpoints: Next Supply Drop supplies reduced by 50%&lt;br /&gt;
*Alien Cypher: All Intel costs doubled.&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dark_Events_(XCOM2)&amp;diff=71445</id>
		<title>Dark Events (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dark_Events_(XCOM2)&amp;diff=71445"/>
		<updated>2016-03-01T07:12:48Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: Just setting up the basics.  Prettifying comes later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dark Events are activities undertaken by the ADVENT administration to counteract XCOM operations.  They will usually undertake 3 per month(2 at the start of the game) and you will have the option of preventing one of them with a Guerilla Operation.&lt;br /&gt;
&lt;br /&gt;
One Dark Event is usually &#039;hidden;&#039; you can counter(or deal with it) blind, or spend a small amount of Intel to reveal what the aliens are doing against you.&lt;br /&gt;
&lt;br /&gt;
Dark Events are worked on in sequence, though not necessarily the sequence presented in the game.  As such, it is possible to sometimes prevent more than one of the listed projects based on how you tackle them.&lt;br /&gt;
&lt;br /&gt;
Most Dark Events last for a month, although some have instant effects once completed.&lt;br /&gt;
&lt;br /&gt;
==Known dark events==&lt;br /&gt;
&lt;br /&gt;
ADVENT Alloy Padding: Some ADVENT troops get an extra pip of armor.&lt;br /&gt;
Avatar Minor Breakthrough: 1 block of progress is instantly added to the Avatar project at a random location.&lt;br /&gt;
Avatar Major Breakthrough: 2 blocks of progress are instantly added to the Avatar project at a random location.&lt;br /&gt;
Hunt Avenger: A UFO is dispatched to hunt the Avenger; if it finds it, it will trigger Avenger Defense.&lt;br /&gt;
Infestation: Chryssalids spawn on every mission.&lt;br /&gt;
Infiltrators: Faceless spawn on every mission.&lt;br /&gt;
Resistance Mole: Retaliation counter is reduced by two weeks.&lt;br /&gt;
Alien Construction: Alien Facility Construction counter is reduced by two weeks.&lt;br /&gt;
Viper Rounds: Some ADVENT troops gain Venom Rounds.&lt;br /&gt;
ADVENT midnight raids: All recruiting costs doubled.&lt;br /&gt;
ADVENT rural checkpoints: Next Supply Drop supplies reduced by 50%&lt;br /&gt;
Alien Cypher: All Intel costs doubled.&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=71435</id>
		<title>Specialist (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=71435"/>
		<updated>2016-02-28T04:28:10Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Specialist&#039;&#039;&#039; operates some of XCOM&#039;s most advanced equipment. They deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty. The Specialist is the successor to the [[Support (EU2012)|Support]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Gremlin&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
&lt;br /&gt;
As a support and utility class, the Specialist is possibly the most able to mix its skill trees without impacting its usefulness in any particular role.&lt;br /&gt;
&lt;br /&gt;
The Specialists signature ability is Aid Protocol, an ability that grants bonus defense based on the rank of the Gremlin they have equipped. It&#039;s noteworthy that using Aid Protocol does not end the Specialists turn, nor does hacking or Medical Protocol. This ability to use two actions in a turn means that the Specialist is best placed in a defensive position near the edge of active combat, allowing them to use minimal actions moving and instead controlling the battlefield with their Gremlin, whilst still providing fire support.&lt;br /&gt;
&lt;br /&gt;
Medic specialists gain multiple abilities allowing them to recover their teams health more efficiently and remedy status effects.&lt;br /&gt;
&lt;br /&gt;
Combat hackers gain a wide variety of utility skills, including the ability to finish off weakened enemies, and deal with robotic enemies effectively.&lt;br /&gt;
&lt;br /&gt;
Regardless of path, experienced Specialists will have a focus in Overwatch shots, and will be the primary carriers of Skulljacks, reducing their potential item slots, though their array of utility abilities reduces this downside.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Aid Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Command your Gremlin to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin grants +20 Defense.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Battle Medic&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Combat Hacker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Medical Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can perform healing actions remotely.&#039;&#039; &amp;lt;br/&amp;gt; Grants one free Medkit charge.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Combat Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin deals 2 damage. Usable twice per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Revival Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an ally to remove any negative status effects: Disoriented, Stunned, Panicked, or Unconscious.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Haywire Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;You may target robotic and mechanical enemies with your Gremlin, attempting to hack them and seize control.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Equipped medikits have 2 extra charges.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Scanning Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can trigger an instant scan of the area, increasing the Specialist&#039;s sight radius substantially for one turn, and revealing any hidden or disguised enemies in view.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Overwatch shots can be triggered by any enemy action, not just movement.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Threat Assessment&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Aid Protocol now grants the target a Covering Fire overwatch shot, but the Aid Protocol cooldown is increased by 1 turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you spend all your actions on moves, you are granted an automatic overwatch shot at the end of the turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Guardian&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;With every successful overwatch shot, there is a 50% chance that another shot will be taken.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Restoration&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin flies to each squad member, healing or reviving them as needed.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Capacitor Discharge&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
As the Support class was described as &#039;not &#039;&#039;sexy&#039;&#039; like the other classes,&#039; the Specialist managed to bring the sexy back.&lt;br /&gt;
&lt;br /&gt;
In the Tech-heavy world of the ADVENT Administration, information is a literal commodity: Intel resources can be hard to come by, and that&#039;s where the Specialist comes in. As they bring the Gremlin models with them, they receive a major boost to hacking abilities over the other soldiers tiny PDAs. Not only can you (with luck) disable, or even take over enemy robotic units, but remotely access terminals you would otherwise need to get close (and risk exposure) to access. Indeed, they&#039;re the only ones that can safely hack the &#039;lamp posts&#039; in the cities that scan for identification, at least while remaining in concealment.&lt;br /&gt;
&lt;br /&gt;
When hacking (including with other soldiers), the screen that appears will show the three possible results. Most commonly, it will show the failstate (often buffing the targeted device), a medium-difficulty utility hack, and a hard difficulty bonus hack. For example, on MECs and Turrets, the failstate is to buff the unit, and the hack is to either disable, or to take over the unit (lasts 3 turns). Meanwhile, the aforementioned &#039;lamp posts&#039; hack is the failstate of summoning re-enforcements,  and &#039;&#039;usually&#039;&#039; either causing all enemies to go into Disoriented status, or complete invulnerability for the Specialist for two turns. &#039;Usually&#039;, because on occasional missions, hacking these lamp posts, which are connected to ADVENT&#039;s equivalent of [[Zudjari_and_Mosaic_(Bureau)|Mosaic]], may give other bonuses, such as ADVENT facility information-- extremely helpful to keeping the Avatar program from completing, or effectively a free Mind Control of a random enemy unit still on the map. It is worth going out of the way to hack whenever possible for other bonuses such as permanent increase to the Specialist&#039;s hacking score.&lt;br /&gt;
&lt;br /&gt;
It is also advisable to give them the Skulljack device, as their hacking bonus will apply, as well: this not also gives the Specialist a high-chance instant kill against ADVENT soldiers of all kinds, but gives them a Ranger/Lancer-like dashing attack with it (once per mission). This can be extremely profitable, as hacking bonuses include intel, resources, or even Avatar Facility location data (which must then be researched). Turning your specialist into such an &#039;Intelligence Officer&#039; is very effective for your overall campaign against ADVENT and the aliens.&lt;br /&gt;
&lt;br /&gt;
Skulljacking does a flat 20 damage, so certain enemies (Elite officer with elite shields has 21 HP) can survive if at full HP.  Also note that Gremilin MkII and MkIII hacking bonuses do not apply to hacks made with the Skulljack.&lt;br /&gt;
&lt;br /&gt;
Note that when hacking, the choice is for either the &#039;utility&#039; hack, &#039;&#039;or&#039;&#039; the bonus hack, not both: simply click the panel for the hack you want to go for. Either way, pray to the RNG Gods that you chose below the roll.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Aliens are at least smart enough to pick the most likely shots available, so protect vulnerable or low-health allies with Aid Protocol to stop them being finished off. Aid Protocol can also negate an ADVENT officers mark, the weakness of low cover, or exposed Rangers. If your entire team is in high cover and one ally is in low cover, they will recieve dangerous amounts of enemy focus. Aid Protocol can negate this.&lt;br /&gt;
&lt;br /&gt;
Combat Protocol deals extra damage to mechanical units, which can compensate for the limited means to deal with armoured enemies early-game.&lt;br /&gt;
&lt;br /&gt;
Once ADVENT MECs have appeared, autopsy one as a priority to get the Mark 2 Gremlin, which offers substantial improvements to most things that a Specialist can do.&lt;br /&gt;
&lt;br /&gt;
Combat Protocol has many beneficial situations, but should not be used as a primary offensive tool, due to its low number of uses and great utility. Use it to cancel enemy Overwatches, deal severe damage to MECs if you cannot shred their armor, and finish off entrenched units.&lt;br /&gt;
&lt;br /&gt;
Carrying a Skulljack once Skullmining has been researched provides a substantial boost to your Tech score.&lt;br /&gt;
&lt;br /&gt;
Bluescreen Rounds and EMP Grenades reduce the Tech scores of targets they damage. This can allow for easier hacking of mechanical units. Even a stunned unit that is hacked will still attract a lot of fire from the alien forces onto itself, which can turn the tide of combat.&lt;br /&gt;
&lt;br /&gt;
Haywire Protocol is best used on enemies whose destruction you can be fairly certain of if things go wrong.&lt;br /&gt;
&lt;br /&gt;
Attempting a Skulljack or Skullmine does guaranteed damage, and does not cost the unit their entire turn if it fails.&lt;br /&gt;
&lt;br /&gt;
Consider when hacking the negatives of failure. It&#039;s better to take riskier hacks on guaranteed hacks like transport doors or item chests, rather than lampposts.&lt;br /&gt;
&lt;br /&gt;
Triggering alien groups to investigate your position as a result of failed hacks can actually be a good way to lead them into an overwatch trap.&lt;br /&gt;
&lt;br /&gt;
==Sources== &lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=71430</id>
		<title>Specialist (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Specialist_(XCOM2)&amp;diff=71430"/>
		<updated>2016-02-27T06:17:09Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Information */  Skulljack is NOT an instant kill, it just does extremely high set damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Specialist&#039;&#039;&#039; operates some of XCOM&#039;s most advanced equipment. They deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty. The Specialist is the successor to the [[Support (EU2012)|Support]] class.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Gremlin&lt;br /&gt;
&lt;br /&gt;
==Role==&lt;br /&gt;
&lt;br /&gt;
As a support and utility class, the Specialist is possibly the most able to mix its skill trees without impacting its usefulness in any particular role.&lt;br /&gt;
&lt;br /&gt;
The Specialists signature ability is Aid Protocol, an ability that grants bonus defense based on the rank of the Gremlin they have equipped. It&#039;s noteworthy that using Aid Protocol does not end the Specialists turn, nor does hacking or Medical Protocol. This ability to use two actions in a turn means that the Specialist is best placed in a defensive position near the edge of active combat, allowing them to use minimal actions moving and instead controlling the battlefield with their Gremlin, whilst still providing fire support.&lt;br /&gt;
&lt;br /&gt;
Medic specialists gain multiple abilities allowing them to recover their teams health more efficiently and remedy status effects.&lt;br /&gt;
&lt;br /&gt;
Combat hackers gain a wide variety of utility skills, including the ability to finish off weakened enemies, and deal with robotic enemies effectively.&lt;br /&gt;
&lt;br /&gt;
Regardless of path, experienced Specialists will have a focus in Overwatch shots, and will be the primary carriers of Skulljacks, reducing their potential item slots, though their array of utility abilities reduces this downside.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Aid Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Command your Gremlin to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin grants +20 Defense.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Specialization&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Battle Medic&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Combat Hacker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Medical Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can perform healing actions remotely.&#039;&#039; &amp;lt;br/&amp;gt; Grants one free Medkit charge.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Combat Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.&#039;&#039; &amp;lt;br/&amp;gt; The basic Gremlin deals 2 damage. Usable twice per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Revival Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to an ally to remove any negative status effects: Disoriented, Stunned, Panicked, or Unconscious.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Haywire Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;You may target robotic and mechanical enemies with your Gremlin, attempting to hack them and seize control.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Equipped medikits have 2 extra charges.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Scanning Protocol&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin can trigger an instant scan of the area, increasing the Specialist&#039;s sight radius substantially for one turn, and revealing any hidden or disguised enemies in view.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Overwatch shots can be triggered by any enemy action, not just movement.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Threat Assessment&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Aid Protocol now grants the target a Covering Fire overwatch shot, but the Aid Protocol cooldown is increased by 1 turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If you spend all your actions on moves, you are granted an automatic overwatch shot at the end of the turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Guardian&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;With every successful overwatch shot, there is a 50% chance that another shot will be taken.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Restoration&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin flies to each squad member, healing or reviving them as needed.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Capacitor Discharge&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Send the Gremlin to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
As the Support class was described as &#039;not &#039;&#039;sexy&#039;&#039; like the other classes,&#039; the Specialist managed to bring the sexy back.&lt;br /&gt;
&lt;br /&gt;
In the Tech-heavy world of the ADVENT Administration, information is a literal commodity: Intel resources can be hard to come by, and that&#039;s where the Specialist comes in. As they bring the Gremlin models with them, they receive a major boost to hacking abilities over the other soldiers tiny PDAs. Not only can you (with luck) disable, or even take over enemy robotic units, but remotely access terminals you would otherwise need to get close (and risk exposure) to access. Indeed, they&#039;re the only ones that can safely hack the &#039;lamp posts&#039; in the cities that scan for identification, at least while remaining in concealment.&lt;br /&gt;
&lt;br /&gt;
When hacking (including with other soldiers), the screen that appears will show the three possible results. Most commonly, it will show the failstate (often buffing the targeted device), a medium-difficulty utility hack, and a hard difficulty bonus hack. For example, on MECs and Turrets, the failstate is to buff the unit, and the hack is to either disable, or to take over the unit (lasts 3 turns). Meanwhile, the aforementioned &#039;lamp posts&#039; hack is the failstate of summoning re-enforcements,  and &#039;&#039;usually&#039;&#039; either causing all enemies to go into Disoriented status, or complete invulnerability for the Specialist for two turns. &#039;Usually&#039;, because on occasional missions, hacking these lamp posts, which are connected to ADVENT&#039;s equivalent of [[Zudjari_and_Mosaic_(Bureau)|Mosaic]], may give other bonuses, such as ADVENT facility information-- extremely helpful to keeping the Avatar program from completing, or effectively a free Mind Control of a random enemy unit still on the map. It is worth going out of the way to hack whenever possible for other bonuses such as permanent increase to the Specialist&#039;s hacking score.&lt;br /&gt;
&lt;br /&gt;
It is also advisable to give them the Skulljack device, as their hacking bonus will apply, as well: this not also gives the Specialist a high-chance instant kill against ADVENT soldiers of all kinds, but gives them a Ranger/Lancer-like dashing attack with it (once per mission). This can be extremely profitable, as hacking bonuses include intel, resources, or even Avatar Facility location data (which must then be researched). Turning your specialist into such an &#039;Intelligence Officer&#039; is very effective for your overall campaign against ADVENT and the aliens.&lt;br /&gt;
&lt;br /&gt;
Skulljacking does a flat 20 damage, so certain enemies (Elite officer with elite shields has 21 HP) can survive if at full HP.&lt;br /&gt;
&lt;br /&gt;
Note that when hacking, the choice is for either the &#039;utility&#039; hack, &#039;&#039;or&#039;&#039; the bonus hack, not both: simply click the panel for the hack you want to go for. Either way, pray to the RNG Gods that you chose below the roll.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Aliens are at least smart enough to pick the most likely shots available, so protect vulnerable or low-health allies with Aid Protocol to stop them being finished off. Aid Protocol can also negate an ADVENT officers mark, the weakness of low cover, or exposed Rangers. If your entire team is in high cover and one ally is in low cover, they will recieve dangerous amounts of enemy focus. Aid Protocol can negate this.&lt;br /&gt;
&lt;br /&gt;
Combat Protocol deals extra damage to mechanical units, which can compensate for the limited means to deal with armoured enemies early-game.&lt;br /&gt;
&lt;br /&gt;
Once ADVENT MECs have appeared, autopsy one as a priority to get the Mark 2 Gremlin, which offers substantial improvements to most things that a Specialist can do.&lt;br /&gt;
&lt;br /&gt;
Combat Protocol has many beneficial situations, but should not be used as a primary offensive tool, due to its low number of uses and great utility. Use it to cancel enemy Overwatches, deal severe damage to MECs if you cannot shred their armor, and finish off entrenched units.&lt;br /&gt;
&lt;br /&gt;
Carrying a Skulljack once Skullmining has been researched provides a substantial boost to your Tech score.&lt;br /&gt;
&lt;br /&gt;
Bluescreen Rounds and EMP Grenades reduce the Tech scores of targets they damage. This can allow for easier hacking of mechanical units. Even a stunned unit that is hacked will still attract a lot of fire from the alien forces onto itself, which can turn the tide of combat.&lt;br /&gt;
&lt;br /&gt;
Haywire Protocol is best used on enemies whose destruction you can be fairly certain of if things go wrong.&lt;br /&gt;
&lt;br /&gt;
Attempting a Skulljack or Skullmine does guaranteed damage, and does not cost the unit their entire turn if it fails.&lt;br /&gt;
&lt;br /&gt;
Consider when hacking the negatives of failure. It&#039;s better to take riskier hacks on guaranteed hacks like transport doors or item chests, rather than lampposts.&lt;br /&gt;
&lt;br /&gt;
Triggering alien groups to investigate your position as a result of failed hacks can actually be a good way to lead them into an overwatch trap.&lt;br /&gt;
&lt;br /&gt;
==Sources== &lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71428</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71428"/>
		<updated>2016-02-27T02:04:41Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it&#039;s functions as a medical lab it is highly recommended to get it early.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
&lt;br /&gt;
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;br /&gt;
*Deep Cover&lt;br /&gt;
*Lightning Reflexes&lt;br /&gt;
*Aim&lt;br /&gt;
*Shadowstep&lt;br /&gt;
*Holo-Targeting&lt;br /&gt;
*Rupture&lt;br /&gt;
*Kill Zone&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=71358</id>
		<title>Murphy&#039;s Laws (X-COM)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=71358"/>
		<updated>2016-02-22T20:12:04Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* XCOM 2 (Strategic) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Battlescape|Battlescape (UFO Defense)]]==&lt;br /&gt;
===[[Soldiers]]===&lt;br /&gt;
*If a soldier can miss, he will.&lt;br /&gt;
**If a soldier can hit another soldier while missing, he will.&lt;br /&gt;
*If a soldier has a high explosive, then he will have to commit suicide for the group to win.&lt;br /&gt;
*If a soldier can panic, he will.&lt;br /&gt;
**If he is holding a primed [[Proximity Grenade]], he will drop it and start running.&lt;br /&gt;
**If he is holding any other primed explosive, he will drop it and stay right there.&lt;br /&gt;
**If he is holding something else, he will drop it and run right next to an alien.&lt;br /&gt;
*The probability of a soldier getting MCed is proportional to the lethality of the weapons he is carrying.&lt;br /&gt;
*The probability of a soldier going berserk is proportional to the number of friendly units he can hit from where he&#039;s standing.&lt;br /&gt;
*Your troops invariably display better accuracy and reactions when mind controlled than they do under your own orders.&lt;br /&gt;
**The opposite is true when you mind control an alien.&lt;br /&gt;
*The soldier you gave your shiny new heavy weapon to will turn out to have shitty Psi Strength and/or Morale. You will discover this the hard way.&lt;br /&gt;
*If a soldier has a [[Rocket Launcher]], he will get MCed while still in the craft.&lt;br /&gt;
*Your first unit out is always shot down.&lt;br /&gt;
**Your first unit out is always your commander.&lt;br /&gt;
*A wounded soldier will always die just before you find the last alien.&lt;br /&gt;
*As soon as you get better armor, the aliens get better weapons.&lt;br /&gt;
*[[Electroflare|Flares]] will always land where they cannot be picked up.&lt;br /&gt;
*If your base is attacked, you will always get [[Electroflare|flares]] instead of [[Heavy Plasma|Heavy Plasmas]].&lt;br /&gt;
*You will always end up short 1 TU for the action you wanted to do.&lt;br /&gt;
*If there is a single square where an alien grenade can hit all your soldiers at once, that is the square it will land in.&lt;br /&gt;
*The soldiers with the worst stats will always be the first to get promoted.&lt;br /&gt;
**When you build the [[Psi Lab]], you will always discover that your highly-trained officers are psi weaklings.&lt;br /&gt;
*On [[Ethereal]] [[Terror_Mission|Terror Missions]], you will always get the maximum number of [[Sectopod|Sectopods]] possible.&lt;br /&gt;
*When you have finally perfected the art of UFO assaults - [[Initial_Deployment|safe initial deployment]], proper [[Scouting|scout]] and [[Sweeping_the_Battlescape|sweep]] tactics, [[UFO_Ground_Assault#Breaching_UFOs|correct breaching methods]] - that will be the mission an enemy commander shows up with a [[Blaster_Launcher|Blaster Launcher]] and nukes your entire team while it&#039;s still on the [[Skyranger]]&lt;br /&gt;
*The only thing your soldiers are good for is warning each other about the Blaster Launching-wielding alien right around the corner.&lt;br /&gt;
**Considering the laws above, it&#039;s pretty easy to guess exactly how they warn the rest of your squad about said Blaster Launcher.&lt;br /&gt;
***They warn your squad with an explosion, followed by a scream.&lt;br /&gt;
*If a proximity grenade can land on a soldier, it will.&lt;br /&gt;
*A soldier with pockets full of pre-primed grenades will fall unconscious right next to your Commander.&lt;br /&gt;
*That point-blank reaction shot can be guaranteed by giving the guy a Rocket Launcher.&lt;br /&gt;
*The chance of soldiers panicking and running out of the access lift on Cydonia is relative to the amount of soldiers in the access lift.&lt;br /&gt;
**And into direct fire from a cyberdisc.&lt;br /&gt;
&lt;br /&gt;
===[[Civilian|Civilians]]===&lt;br /&gt;
*If a civilian sees a fire, he will run into it.&lt;br /&gt;
*If a civilian sees an alien, he will move right next to it.&lt;br /&gt;
*If a civilian can block your line of fire on an alien, he will do so.&lt;br /&gt;
*Civilians are attracted by armed proximity grenades.&lt;br /&gt;
*Civilians inevitably block the doorway you need to use right before you get there.&lt;br /&gt;
*If a civilian is near an alien, any attempt to save him by shooting the alien will hit the civilian instead.&lt;br /&gt;
*Civilians will go out of their way to get shot in a Terror Mission.&lt;br /&gt;
&lt;br /&gt;
===[[Alien Life Forms|Aliens]]===&lt;br /&gt;
*If an alien can hit, it will.&lt;br /&gt;
*If an alien tries to MC you, it will always succeed.&lt;br /&gt;
*Alien commanders will always kill themselves (with their [[Blaster_Launcher|Blaster Launchers]]) when you&#039;re on track to capture them .&lt;br /&gt;
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier.&lt;br /&gt;
**You never want to know the answer to &amp;quot;Why did the Chryssalid cross the road?&amp;quot;.&lt;br /&gt;
*If a dying [[Cyberdisc]] can blow up one of your men, it will.&lt;br /&gt;
*Unconscious aliens with melee attacks will wake up when you least expect them to.&lt;br /&gt;
*If you open a door and turn left, the aliens will all be on the right.&lt;br /&gt;
*Aliens are smarter than they look.&lt;br /&gt;
*This one is universal for all of the series:&lt;br /&gt;
**&amp;quot;Gaahh! Come back here and let me stun/melee you, you little shit!&amp;quot;&lt;br /&gt;
*Aliens can smell proximity grenades.&lt;br /&gt;
&lt;br /&gt;
==[[Geoscape|Geoscape (UFO Defense)]]==&lt;br /&gt;
*When you need money the most, your funders will sign treaties with the aliens.&lt;br /&gt;
**The first country to drop funding is always the one that gave the most money.&lt;br /&gt;
*As soon as you get a new base built, it will be attacked.&lt;br /&gt;
**As soon as you get a new base fully equipped and operational, UFO activity in that area will drop to zero.&lt;br /&gt;
*If your fully developed base with 12 [[Missile_Defences|Missile Defences]] is successfully weathering a [[Alien_Retaliation|retaliation mission]] every couple days, the 1-in-30 battleship that makes it through will inevitably do so when all your experienced soldiers are out on missions.&lt;br /&gt;
*The more money you&#039;ve saved, the higher the chance the aliens will do something that forces you to waste it.&lt;br /&gt;
**The amount of money you lose is proportional to how badly you need whatever you were saving up for.&lt;br /&gt;
*[[Alien Terror|Terror sites]] always appear at night.&lt;br /&gt;
**Or at noon, located conveniently so that night falls the second you arrive.&lt;br /&gt;
*If there is one tiny lake in the middle of 100 km of dry land, your [[Interceptor|Interceptors]] will inevitably shoot the UFO down over that exact spot.&lt;br /&gt;
*The chance that a crashed UFO&#039;s [[Elerium]] survived is proportional to how much you already have stockpiled.&lt;br /&gt;
*Landed UFO&#039;s will always take off before you can get to them.&lt;br /&gt;
**Unless they&#039;re filled with a species of alien you aren&#039;t equipped to deal with, in which case they will stick around forever.&lt;br /&gt;
***And when you finally get the equipment to deal with them, they fly away, never to be seen again.&lt;br /&gt;
****Until you have none of that equipment left to deal with them, because the base closest to them was destroyed.&lt;br /&gt;
*UFO&#039;s will always arrive while your [[Skyranger]] is refueling from a two day patrol.&lt;br /&gt;
*If you have forgotten to save the game for at least 3 missions, the game will crash.&lt;br /&gt;
**The game will always crash when it is the least convenient.&lt;br /&gt;
*If your craft is carrying no [[Electroflare|flares]] whatsoever, it will inevitably arrive five minutes after nightfall.&lt;br /&gt;
**If you&#039;ve wasted half your [[Managing_the_Item_Limit|80-item limit]] on [[Electroflare|flares]] and incendiary ammo, you will arrive at high noon.&lt;br /&gt;
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]].&lt;br /&gt;
*Building a new base where there is heavy UFO activity? Seems like a good time for the Aliens to stop all activity in that area, and move it to a new area.&lt;br /&gt;
**That new area consists of the highest-funding countries.&lt;br /&gt;
*It&#039;s always exciting downing a UFO on a tiny island in the middle of the Pacific Ocean. Too bad it&#039;s always an Ethereal-filled Battleship.&lt;br /&gt;
&lt;br /&gt;
==[[Cityscape (Apocalypse)]]==&lt;br /&gt;
*If you&#039;re almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.&lt;br /&gt;
*The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.&lt;br /&gt;
*UFOs carrying infiltrators always spawn at the gate you don&#039;t have covered.&lt;br /&gt;
*Griffon AFV is tough. The road under it is not. The tracks are just for show.&lt;br /&gt;
*There are only two types of vehicles that are always in abundance on the market: Blazer bikes and Stormdogs.&lt;br /&gt;
*While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.&lt;br /&gt;
*Megapol is useless. &lt;br /&gt;
**Transtellar is annoying.&lt;br /&gt;
***Everyone else is both annoying and useless.&lt;br /&gt;
*Government&#039;s weekly paycheck will buy you a Lawpistol clip. Maybe two.&lt;br /&gt;
*If your base is in a slum, a single stray shot from a light disruptor will destroy it all.&lt;br /&gt;
**If your base is in a warehouse, said stray shot will still hit the tile with your agents.&lt;br /&gt;
*A hoverbike swarm is a good idea. Too bad they&#039;ll all get shot down anyway because of sheer dumb luck on the aliens&#039; part.&lt;br /&gt;
*Research will always be completed right after when you needed it the most.&lt;br /&gt;
*After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.&lt;br /&gt;
*The Overspawn will coincidentally be dropped right at your doorstep.&lt;br /&gt;
*The Overspawn will never, &#039;&#039;ever&#039;&#039; get hurt from falling debris. Unless you drop the said debris and level half of the city with it.&lt;br /&gt;
*People Tubes can collapse from an angry glare.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp gets along with them fine.&lt;br /&gt;
**Transtellar in particular will always be dying for a chance to jump in bed with the aliens.&lt;br /&gt;
*Subversion attacks &#039;&#039;will&#039;&#039; succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.&lt;br /&gt;
*Your very first invasion of the Alien Dimension will require an hour&#039;s savescumming to get it right without being reduced to scrap metal.&lt;br /&gt;
*You &#039;&#039;will&#039;&#039; forget to not to move the X-COM craft when you succeed in destroying an alien building, killing everyone in the process.&lt;br /&gt;
&lt;br /&gt;
==[[Battlescape Overview (Apocalypse)|Battlescape (Apocalypse)]]==&lt;br /&gt;
*If your base is raided, there will be as few of your agents spawning as possible.&lt;br /&gt;
**Said agents will spawn as far away from the access lift as possible.&lt;br /&gt;
***Guess where the scientists will appear.&lt;br /&gt;
*If you&#039;re raiding a building, there will always be a trigger-happy idiot with a heavy launcher.&lt;br /&gt;
**Despite your best efforts, he will manage to fire at least one missile.&lt;br /&gt;
***And he will do so even if you&#039;re breathing in his face.&lt;br /&gt;
****There is no way to avoid the missile and injuries or casualties from it.&lt;br /&gt;
*****Even if you somehow actually manage to avoid the missile, it&#039;ll bring down the building on you.&lt;br /&gt;
*Live explosives are seemingly attracted to large concentrations of dead cultist bodies with all the loot you came here for.&lt;br /&gt;
*If an agent in a squad gets attacked by a brainsucker, the rest of the squad won&#039;t hit it at point blank range.&lt;br /&gt;
**Or they&#039;ll fire a missile launcher. Guess the results.&lt;br /&gt;
*If you turn around the corner where you think that last alien is hiding, it&#039;ll turn out to be half a dozen of Anthropods. All armed to the teeth.&lt;br /&gt;
*A berserking agent will cause more chaos and destruction than all of your other agents put together. And it won&#039;t be directed at the enemy.&lt;br /&gt;
*If someone throws a Boomeroid at an agent, he&#039;ll try to run away from it.&lt;br /&gt;
**Because it will always turn out that you forgot to set him to aggressive mode.&lt;br /&gt;
*If you try to capture a Megaspawn, it&#039;ll die before you can stun it.&lt;br /&gt;
**As will half the agents trying to stun the damn thing in the first place.&lt;br /&gt;
*You&#039;d wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.&lt;br /&gt;
*You&#039;ll encounter cloaked and flying Skeletoids much more often than you&#039;d like to.&lt;br /&gt;
**Cloaking never works for you. Neither does flying, actually.&lt;br /&gt;
*Good stuff always comes too late.&lt;br /&gt;
**Personal teleporters do not exist.&lt;br /&gt;
*Psi attacks are only successful when they&#039;re not necessary.&lt;br /&gt;
*Dynamic music always ignores what you&#039;re actually doing.&lt;br /&gt;
*That agent you sent to scout ahead will always be the one without a motion scanner.&lt;br /&gt;
*Every raid is a horrible decision between causing property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy &amp;lt;s&amp;gt;until he&#039;s standing right next to it&amp;lt;/s&amp;gt; at all. Period.&lt;br /&gt;
*You will forget to capture a live Micronoid aggregate.&lt;br /&gt;
*Toxigun ammo, Vortex mines and Personal Shields come in only two varieties: &amp;quot;not enough&amp;quot; and &amp;quot;none&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Strategic (Enemy Unknown)]]==&lt;br /&gt;
*When you need §§§ the most, the US and Russia (which you have satellite coverage over) will pull out of the XCOM project.&lt;br /&gt;
*Your satellites will always be available one day too late to prevent a country from withdrawing.&lt;br /&gt;
**Even if it shows up before &amp;quot;Council Report&amp;quot; on the event list.&lt;br /&gt;
*When you do have satellites available, you will never have enough Satellite Uplink/Nexus space for them.&lt;br /&gt;
*When you do have Satellite Uplink/Nexus, you will never have enough satellites.&lt;br /&gt;
*If you have one more satellite to go before getting a continent&#039;s bonus, that last country will pull out of the XCOM project.&lt;br /&gt;
**The one continent&#039;s bonus you don&#039;t want to get? The aliens will ignore that continent.&lt;br /&gt;
*You will always be at least §1 short of buying the next level of armor/weapons for all your troops.&lt;br /&gt;
*If a Colonel can be checked for having the Psi gift, he won&#039;t have it.&lt;br /&gt;
*If a Rookie can be checked for having the Psi gift, he will.&lt;br /&gt;
*Your interceptor will always lose contact 0.1 seconds before the enemy UFO is destroyed.&lt;br /&gt;
*Your interceptor will blow up one round of fire exchange after you press the Abort button.&lt;br /&gt;
*Your interceptor will miss every shot.&lt;br /&gt;
**The UFO will have perfect aim and land every single hit.&lt;br /&gt;
***After an interceptor lands a few hits on a Supply Barge it&#039;s shot down. So you sortie another interceptor and it&#039;s shot down/loses contact without hitting the damaged UFO even once. &lt;br /&gt;
*Just a bit more than a day from getting your Colonel out of the medbay? Time for a Terror Mission!&lt;br /&gt;
*Just a bit less than a day from getting your Colonel out of the medbay? Time for a Terror Mission!&lt;br /&gt;
**Fast forwarding will result in the Terror Mission succeeding for the aliens before you can react to your Colonel getting out of the medbay.&lt;br /&gt;
*Just a bit more than a day before your latest and greatest research completes? Time for a Terror Mission!&lt;br /&gt;
*Any other time it&#039;s inconvenient? Time for a Terror Mission!&lt;br /&gt;
**Followed by abductions less than 24 hours later.&lt;br /&gt;
***Followed by a council mission less than 24 hours later.&lt;br /&gt;
****Followed by a Battleship coming to destroy your satellite less than 24 hours later.&lt;br /&gt;
*****Oh, you recently finished the Hyperwave Uplink? Here, have the Overseer UFO, 12 hours after that battleship.&lt;br /&gt;
******On the same continent as your surely-damaged Firestorm.&lt;br /&gt;
*******And once you lose &#039;&#039;that&#039;&#039;... Time for a Terror Mission!&lt;br /&gt;
*Steam vents will be placed in inconvenient locations.&lt;br /&gt;
**Second floor steam vents will block your 2x2 Satellite Uplink block.&lt;br /&gt;
***The remaining steam vents will be on the 4th floor.&lt;br /&gt;
****In the corner.&lt;br /&gt;
*****Behind 3 solid squares of rock.&lt;br /&gt;
******The vent&#039;s spot is also solid rock.&lt;br /&gt;
*Research or Foundry upgrades will be completed one day after a critical mission appears.&lt;br /&gt;
*The only way you can afford the next item or facility you need, is to sell materials on the grey market.&lt;br /&gt;
**Specifically, just enough to not have the materials left to build it.&lt;br /&gt;
*When the option to start researching the various Plasma Weapons becomes available, you will not have enough Weapon Fragments.&lt;br /&gt;
**Heavy Floaters will also start appearing on your next mission.&lt;br /&gt;
**You&#039;ll also be trying to research the Firestorm.&lt;br /&gt;
*You will forget to equip your shiny new weapon.&lt;br /&gt;
**If not, your save (or at least when you last saved) may forget for you.&lt;br /&gt;
* .......................... Time for a Terror Mission!&lt;br /&gt;
*Oh, three steam vents all set up for awesome adjacency bonus! Too bad that two of them are directly underneath the Satellite Uplink!&lt;br /&gt;
*The only time you miss-click when accusing a country of hosting the EXALT Base, is when that country provided the most money.&lt;br /&gt;
**It is also the eighth country to leave!&lt;br /&gt;
***On Impossible difficulty.&lt;br /&gt;
****Ironman Mode was also on.&lt;br /&gt;
*****And you decided that right after you destroy the EXALT Base, you would go right on ahead and assault the Temple Ship!&lt;br /&gt;
******Not that you would have survived, anyways, everybody was panicking!&lt;br /&gt;
*Special: If you&#039;re trying to test something for this very &#039;paedia, the situation you&#039;re after will never occur.&lt;br /&gt;
**Instead, something else will happen that will give you another idea to test. Guess what will happen then.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==&lt;br /&gt;
*If a soldier&#039;s chance to hit is &amp;lt;99%, he will miss.&lt;br /&gt;
**Especially if the target is at 1 HP.&lt;br /&gt;
***Doubly so if that&#039;s your last action for the turn.&lt;br /&gt;
****Exponentially so, proportional to how dangerous the target is. Like a Sectopod that&#039;s now flanking several soldiers.&lt;br /&gt;
*If a soldier&#039;s chance to hit is 100%, he won&#039;t do enough damage to kill the alien.&lt;br /&gt;
**If a soldier&#039;s chance to hit is 100%, the game will glitch and turn that full-face Alloy Cannon blast into a spray of harmless confetti.&lt;br /&gt;
*The left mouse button is context sensitive; it will always do exactly what you didn&#039;t want it to.&lt;br /&gt;
*If a soldier&#039;s a heavy, he/she is going to have terrible accuracy.&lt;br /&gt;
**The range and blast radius of a heavy&#039;s rocket launcher will be a few tiles away from the nearest alien. &lt;br /&gt;
***Your heavy will never be in range to fire off a rocket. &lt;br /&gt;
*If a soldier&#039;s a sniper, he/she is going to have terrible accuracy FOR MOST OF THE GAME.&lt;br /&gt;
**A sniper will have squad sight on either a heavily wooded UFO crash/landing sight or a Terror Mission with one or two buildings that cover the entire map.&lt;br /&gt;
*If a soldier&#039;s an assault, he/she is going to have terrible accuracy EVEN AT POINT BLANK RANGE.&lt;br /&gt;
**If you activate Rapid Fire, both shots will miss a point blank Sectopod (Who has only eight health bars left) despite the second shot&#039;s hit chance being 85%. &lt;br /&gt;
*If a soldier&#039;s a support, he/she is going to have terrible accuracy WITH ANYTHING BUT A S.C.O.P.E. AND A LIGHT PLASMA RIFLE. &lt;br /&gt;
*If an alien&#039;s chance to hit is &amp;gt;1%, he will hit.&lt;br /&gt;
**If an alien&#039;s chance to hit is &amp;lt;1%, he will destroy your full cover. &lt;br /&gt;
*If an alien&#039;s mind control chance is &amp;gt;1%, it will work.&lt;br /&gt;
*When aiming at an Ethereal with the last shot of your turn, it will reflect it.&lt;br /&gt;
**&#039;&#039;Especially&#039;&#039; if that soldier has only 1 HP.&lt;br /&gt;
*If the vehicle that your soldier is dashing to for cover can be set on fire, it will be.&lt;br /&gt;
**That is, if the soldier survives the alien Overwatch shot that will set the vehicle on fire. &lt;br /&gt;
***If so, then the vehicle&#039;s explosion will finish him/her off. &lt;br /&gt;
****Not to forget that this specific soldier, was your Colonel who had been with you since the first mission.&lt;br /&gt;
*Your soldier will always have the exact amount of health for a vehicle to blow him up.&lt;br /&gt;
*You will always reveal new enemies on your last move of the turn.&lt;br /&gt;
**Who will then take up flanking positions behind anyone who dashed.&lt;br /&gt;
*The more soldiers who perform an Overwatch reaction shot against a single alien, the more likely they will all miss.&lt;br /&gt;
**Soldiers who hit the alien will barely kill the alien.&lt;br /&gt;
***The alien, in turn, will kill your highest-ranking soldier.&lt;br /&gt;
****After killing the highest-ranking soldier, the other aliens will come in and mop everyone else up.&lt;br /&gt;
*When you have your whole squad on overwatch they will all shoot one floater.&lt;br /&gt;
**And then all die to his Chryssalid buddy.&lt;br /&gt;
*Your Revive spec medic will always be the one critically wounded.&lt;br /&gt;
*When trying to capture a commander with one stunner, he will be the one MCed,&lt;br /&gt;
*Aliens will always hit soldier&#039;s hunkering down behind high cover.&lt;br /&gt;
**The alien will do just enough damage to not kill him, but to cause him to panic.&lt;br /&gt;
***The panicking soldier will kill a soldier and start a panic chain.&lt;br /&gt;
*Panicking soldiers will always have 100% to hit.&lt;br /&gt;
*Smoke grenades will always improve alien accuracy.&lt;br /&gt;
**Mutons and Floaters will always throw grenades into smoke. &lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**Soldiers that panic will aim for the highest ranking officer he can see.&lt;br /&gt;
***Even behind high cover, on a higher elevation, and covered by a smoke grenade, a panicking rookie will still be able to kill the &amp;quot;protected&amp;quot; Colonel.&lt;br /&gt;
*Rockets will always fly off target.&lt;br /&gt;
**ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.&lt;br /&gt;
***At a gas station&lt;br /&gt;
****Then everything will explode&lt;br /&gt;
***** Then everything will explode and everyone will panic&lt;br /&gt;
******Even your SHIVs&lt;br /&gt;
*******And they will shoot your highest-ranked soldier&lt;br /&gt;
********And he will die&lt;br /&gt;
*********He will also have the psionic gift&lt;br /&gt;
**********He also has one of the highest starting and leveling Will/Aim scores you ever got, in any playthrough.&lt;br /&gt;
***********And he/she will also be named after you. &lt;br /&gt;
************And he/she will be carrying your only medic kit.&lt;br /&gt;
*Aliens will position themselves right outside the radius of a grenade throw.&lt;br /&gt;
**If a grenade can clip through and explode harmlessly under ground while you are trying to aim it, it will.&lt;br /&gt;
*When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will not be with you.&lt;br /&gt;
**When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will miss every shot. &lt;br /&gt;
*When it is time to face Muton Elites, your psionics will not be with you.&lt;br /&gt;
*Your soldiers are always one grid point away from moving to safely flank an alien.&lt;br /&gt;
*When a large UFO lands and you assault with your elite squad you will fight 3 Floaters, 3 Sectoids and a Sectoid Commander.&lt;br /&gt;
*When a moderate alien abduction comes up and you assault with a squad comprised of your Col. Sniper, squaddies, and rookies for training purposes, you will fight 9 Mutons (who will each throw their grenades asap), a Cyberdisc, and 2 Drones you just can&#039;t seem to hit.&lt;br /&gt;
*Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.&lt;br /&gt;
*You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster.  But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.&lt;br /&gt;
*The Overseer will only appear when you have no Firestorms.&lt;br /&gt;
**When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in&lt;br /&gt;
*Your MCed alien will always run out of usable turns before they can bust the asses off of some of their little alien friends.&lt;br /&gt;
**ALWAYS&lt;br /&gt;
***Especially on the final mission of the entire game.&lt;br /&gt;
*MCed aliens will always activate no less than two squads that were just behind them.&lt;br /&gt;
*Your sniper with Snap Shot will never be useful for anything, ever.&lt;br /&gt;
*Your sniper with Squadsight will never be in a good position.&lt;br /&gt;
**And when he is, a tree will block his line of sight to finish off that one alien flanking your soldiers.&lt;br /&gt;
*The alien with a grenade will go first. He will toss the grenade , without moving, negating any troopers on Overwatch, and removing cover from you forward trooper.&lt;br /&gt;
**Next alien will kill your now-exposed trooper.&lt;br /&gt;
***You will then have to wait 2-3 minutes for the other 9 or so Aliens to take their turn and batter your remaining troops.&lt;br /&gt;
****Also, it&#039;s been 5 rounds since you last saved.&lt;br /&gt;
*The range for a soldier flying with Archangel Armor will always be &amp;quot;One less than it takes to get into cover, or out of range.&amp;quot;&lt;br /&gt;
*On a Battleship raid, there will always be one alien that runs away, forcing you to have to chase them down.&lt;br /&gt;
**Backwards.&lt;br /&gt;
*The game has no problem sending and activating every alien squad in an Abductor or Supply Barge at you in 1 turn.&lt;br /&gt;
**If not, that&#039;s because the high-level alien squad somehow noticed you from the other side of the ship.&lt;br /&gt;
*The council mission reward will always be either what you don&#039;t need, or not enough of what you do.&lt;br /&gt;
*When fighting Thin Men, you will always activate 2 squads at a time.&lt;br /&gt;
*When fighting Floaters, they will always Launch to flank just tiles away from your Sniper. No soldier will be close enough to help her.&lt;br /&gt;
*When fighting Mutons, you will activate a squad &#039;&#039;after&#039;&#039; you have finished moving at least two soldiers. Who you placed right next to each other.&lt;br /&gt;
**If you think two soldiers were just far enough apart to not both be hit by 1 grenade: turns out they weren&#039;t.&lt;br /&gt;
***Both of their cover is now gone, fyi.&lt;br /&gt;
*When fighting Chryssalids, they will always be at least close enough to hit your soldiers from a diagonal tile, if not closer.&lt;br /&gt;
*When fighting Cyberdiscs, when they are open, your hardest-hitting soldier will not be able to attack them.&lt;br /&gt;
**Because it opened up to kill said soldier in the previous turn.&lt;br /&gt;
*When fighting Sectopods, the answer to &amp;quot;Which soldier are they going to fire at?&amp;quot; The answer is always &amp;quot;the one taking cover behind something explosive.&amp;quot;&lt;br /&gt;
**On the rare chance that it&#039;s Chest Cannon misses, the shot will still hit something explosive.&lt;br /&gt;
***Specifically, something that another soldier is taking cover behind.&lt;br /&gt;
****Whom it will then fire upon.&lt;br /&gt;
*When fighting a Sectopod, after your two troops have been battered by both Chest Cannon blasts despite being behind full cover and in the middle of a smoke grenade cloud, one moves and triggers a Reaction Shot.&lt;br /&gt;
*When fighting an Ethereal, it will either:&lt;br /&gt;
**Be in a different room than usual.&lt;br /&gt;
**Become activated when you pass within 10 feet of the door.&lt;br /&gt;
**Become activated when your last turn is to MC an Elite Muton or Heavy Floater that would be flanking it&#039;s buddies.&lt;br /&gt;
***Which it will then immediately kill.&lt;br /&gt;
*Your first shot with a shiny new weapon will miss.&lt;br /&gt;
*Despite bipods being visible on several weapons, your soldiers do not seem to recognise their existence for steadying and making more accurate shots.&lt;br /&gt;
*Your Support with Sprint and a Skeleton Suit or Ghost Armor will always be one movement short of saving a civilian.&lt;br /&gt;
*Your soldier will make a crazy-ass, low-percentage, gun-pointing-the-wrong-way-for-some-reason Overwatch shot with your currently-most powerful weapon.... on a wounded Sectoid.&lt;br /&gt;
*At the point in the game when you have all continents armed with Firestorms all with Fusion Lances (Highly unlikely, especially considering the laws above) that is the only time when the Aliens give up on sending the big UFOs and start sending small scouts&lt;br /&gt;
*On a Battleship raid, you send in a rookie to investigate the main room, thus activating all 20+ Aliens who just &amp;quot;happened&amp;quot; to spawn in there. They will then all hide, and when you think yourself so clever for taking up positions for multi-pronged attack on the main room, it turns out, they were all on Overwatch.&lt;br /&gt;
**And yes, each Alien is just so positioned so that each one of your soldiers will have a chance to get shot at.&lt;br /&gt;
***This will occur more often on Ironman Mode.&lt;br /&gt;
****On Impossible Difficulty.&lt;br /&gt;
*****It turns out, this was also supposed to be the day that you got the only Psionic Soldier you ever found got strong enough to become the volunteer.&lt;br /&gt;
******Afterwards, the game will glitch so that you will never find another Psionic Soldier in your whole playthrough&lt;br /&gt;
*******Not that it matters, your entire elite squad got wiped out, when they had all their fancy armor and weapons.&lt;br /&gt;
*&amp;quot;Don&#039;t shoot the Elerium, don&#039;t shoot the Elerium---- shit.&amp;quot;&lt;br /&gt;
**&amp;quot;Don&#039;t blow up the power source, don&#039;t blow up the power source ---- crap.&amp;quot;&lt;br /&gt;
***&amp;quot;Blow power source! Blow! Blow! ---- come on!&amp;quot;&lt;br /&gt;
*Your soldier will miss the alien and shoot the meld instead.&lt;br /&gt;
**Especially if you have them flanked.&lt;br /&gt;
*When your favorite soldier gets critically injured, you clear out the Muton Elite that hurt him. Too bad there is a group of sectoids all the way across the map.&lt;br /&gt;
**It will take a full turn of dashing for your Sprinter support in a Skeleton Suit to reach them&lt;br /&gt;
***They will all proceed to hide behind full cover just out of your sight.&lt;br /&gt;
****When you finally see them for your Squadsight Sniper with Double Tap will hit two of them, however, there are three sectoids&lt;br /&gt;
*****Not that it matters, they were all on overwatch, and considering the laws above, they will all get critical shots on your soldier, and kill her&lt;br /&gt;
******That is, IF you find them.&lt;br /&gt;
*Have Frag Grenades? Any aliens in range will have four HP left.&lt;br /&gt;
**Alien Grenades or Mind Fray? Six.&lt;br /&gt;
***And it will be your only viable action: any attempts at firing a gun will miss.&lt;br /&gt;
****C&#039;mon: it&#039;s not even out yet, but you just &#039;&#039;know&#039;&#039; that the only time you&#039;ll have the Needle Grenade with you, aliens WILL take cover in such a way that only ONE would be affected by it at any time.&lt;br /&gt;
*Speaking of Enemy Within: you shall soon become familiar with the sound of exploding Meld canisters.&lt;br /&gt;
**Which is Dr. Vahlen annoying voiceover.&lt;br /&gt;
*Two words: naughty tentacles.&lt;br /&gt;
*Alien: &amp;quot;You brought a soldier with a Med-kit, I&#039;ll just Critically wound him then...&amp;quot;&lt;br /&gt;
*&amp;quot;Ooh look, the last meld canister.. and..... that&#039;s a group of Muton Elites... And a Cyberdisc... or three&amp;quot;&lt;br /&gt;
*Need 5 more Meld? Check out that Heavy Floater with only one health left!&lt;br /&gt;
**Looks like it&#039;s running away, no biggie, you&#039;ll just follow it.&lt;br /&gt;
***And activate its Mechtoid Buddies!&lt;br /&gt;
*While you are almost finished with Confounding Light, you have one turn left to activate the train, too bad the only soldier that can make it is being Overwatch-camped by that Muton who was just air-dropped.&lt;br /&gt;
**Even though that move would have required a dash!&lt;br /&gt;
***He was also an assault that was gonna get promoted that mission. Guess which Rank.&lt;br /&gt;
*The mission where your Squaddie Sniper levels up is alaways the mission that Sqaud Sight would have been supremely useful for.&lt;br /&gt;
*Don&#039;t EVER pick favorites, they&#039;ll just die anyways&lt;br /&gt;
*&amp;quot;Ok, gene mod do-- mission, ok, reload to get my soldier. OK, mission done, now to gene mo-- damnit, &#039;nother mission... ok, done, finally. Allright---- oh come the fuck on, Council, I&#039;m busy here! Now what do you waaa&#039;&#039;&#039;AAAHHFUCKCHRYSSALIDS!!&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
*Yes, Meld Canisters provide full cover.  If you&#039;re actually using them for that, you have only yourself to blame.&lt;br /&gt;
*Enemy Within.  Because Sectopods really needed the ability to outright ignore half of all incoming damage.&lt;br /&gt;
**AND be able to freely and deliberatley target your cover: &amp;quot;That&#039;ssssssssssssssssssss a nice wall you got there~!&amp;quot;&lt;br /&gt;
*Your Heavy will never be in a good spot to launch a mission/life-saving rocket.&lt;br /&gt;
**Eventually, you&#039;ll fire it, because &amp;quot;might as well.&amp;quot;&lt;br /&gt;
***&#039;&#039;&#039;Then&#039;&#039;&#039;, and only then, on the &#039;&#039;next&#039;&#039; turn, will they be in the perfect situation to fire that shot you just wasted.&lt;br /&gt;
*Training Roulette:&lt;br /&gt;
**You&#039;ll either get abilites that&#039;re near-useless to that class, or&lt;br /&gt;
**You&#039;ll get high-tier abilities on the same Ranking, forcing you to choose between them.&lt;br /&gt;
***Doubly so if they&#039;re abilites that would otherwise work well together.&lt;br /&gt;
****The game will also pick the most useless skill for that soldier when he gets promoted to Major, like close combat specialist on your sniper.&lt;br /&gt;
*Damage Roulette:&lt;br /&gt;
**Any time you need to do &#039;&#039;just enough&#039;&#039; damage to weaken an alien so that you have the maximum capture chance, you&#039;ll kill it instead. Maybe even crit it.&lt;br /&gt;
**Any time you need to &#039;&#039;very definitely&#039;&#039; kill an alien (like the Chryssalid that wants to eat your Medic) you&#039;ll knock it down to 1hp.&lt;br /&gt;
***The chance of this occurring increases significantly if this is the last action of your turn.&lt;br /&gt;
**Any time the aliens shoot at your soldiers they&#039;ll do the maximum possible damage, especially if they&#039;re in cover and not flanked.&lt;br /&gt;
**Any time the aliens shoot at your SHIVs they&#039;ll do the minimum possible damage... unless that SHIV is being used &#039;&#039;&#039;as&#039;&#039;&#039; cover.&lt;br /&gt;
*Hey, see that high-ground, full cover spot right over there? That looks like a &#039;&#039;great&#039;&#039; place to attack those aliens from. Go on over, pal.&lt;br /&gt;
**Whoops, now they&#039;re out of line-of-sight. Tough break there, buddy.&lt;br /&gt;
*If you find yourself needing Revive, you&#039;re doing something wrong. Too bad you always need it thanks to all of the laws stated above.&lt;br /&gt;
*After spending some 3-5 rounds setting up a nice blitzkreig for the bridge of a UFO, &#039;&#039;just&#039;&#039; when you&#039;re ready to open the door, the alien CO pod will &#039;teleport&#039; either halfway across the map, or in the perfect spot to counterattack.&lt;br /&gt;
**This includes any other escorting pods, after the CO pod takes the Alien turn to open every door, revealing every soldier.&lt;br /&gt;
*The soldier with the arc-thrower will always be in the opposite direction that an alien you&#039;re trying to capture decides to run in.&lt;br /&gt;
**Followed by spending the rest of the mission chasing the alien like the LAPD. Benny Hill theme optional, but recommended.&lt;br /&gt;
*The international symbol of the red cross on med kits is apparently the Inter&#039;&#039;galatic&#039;&#039; symbol for &amp;quot;Shoot me first.&amp;quot;&lt;br /&gt;
*Any UFO that crashes into the ocean will be in a heavily forested area.&lt;br /&gt;
*The last alien alive will be a cloaked Seeker, that is now panicked and running away, in a large map. Good #&amp;amp;@%ing luck finding it.&lt;br /&gt;
**Or hasn&#039;t panicked, but it&#039;s a Terror Mission and the lone Seeker&#039;s AI has decided to kill as many civilians as possible before going after your agents. But if you split the team up to rescue more at once...&lt;br /&gt;
*If an alien hides behind something explosive, one of several things will keep you from taking advantage of it:&lt;br /&gt;
**Either you don&#039;t want to blow up the object,&lt;br /&gt;
**Or a soldier is in the blast zone,&lt;br /&gt;
***Especially if they&#039;re out of move, or there&#039;s no other safe place to move to.&lt;br /&gt;
**Or you don&#039;t want to destroy it&#039;s equipment/fragments.&lt;br /&gt;
**Or two of the above.&lt;br /&gt;
**Or all three.&lt;br /&gt;
*The farther and more obtusely placed a Meld canister is, the more likely it is that stray fire will destroy it from the other end of the map.&lt;br /&gt;
*Trying to overwatch-spam to let Adaptive Bone Marrow heal non-armor HP? Here, have a crit to the face.&lt;br /&gt;
**Courtesy of that wounded Sectoid that either only took 1 step into your POV, or didn&#039;t move at all.&lt;br /&gt;
*You will have the perfect Overwatch trap set up.&lt;br /&gt;
**You will have a pod you didn&#039;t know was there walk into it.&lt;br /&gt;
***You will batter the approaching aliens to a bloody pulp.&lt;br /&gt;
****You will have the game lock up in Alien Activity.&lt;br /&gt;
*****You will have your last save be just before this. Any attempt to Overwatch Trap again will result in a lock up, again.&lt;br /&gt;
*Your full 6-man team of one specific nationality will be carved up by an Ethereal MCing half of them and deflecting all your plasma shots.&lt;br /&gt;
&lt;br /&gt;
==[[Long_War|Long War]]==&lt;br /&gt;
*You will always learn the hard way what new perks and Gene Mods the dev team has given the aliens.&lt;br /&gt;
**To wit: Jumping Berserkers.&lt;br /&gt;
*Even if you did have the muscle to take down Abductors, their flight path will only be long enough to send one interceptor against them.&lt;br /&gt;
**If at all.&lt;br /&gt;
*If you feel you&#039;re doing well: your confidence is ill-deserved.&lt;br /&gt;
**The alien pod with two Mechtoids, a Sectopod, several drones, and a Sectoid Commander on the other side of that door will gladly demonstrate this.&lt;br /&gt;
***Followed by the mixed Muton pack that just came up behind you.&lt;br /&gt;
****And then by those cyberdiscs that decided to say hi.&lt;br /&gt;
*The first two shots in Air Combat will always be critical hits.... on your interceptor.&lt;br /&gt;
*There are, essentially, three results to Air Combat: the UFO crash lands, it DOAs, or your interceptor is KIA.&lt;br /&gt;
**The result that &#039;&#039;will&#039;&#039; happen will be one of the two that you don&#039;t want.&lt;br /&gt;
*The first alien base will always appear (and remove a Council country from) the continent who&#039;s bonus you were hoping to get next.&lt;br /&gt;
*When you need meld the most, the game will glitch out and think you are doing good for some reason... so you will only get 3 meld per canister.&lt;br /&gt;
&lt;br /&gt;
==[[The_Bureau:_XCOM_Declassified|Combat (The Bureau)]]==&lt;br /&gt;
*The agent you sent forward to flank one alien will then be fired upon by EVERY alien.&lt;br /&gt;
**Any agent sent forward will be flanked. Twice.&lt;br /&gt;
*Any attempt to make a Sectopod turn around (so you can hit it&#039;s weak point) will fail to make it turn sufficiently, if at all.&lt;br /&gt;
*You&#039;ll run out of ammuntion at the worst possible time.&lt;br /&gt;
**That includes just reloading, and flat-out running out of bullets alltogether.&lt;br /&gt;
*Even if you&#039;re replaying, you&#039;ll fail to notice the new weapon, or ammo sachel, that would have been really useful in the skirmish you just barely won a few seconds ago.&lt;br /&gt;
*There are the best kinds of weapon for a job, when entering a new skirmish. You will not be carrying it.&lt;br /&gt;
*You forgot to check a side-path, and just passed a checkpoint: and now you can&#039;t go back to check for ammo or backpack schematics.&lt;br /&gt;
**By the way, you&#039;ll need that ammo in about 5 seconds.&lt;br /&gt;
*Even though Battle Focus slows down time, and it&#039;s just one click, it still won&#039;t be enough time to finish hitting Heal and save an agent from dying.&lt;br /&gt;
**That goes double if the Agent in question is Carter.&lt;br /&gt;
*Like any other XCOM: An alien&#039;s location is &#039;&#039;always&#039;&#039; equal to: grenade toss range, plus explosion area, plus &amp;quot;just enough to not get caught in the blast.&amp;quot;&lt;br /&gt;
**Meanwhile, aliens toss like they pitch for the Dodgers.&lt;br /&gt;
*When attepting to interact with something, the θ of the angle that will allow you to do so is inverse to how ugently you need to do it.&lt;br /&gt;
*The agent ability you need right now? You still need to wait for it to reload.&lt;br /&gt;
**When it does load, the only aliens left on the field are Sectoids and low-level Zudjari.&lt;br /&gt;
***When, out of frustration, you use the ability to finish off the weakling: that&#039;s when the second wave of aliens shows up.&lt;br /&gt;
**** They are led by a Commander, or Muton (Elite), or Sectopod, or Gunship.&lt;br /&gt;
*When attempting to snipe, the alien will always move at the last second.&lt;br /&gt;
*The distance between an agent and a Muton will aways be less than the length of it&#039;s arm.&lt;br /&gt;
*Alien shields and heals &#039;&#039;will&#039;&#039; go up in the span of time between firing a kill shot, and when it would&#039;ve hit.&lt;br /&gt;
*God help you if you have a wireless keyboard/mouse, and haven&#039;t charged the battery in the last 24 hours.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM2|XCOM 2 (Strategic)]]==&lt;br /&gt;
*Shen&#039;s dead, baby. Shen&#039;s dead.&lt;br /&gt;
*You will get greedy in going for the random supply discoveries, and forget to progress with Resistance activities.&lt;br /&gt;
*You will start building your resistance network.... in the wrong direction to the closest Blacksite.&lt;br /&gt;
*You will get a priority mission JUST before completing a scan.&lt;br /&gt;
*The rare time a soldier gets a cross-class training Perk... it&#039;ll be something useless for how you play that soldier.&lt;br /&gt;
**And you&#039;ll already have six people lined up for retraining.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM2|XCOM 2 (Tactical)]]==&lt;br /&gt;
*You will be distracted by Snek Tits at inopportune moments.&lt;br /&gt;
*Sectopods are basically Metal Gears now. Have fun with that.&lt;br /&gt;
*Hours worth of careful sneaking will be ruined by an unfriendly civvie walking around the corner.&lt;br /&gt;
*The procedurally generated map for that critical mission will be as follows:&lt;br /&gt;
**ADVENT stronghold: a high-terrain fortress with turrets, high cover, and choke points.&lt;br /&gt;
**Your cover: cars.&lt;br /&gt;
*If the Sectoid on the map decides to mind control anyone, it will be your Ranger&lt;br /&gt;
**You will always be in slashing distance of this Ranger&lt;br /&gt;
***The Ranger will always be your Blademaster&lt;br /&gt;
*The one time you get 4 damage with a grenade is on the soldier that drops loot&lt;br /&gt;
*Your Repeater won&#039;t activate on a Berserker but it will sure as hell execute a basic soldier&lt;br /&gt;
*You will never get Blacksite Intel drops&lt;br /&gt;
**Particularity when the Doom Counter is nearly full.&lt;br /&gt;
*** When you do get one: expect the next site to be somewhere you&#039;ve already made contact with.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Bureau (2013)]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71344</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71344"/>
		<updated>2016-02-21T20:12:15Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it&#039;s functions as a medical lab it is highly recommended to get it early.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
&lt;br /&gt;
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;br /&gt;
*Deep Cover&lt;br /&gt;
*Lightning Reflexes&lt;br /&gt;
*Aim&lt;br /&gt;
*Shadowstep&lt;br /&gt;
*Holo-Targeting&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71343</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71343"/>
		<updated>2016-02-21T09:59:28Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it&#039;s functions as a medical lab it is highly recommended to get it early.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
&lt;br /&gt;
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;br /&gt;
*Deep Cover&lt;br /&gt;
*Lightning Reflexes&lt;br /&gt;
*Aim&lt;br /&gt;
*Shadowstep&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71341</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71341"/>
		<updated>2016-02-20T18:48:12Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it&#039;s functions as a medical lab it is highly recommended to get it early.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
&lt;br /&gt;
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;br /&gt;
*Deep Cover&lt;br /&gt;
*Lightning Reflexes&lt;br /&gt;
*Aim&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71333</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71333"/>
		<updated>2016-02-20T02:07:23Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it&#039;s functions as a medical lab it is highly recommended to get it early.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
&lt;br /&gt;
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;br /&gt;
*Deep Cover&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GTS_(XCOM2)&amp;diff=71318</id>
		<title>GTS (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GTS_(XCOM2)&amp;diff=71318"/>
		<updated>2016-02-18T16:40:26Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School is akin to the Officer Training School from XCOM: Enemy Unknown (2012). This is where you can increase your squad size and gain various squad wide bonuses, such as increased experience etc. The GTS also allows you to train rookies into squaddies, without having them go into combat. This is handy, if you want to have a B or C team ready, without wanting them to go on risky missions, where they might potentially be killed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Training !! Effect !! Cost!! Requirements !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Vulture||Enemies drop an additional item with every timed loot drop || 75/100 || none&lt;br /&gt;
|-&lt;br /&gt;
| Squad size I|| Squad size increased by 1 || 50/100 || Corporal/Lieutenant &lt;br /&gt;
|-&lt;br /&gt;
| Squad size II ||  Squad size increased by 1|| 75/150 || Captain&lt;br /&gt;
|-&lt;br /&gt;
| Lightning strike || Units gains +3 mobility for the first two turns of battle while the squad remains concealed || 100/125 ||  none&lt;br /&gt;
|-&lt;br /&gt;
| Wet work || +25% experience gained from kills || 125/150 || none &lt;br /&gt;
|-&lt;br /&gt;
| Vengeance || If a squadmate dies or is critically wounded, gain random tactical bonuses for two turns || 100/125 || Lieutenant  &lt;br /&gt;
|-&lt;br /&gt;
| Integrated warfare || PCS bonuses are significantly improved || 150/200 || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| Stay with me || Soldiers are more likely to bleed out than die outright || 150/175 || Major  &lt;br /&gt;
|-&lt;br /&gt;
| Grenadier: biggest booms || Explosives can inflict critical damage || 75/200 ||  Grenadier captain &lt;br /&gt;
|-&lt;br /&gt;
| Ranger: hunter instinct|| Attacks against flanked enemies deal +3 damage || 75/200 || Ranger captain  &lt;br /&gt;
|-&lt;br /&gt;
| Sharpshooter: dead shot || Bonus 10% chance to critically hit enemies || 75/200 || Sharpshooter captain  &lt;br /&gt;
|-&lt;br /&gt;
| Specialist: cool under pressure || Gain +10 Aim and the ability to critically hit when taking overwatch and reaction shots || 75/200 || Specialist captain  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71294</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71294"/>
		<updated>2016-02-18T01:17:05Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the otrer soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71293</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71293"/>
		<updated>2016-02-18T01:05:49Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Weapon Parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffers aim penalties at longer range. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation. For a killzone Sharpshooter use an expanded magazine combined with a repeater.&lt;br /&gt;
&lt;br /&gt;
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot. Larger magazine makes it more likely you&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71286</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71286"/>
		<updated>2016-02-17T21:46:00Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Swords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffers aim penalties at longer range. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || ? || ? || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 15% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? || Any || 0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? || Any || 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? || Any || 0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation. For a killzone Sharpshooter use an expanded magazine combined with a repeater.&lt;br /&gt;
&lt;br /&gt;
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot. Larger magazine makes it more likely you&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Gun n´run/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71285</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71285"/>
		<updated>2016-02-17T21:43:34Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the otrer soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71270</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71270"/>
		<updated>2016-02-17T18:04:08Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Weapon Parts */ Beware, I live.  Basic info; table will come later.  Also, some suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffers aim penalties at longer range. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pistols====&lt;br /&gt;
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapon carried by [[Ranger (XCOM2)|Ranger]]s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sword (XCOM2)|Sword]] || ? || ? ||?|| ? || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM2)|Arc Blade]] || ? || ? || ? || ? || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM2)|Fusion Blade]] || ? || ? || ? || ? || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thrown===&lt;br /&gt;
====Grenades====&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 3, Acid&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
The following mods are known so far:&lt;br /&gt;
&lt;br /&gt;
Stock: Grants 1, 2, or 3 damage on a miss.&lt;br /&gt;
Auto-loader: First 1, 2, or 3 reloads on a mission are free(actionless).&lt;br /&gt;
Expanded Magazine: Increases ammo by 1, 2, or 3 slots.&lt;br /&gt;
Scope: Increases aim by 5, 10, or 15%.&lt;br /&gt;
Laser Sight: As Scope, but for Crit chance.&lt;br /&gt;
Repeater: Offers 5, 10, or 15% chance of an instant kill.&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation.&lt;br /&gt;
&lt;br /&gt;
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot.  Larger magazine makes it more likely you&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader.&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(EU2012)&amp;diff=55091</id>
		<title>Strategy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(EU2012)&amp;diff=55091"/>
		<updated>2014-01-08T22:30:21Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: Presumably means to say &amp;quot;Without&amp;quot;.  Completing the Alien Base assault with three or less countries having satellite coverage is unrealistic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Factors==&lt;br /&gt;
===XCOM Objectives===&lt;br /&gt;
In order to win the game, XCOM commanders will have to achieve two goals:&lt;br /&gt;
* Prevent 8 or more countries from leaving the [[ (EU2012)| ]]Council.&lt;br /&gt;
** The game will continue endlessly as long as you have 9 countries still in the country. You can keep playing until [[Background_(TFTD)|2039]] or [[Background_Apocalypse (EU2012)|2084]] if you wish to do so, as long as you don&#039;t complete (or fail) some of the [[Storyline Missions (EU2012)|key missions]] (see below).&lt;br /&gt;
** Unlike the original game, you can&#039;t lose from repeatedly getting a negative grade on the Council&#039;s monthly report or running out of funds. However, if those situations keep happening then most likely you&#039;ll lose since [[Panic (EU2012)|panic]] will spiral out of control and make countries leave the Council.  &lt;br /&gt;
** The higher the [[Difficulty (EU2012)|difficulty]] level, the more harder it will be to control panic. &lt;br /&gt;
* Complete the [[Storyline (EU2012)|Storyline]] objectives. &lt;br /&gt;
** You&#039;ll need to complete 5/6 specific missions to win the game: the 1st mission (either the Tutorial or a regular Abduction), capturing the 1st alien and 1 Outsider, Alien Base Assault, XCOM Base Defense (on the Enemy Within DLC), Assault the Overseer UFO and Temple Ship Assault. &lt;br /&gt;
** If you fail to finish the 1st mission, Alien Base, Base Defense and Temple Ship you&#039;ll be given the opportunity of replaying the mission or losing the game. &lt;br /&gt;
** With the exception of the first, you can delay those missions as much as you want. However, as months pass the [[Aliens (EU2012)|aliens]] will deploy more capable units, which can increase, or not, their difficulty, depending on how far you&#039;ve progressed on your own weapons/armor research. &lt;br /&gt;
** The difficulty levels have an effect on the [[Alien Deployment (EU2012)|number and type]] of the aliens present during missions and their individual [[Alien Stats (EU2012)|stats]].&lt;br /&gt;
&lt;br /&gt;
===Difficulty Levels===&lt;br /&gt;
The Difficulty levels can have a major influence on the type of strategy chosen because of the specific changes they introduce. For details on their influence over funding, alien stats, etc., see [[Difficulty (EU2012)|Difficulty]]. For specific information about how difficulty levels change the number of aliens during missions, check [[Alien Deployment (EU2012)|Alien Deployment]].&lt;br /&gt;
&lt;br /&gt;
The difficulty will be further increased if playing with Ironman, Second Wave or the Enemy Within DLC expansion:&lt;br /&gt;
* Ironman - makes it impossible to go back and fix a mistake such as satellites not being ready on time for launch at the end of the month.&lt;br /&gt;
* Second Wave - some options are clearly designed to affect the strategic layer:&lt;br /&gt;
** &#039;&#039;&#039;New Economy&#039;&#039;&#039; - randomizes the funding given by each country. The starting credits may be completely different from the regular values. &lt;br /&gt;
** &#039;&#039;&#039;Marathon&#039;&#039;&#039; - everything takes longer to complete but appearances of new alien species will also be pushed forward.&lt;br /&gt;
** &#039;&#039;&#039;Results Driven&#039;&#039;&#039; - funding is reduced by the country&#039;s current panic level.&lt;br /&gt;
** &#039;&#039;&#039;High Stakes&#039;&#039;&#039; - scientist/engineer rewards from Abduction missions are randomized, can make impossible some strategies that depend on these rewards. &lt;br /&gt;
** &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - massive cost increases for satellites. &lt;br /&gt;
** &#039;&#039;&#039;War Weariness&#039;&#039;&#039; - funding trickles down to 0 over time.&lt;br /&gt;
** &#039;&#039;&#039;E-115&#039;&#039;&#039; - can lead to Elerium shortages for building projects.&lt;br /&gt;
** &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - Base facilities cost more power.&lt;br /&gt;
* On the Enemy Within DLC the research time is increased increased on the Classic/Impossible difficulties by 40% and 70%, respectively. The  plasma weapons building costs are also increased on average by 50% of their previous cost.&lt;br /&gt;
&lt;br /&gt;
===Starting Base Location===&lt;br /&gt;
&lt;br /&gt;
The location of the XCOM HQ automatically deploys a satellite over the country gives the continent&#039;s specific bonus to the player and will have a major impact on the early game. Each country covered with a satellite provides additional Scientists or Engineers, besides credits (§), that are received at the end of the month and can be very useful in gathering enough Engineers to be able to build Laser Weapons after they are researched. &lt;br /&gt;
&lt;br /&gt;
If you cover an entire continent with satellites, then you also get that continental bonus even if your base is located elsewhere.&lt;br /&gt;
Choosing which continent will be the first fully covered by satellites is another key move of the early game. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|+ Country Funding by Continent (+50% Easy difficulty)&lt;br /&gt;
|- &lt;br /&gt;
! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Egypt: §70&amp;lt;br&amp;gt;&lt;br /&gt;
South Africa: §80&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nigeria: §100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;China: §100&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Japan: §100&amp;lt;br&amp;gt;&lt;br /&gt;
India: §60&amp;lt;br&amp;gt;&lt;br /&gt;
Australia: §60&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
United Kingdom: §100&amp;lt;br&amp;gt;&lt;br /&gt;
Russia: §150&amp;lt;br&amp;gt;&lt;br /&gt;
France: §80&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Germany: §100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;United States: §180&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Canada: §100&amp;lt;br&amp;gt;&lt;br /&gt;
Mexico: §50&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
Argentina: §70&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Brazil: §80&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ʃ §250 || Ʃ §320 || Ʃ §430 || Ʃ §330 || Ʃ §150&lt;br /&gt;
|- style=&amp;quot;vertical-align:top; padding:5px;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;All In&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Monthly XCOM funding increased by 30%.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Future Combat&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Autopsies and Interrogations are completed instantly.&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;bold&#039;&#039;&#039; country is where the base will be located if you pick that continent to start the campaign.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Easy/Normal)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers  || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers || align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; |  +2 scientists&amp;lt;br/&amp;gt; +2 engineers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +2 scientists &amp;lt;br/&amp;gt; +3 engineers || align=&amp;quot;center&amp;quot; | +6 engineers|| align=&amp;quot;center&amp;quot; | +6 scientists || align=&amp;quot;center&amp;quot; |  +4 scientists &amp;lt;br/&amp;gt; +4 engineers ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +8 engineers || align=&amp;quot;center&amp;quot; | +8 scientists || ||&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ʃ&#039;&#039;&#039; ||+3 scientists&amp;lt;br/&amp;gt;+6 engineers||+19 engineers ||+19 scientists||+7 scientists&amp;lt;br/&amp;gt;+7 engineers||+3 scientists&amp;lt;br/&amp;gt;+2 engineers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Country and Continent Bonuses per Month (Classic/Impossible)&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Satellites !! Africa !! Asia !! Europe !! North America !! South America&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 engineer || align=&amp;quot;center&amp;quot; | +1 engineer  || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist || align=&amp;quot;center&amp;quot; | +1 scientist&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; | +2 engineers || align=&amp;quot;center&amp;quot; | +2 scientists || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer || align=&amp;quot;center&amp;quot; |  +1 scientist&amp;lt;br/&amp;gt; +1 engineer&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | +1 scientist &amp;lt;br/&amp;gt; +2 engineers || align=&amp;quot;center&amp;quot; | +3 engineers|| align=&amp;quot;center&amp;quot; | +3 scientists || align=&amp;quot;center&amp;quot; |  +2 scientists &amp;lt;br/&amp;gt; +1 engineer ||&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; ||  || align=&amp;quot;center&amp;quot; | +4 engineers || align=&amp;quot;center&amp;quot; | +4 scientists || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ʃ&#039;&#039;&#039; ||+2 scientists&amp;lt;br/&amp;gt;+4 engineers||+10 engineers||+10 scientists||+4 scientists&amp;lt;br/&amp;gt;+2 engineers||+2 scientists&amp;lt;br/&amp;gt;+1 engineer&lt;br /&gt;
|}&lt;br /&gt;
* Losing a country on a continent due to it leaving the Council automatically means the end of the bonus. The starting bonus can never be lost, even if the country where the XCOM HQ is located decides to leave the Council.&lt;br /&gt;
&lt;br /&gt;
===Continent Analysis===&lt;br /&gt;
&#039;&#039;&#039;North America&#039;&#039;&#039;&lt;br /&gt;
* Resources: §320, 4 Scientists &amp;amp; 2 Engineers (Classic and Impossible)&lt;br /&gt;
* Bonus: &#039;&#039;&#039;Air &amp;amp; Space&#039;&#039;&#039; - All aircraft and aircraft weapons cost 50% less to purchase, build and maintain.&lt;br /&gt;
* One of the more useful bonuses by far, being able to procure [[Firestorm (EU2012)|Firestorms]] for 50% off is incredibly useful, especially if you&#039;re down to the wire on materials. It&#039;s less useful as a starting bonus, since a couple of Interceptors is really all you need in the opening days, but a couple extra will help when XCOM decides to be XCOM. As a side bonus, the high initial funding of the United States means North America provides you with the highest initial monthly funding on Classic and Impossible (on Normal and Easy Africa wins due to higher base funding).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South America&#039;&#039;&#039; &lt;br /&gt;
* Resources: §170, 2 Scientists &amp;amp; 1 Engineer (Classic and Impossible)&lt;br /&gt;
* Bonus: &#039;&#039;&#039;We Have Ways&#039;&#039;&#039; - Interrogations and Autopsies are completed instantly.&lt;br /&gt;
* Only really useful if it&#039;s your starting bonus or you can get it within the first two months. Interrogations and Autopsies don&#039;t take that long to begin with and by the time you pile on a few scientists, they&#039;ll only take 1 or 2 days at most. Far more useful however if you&#039;re playing with Marathon on from Second Wave, since everything takes a little bit longer. Overall however, not a very pressing bonus to get.&lt;br /&gt;
* On Impossible if you want to get to the Alien Base and complete the game before you encounter some of the more difficult aliens then this can help by unlocking Research Credits as well as the alien base once you get to the point of needing the Outsider Shard.&lt;br /&gt;
* The Enemy Within DLC makes this bonus a little more attractive due to autopsies granting access to Gene Mods and several more items. Researching laser weapons and carapace armour is also a little slower and they compete with Meld research, making early game research time more of a premium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Europe&#039;&#039;&#039;&lt;br /&gt;
* Resources: §430, 10 Scientists (Classic and Impossible)&lt;br /&gt;
* Bonus: &#039;&#039;&#039;Expert Knowledge&#039;&#039;&#039; - [[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.&lt;br /&gt;
* Unless your pounding out Labs in the very early days of the game, or playing with Marathon turned on, Labs aren&#039;t that useful while Workshops are only really useful once you&#039;ve linked a few of them together. Furthermore, neither Labs nor Workshops are going to burn a major hole in your wallet. It&#039;s a little more useful as a starting bonus however, as it&#039;ll probably allow you to get a 2x2 block of Workshops a little sooner than if you didn&#039;t have it. Depending on how you build, it could be more or less pressing.&lt;br /&gt;
* Europe is also the continent with the biggest income and the one with the most scientists, so it may be a good choice for later expansion, or to speed up Research. &lt;br /&gt;
* On the Enemy Within DLC, the increased Research times and plasma weapon manufacturing costs in Classic/Impossible difficulties can also make Europe as an attracting option to deal with the bigger requirements. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Africa&#039;&#039;&#039;&lt;br /&gt;
* Resources: §250 (§325 with 30% bonus), 3 Scientists &amp;amp; 3 Engineers (Classic and Impossible)&lt;br /&gt;
* Bonus: &#039;&#039;&#039;All In&#039;&#039;&#039; - Monthly XCOM funding increased by 30%.&lt;br /&gt;
* Quite possibly the single most useful bonus there is. Get it, and get it fast if it isn&#039;t your starting bonus. That extra money is going to pay dividends in both the long and short run, and the early and late parts of the game. You need money for everything, and you can never have too much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asia&#039;&#039;&#039;&lt;br /&gt;
* Resources: §320, 10 Engineers (Classic and Impossible)&lt;br /&gt;
* Bonus: &#039;&#039;&#039;Future Combat&#039;&#039;&#039; - All projects in The [[Foundry (EU2012)|Foundry]] and the [[Officer Training School (EU2012)|Officer Training School]] cost 50% less.&lt;br /&gt;
* Asia&#039;s bonus is a little weird. When you&#039;re not focusing on your Foundry and OTS upgrades, you really don&#039;t care that much that you don&#039;t have it. But when you start to focus on your Foundry and OTS upgrades, you&#039;re going to wish you did have it. OTS upgrades are just money, so it usually isn&#039;t that big of a deal, but Foundry upgrades cost money and other materials, making it a bit more of a deal. Can be ignored if you aren&#039;t working on your Foundry or OTS upgrades, but you WILL want it for when you start to pound those out. Especially the Foundry upgrades, since those compete for materials ([[Alien Alloys (EU2012)|Alien Alloys]], [[Elerium (EU2012)|Elerium]], [[Weapon Fragments (EU2012)|Weapon Fragments]]) alongside Research and Engineering.&lt;br /&gt;
&lt;br /&gt;
* The Enemy Within DLC has made this slightly more attractive in the early game. The Foundry grants adjacency bonus to workshops and the very valuable [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project makes an early Foundry more attractive than it was in the original game, and this bonus will allow you to capitalise on it more easily while money is still tight.&lt;br /&gt;
&lt;br /&gt;
==HQ==&lt;br /&gt;
===Economy &amp;amp; Panic===&lt;br /&gt;
See the appropriate pages:&lt;br /&gt;
*[[Economy (EU2012)|Economy]]&lt;br /&gt;
*[[Panic (EU2012)|Managing Panic]]&lt;br /&gt;
===Engineering &amp;amp; Research===&lt;br /&gt;
See the appropriate pages:&lt;br /&gt;
*[[Engineering (EU2012)|Engineering]]&lt;br /&gt;
**[[Building Optimization (EU2012)|Building Optimization]]&lt;br /&gt;
*[[Research (EU2012)|Research]]&lt;br /&gt;
===Air Combat===&lt;br /&gt;
See the appropriate page:&lt;br /&gt;
*[[Air Combat (EU2012)|Air Combat]]&lt;br /&gt;
===Squad Management===&lt;br /&gt;
&#039;&#039;&#039;Early Game&#039;&#039;&#039;&lt;br /&gt;
* The initial missions can be used to reveal the class of the starting soldiers or to increase the XPs of the survivors of the first mission to maximize their progression in the ranks, or both. &lt;br /&gt;
**The first need is required if you want to start enlarging the pool of trained soldiers. But it disappears after the &#039;&#039;&#039;New Guy&#039;&#039;&#039; OTS perk is purchased, since the class of all existing or newly hired rookies is immediately revealed.&lt;br /&gt;
**Choosing instead to favor promotions allows quickly to get critical abilities like Squad Sight for Snipers and to unlock OTS upgrades. &lt;br /&gt;
**On the Enemy Within DLC, the promotion XP requirements have been increased, which favors the promotions first approach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soldiers Pool&#039;&#039;&#039;&lt;br /&gt;
* A pool helps with dealing with possible &amp;quot;Code Black&amp;quot; scenarios, where all soldiers are lost during a mission. Such squad wipes are common to happen and it is possible to recover from them. &lt;br /&gt;
* Getting the OTS is a major requirement since many upgrades will bring faster promotions and better stat gains, as well as enlarging the number of soldiers possible during a mission, increasing the possible slots for soldiers in training.  &lt;br /&gt;
* Getting a Sergeant is required to unlock &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; and, on Classic/Impossible levels to allow construction of the OTS. Sergeant also unlocks &#039;&#039;&#039;Wet Work&#039;&#039;&#039; which gives a 25% boost to experience points gained through killing, making it very useful for training. &lt;br /&gt;
**It can be gained either through focusing on promoting a single soldier to that rank (usually a Sniper with Squadsight since they&#039;re less &lt;br /&gt;
likely to suffer injuries and they usually amass a lot of kills. &lt;br /&gt;
**Alternatively, a Sergeant may also be gained as a reward from a successful Abduction/Council mission.  &lt;br /&gt;
* Usually the distribution of classes will not be balanced, although the class assignment has been improved on the Enemy Within DLC. But you can also use rewards to make up with any shortfalls or to get immediately replacements for high rank officers lost during missions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Middle/Late Game&#039;&#039;&#039;&lt;br /&gt;
* Later, the emphasis usually switches to building a poll of soldiers usually around 10-12 soldiers, with around 6 preferred class builds, plus replacements for injuries and KIAs. &lt;br /&gt;
* A basic setup is to have 2-3 soldiers of each class, depending on personal preferences - your favorite build(s) for that class and his/her replacement, its also possible to have an alternative build for more specialized missions.&lt;br /&gt;
* Always bringing at least 1 soldier for training during missions is very helpful, in order to develop further the pool of soldiers. &lt;br /&gt;
**Some missions are better for bringing several low ranked soldiers, like Council missions after you&#039;ve deployed Titan Armor, or even Abduction and Small Scout UFO missions. &lt;br /&gt;
**Other missions, like Terror Sites, the Alien Base or large UFOs can be more challenging for soldiers in training but also more rewarding since the trainee will have the possibility to earn more experience points through killing larger aliens.&lt;br /&gt;
*After the [[Psi Lab (EU2012)|Psi Lab]] is built the emphasis changes to checking the pool for Psionic soldiers and training them. &lt;br /&gt;
&lt;br /&gt;
==Timeline &amp;amp; Storyline==&lt;br /&gt;
===Timeline===&lt;br /&gt;
The game is designed to introduce new enemy units (both [[Alien Life Forms (EU2012)|Aliens]] and [[EXALT (EU2012)|EXALT]]) and [[UFOs (EU2012)|UFOs]] at specific months, regardless of the [[Difficulty (EU2012)|difficulty]] level. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Timeline&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Month&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Missions&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Alien/EXALT Units&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | UFOs&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | March || align=&amp;quot;center&amp;quot; | 1st Mission&amp;lt;br&amp;gt;1st Abductions&amp;lt;br&amp;gt;1st Council/Friends in Low Places&amp;lt;br&amp;gt;1st UFO&amp;lt;br&amp;gt;2nd Abductions&amp;lt;br&amp;gt;2nd Council (EW DLC)&amp;lt;br&amp;gt;2nd UFO|| align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]]&amp;lt;br&amp;gt;[[Thin Man (EU2012)|Thin Man]] (1st Council)&amp;lt;br&amp;gt;[[Outsider (EU2012)|Outsider]] (1st UFO) || align=&amp;quot;center&amp;quot; | [[Small Scout (EU2012)|Small Scout]] (Crashed)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | April || align=&amp;quot;center&amp;quot; |Portent (EW DLC)&amp;lt;br&amp;gt;1st Terror&amp;lt;br&amp;gt;Friends in Low Places (EW DLC)&amp;lt;br&amp;gt;Confounding Light&amp;lt;br&amp;gt;Gangplank|| align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]]&amp;lt;br&amp;gt;[[Seeker (EU2012)|Seeker]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;[[Chryssalid (EU2012)|Chryssalid]] (1st Terror) || align=&amp;quot;center&amp;quot; | [[Small Scout (EU2012)|Small Scout]] (Landed)&amp;lt;br&amp;gt;[[Large Scout (EU2012)|Large Scout]] (Crashed)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | May || align=&amp;quot;center&amp;quot; | Site Recon (EW DLC)&amp;lt;br&amp;gt;Confounding Light (EW DLC)&amp;lt;br&amp;gt;Gangplank (EW DLC)&amp;lt;br&amp;gt;1st Covert Ops (EW DLC)|| align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] (with LPRs)&amp;lt;br&amp;gt;[[EXALT Units (EU2012)|EXALT Conventional]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; |[[Large Scout (EU2012)|Large Scout]] (Landed)&amp;lt;br&amp;gt;[[Abductor (EU2012)|Abductor]] (Crashed)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | June || align=&amp;quot;center&amp;quot; | 2nd Terror || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] (with Plasma Rifles)&amp;lt;br&amp;gt;[[Cyberdisc (EU2012)|Cyberdisc]]&amp;lt;br&amp;gt;[[Drone (EU2012)|Drone]]&amp;lt;br&amp;gt;[[Mechtoid (EU2012)|Mechtoid]]/[[Sectoid (EU2012)|Sectoid]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | July || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | [[Berserker (EU2012)|Berserker]]&amp;lt;br&amp;gt;[[Mechtoid (EU2012)|Mechtoid]]/[[Sectoid Commander (EU2012)|Sectoid Commander]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;[[EXALT Units (EU2012)|EXALT Elite]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | [[Abductor (EU2012)|Abductor]] (Landed)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | August || align=&amp;quot;center&amp;quot; | 3rd Terror || align=&amp;quot;center&amp;quot; | [[Heavy Floater (EU2012)|Heavy Floater]] || align=&amp;quot;center&amp;quot; | [[Supply Barge (EU2012)|Supply Barge]] (Crashed)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | September || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]]&amp;lt;br&amp;gt;[[Muton Elite (EU2012)|Muton Elite]] || align=&amp;quot;center&amp;quot; |  [[Supply Barge (EU2012)|Supply Barge]] (Landed)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | October || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | [[Battleship (EU2012)|Battleship]] (Crashed) &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Before September, the [[Battleship (EU2012)|Battleship]] can appear if you&#039;ve fail to bring down or ignored a previous UFO on a Scouting mission. In September the Battleship is added to the pool of available UFOs for Flying missions.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mission Frequency===&lt;br /&gt;
* Abductions - 2 possible each month&lt;br /&gt;
** After the Alien Base assault, Abductions only happen if there&#039;s still 3 or more Council countries without satellites.&lt;br /&gt;
* Terror Missions - every 2 months&lt;br /&gt;
** Assaulting the base changes it to a Terror Site each month. &lt;br /&gt;
* UFOs - 2 possible each month&lt;br /&gt;
** If the Alien Base isn&#039;t assaulted, the frequency of UFO appearances is reduced to a single alien craft each month in June and afterwards. &lt;br /&gt;
* Council - 1 monthly mission between the 15th and 27th (unless the Tutorial is activated). In the Enemy Within DLC, between 0 and 2 monthly missions or requests possible. Slingshot or Portent campaigns replace the regular missions, if they&#039;re activated. &lt;br /&gt;
* Base Defense - 2 to 3 weeks after XCOM assaults the Alien Base (EW DLC)&lt;br /&gt;
* Progeny campaign Deluge and Furies missions - after Base Defense. &lt;br /&gt;
&lt;br /&gt;
===Alien Base===&lt;br /&gt;
The Alien Base Assault is the most decisive Storyline moment affecting the overall strategy, due to its effect on the game:&lt;br /&gt;
* If successful, it will give a worldwide panic reduction, a big chunk of loot for sale at the Grey Market and a boost on your squad&#039;s experience, all of which can help the overall situation on the early game.&lt;br /&gt;
* However, after the Alien Base all [[UFOs (EU2012)#UFO Missions|UFO missions]] will now have [[Sectoid Commander (EU2012)|Sectoid Commanders]] instead of [[Outsider (EU2012)|Outsiders]] as its commanders, making it harder to assault UFOs and recover alien artifacts. &lt;br /&gt;
* The longer you wait, the better equipped XCOM will be for the mission but the base alien garrison will also deploy the latest alien species. &lt;br /&gt;
* Recovering and researching the [[Hyperwave Beacon (EU2012)|Hyperwave Beacon]] captured at the base will also unlock Ghost Armor. &lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]], the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission will take place 2-3 weeks after the Alien Base assault, where you&#039;ll face a massive horde of the most advanced aliens in defending HQ or lose the game. &lt;br /&gt;
* After the assault, Terror missions will happen each month, instead of only in the even months. &lt;br /&gt;
&lt;br /&gt;
===Overseer UFO===&lt;br /&gt;
* Building the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] triggers the appearance of the [[Overseer (EU2012)|Overseer]] UFO, over any continent that has satellites deployed. Check [[Air Combat (EU2012)|Air Combat]] for the requirements to shoot down the Overseer. &lt;br /&gt;
* The [[Ethereal (EU2012)|Ethereal]] will first appear on the Overseer UFO, but on the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] it can appear before, during the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission, depending how long it took you to assault the Alien Base.&lt;br /&gt;
* The Overseer will also see the first appearance of Sectopods, if they haven&#039;t appeared on regular missions before.&lt;br /&gt;
&lt;br /&gt;
==Early Game (March - May)==&lt;br /&gt;
During the first months the game objectives are resumed to 2 needs that need to be addressed: keeping panic under control and building up your squad to win the key missions. Later, after you&#039;ve kept panic in control, the focus turns towards progressing through the storyline. Most strategies deal mainly with the first months, since those are largely considered to be the most decisive of the game.&lt;br /&gt;
&lt;br /&gt;
This period has several key events initially taking place:&lt;br /&gt;
* The starting mission, either the Tutorial or an Abduction mission.&lt;br /&gt;
** Maps with better cover and elevations are usually easier than more open maps.  &lt;br /&gt;
* The 2nd Abduction mission.&lt;br /&gt;
** On the Classic and Impossible difficulties, this mission is usually harder than the 1st mission, due to larger number of aliens.  &lt;br /&gt;
* The Small Scout on the 1st UFO mission. &lt;br /&gt;
** If it is deliberately ignored a Large Scout (or worse) will appear afterwards with a Destroy Satellite mission but, if shot down it will bring more loot than the Small Scout. &lt;br /&gt;
* The 1st Council mission.&lt;br /&gt;
** The entry of Thin Men with their exceptional mobility, aim and poisonous attack. Bomb Disposal missions can be literally impossible to win and dependent on extreme luck. &lt;br /&gt;
* The 1st Terror mission (April).&lt;br /&gt;
** Chryssalids and Zombies. &lt;br /&gt;
* The appearance of Mutons and EXALT in May.&lt;br /&gt;
* The flyover of the 1st Abductor in May.&lt;br /&gt;
&lt;br /&gt;
There are at least 3 main strategies to reach the game&#039;s objectives while navigating through the early months. &lt;br /&gt;
&lt;br /&gt;
===Satellite Rush===&lt;br /&gt;
Satellite Rush deals with panic by aiming to build a 2nd Satellite Uplink on March, along with 4 satellites, and later to construct at least 1 more Uplink on April, in order to get 8 countries covered by satellites and strongly reduce the possibility of them leaving the Council. Later, the player may choose to get a 4th Uplink to cover 4 more nations with satellites or control panic through other means. &lt;br /&gt;
&lt;br /&gt;
Since panic control will be achieved through satellite deployment, the criteria to choose between Abduction missions is usually to go for engineers (to reduce satellite construction costs) or credits (to pay for satellites and Interceptors to defend them, Workshops and Uplinks). This strategy can work better with a North America or Africa start. North America reduces interceptor cost and Africa increases further the income received from satellite deployment. &lt;br /&gt;
&lt;br /&gt;
===Alien Base Rush===&lt;br /&gt;
With this strategy the focus is on research to assault the Alien Base on April for the worldwide panic reduction that takes place afterwards. The main milestones to achieve this is the building of the Alien Containment facility and the Arc Thrower to capture the 1st alien and the Outsider, while gaining 10 extra engineers (for a total of 15) in order to be able to build the Skeleton Key to unlock the Alien Base Assault. Optional research includes developing Laser weapons and Carapace armor to help during the assault, as well as OTS and Foundry updates. &lt;br /&gt;
&lt;br /&gt;
The choice between Abduction rewards is to go either for engineers (to reach the minimum to build the Skeleton Key) or scientists (to speed up key research). A South America start is usually the best one since the More Than Ways bonus (immediate interrogations/autopsies) and early construction of the Alien Containment + Arc Thrower allows you to quickly complete key research steps. Other possible continents are Europe, to build Laboratories/Workshops in order to speed research or get the required scientists, or Asia to pay for the OTS/Foundry upgrades to equip the squad for the base assault.&lt;br /&gt;
&lt;br /&gt;
===Panic Control===&lt;br /&gt;
This strategy can either be used from the start or as back up plan in case something went wrong with the 2 previous strategies. During the first 2/3 months the main steps to control panic are to choose the Abduction missions according to the country/continent panic situation and not the rewards, and disregard the continental bonuses when launching satellites in order to prevent countries with a level 5 panic from leaving. With this strategy, at the beginning of May you&#039;ll have 5/6 countries that left the Council and usually it will be required at that point that you build additional Uplinks or to assault the Alien Base to prevent losing the game due to more defections. The risk with this strategy is that to lose a single Abductions or Terror Site can have catastrophic effects, so you need to keep a decent squad prepared for all missions. &lt;br /&gt;
&lt;br /&gt;
Due to the limited choice on Abduction rewards, the emphasis should be to maximize the use of what is given: scientists speed up research, engineers lower build costs and certain numbers are required to build some items, soldiers can unlock OTS upgrades be replacements for casualties, and credits are most welcome since you won&#039;t be receiving much of those through funding. This strategy can be applied from all continents, but Asia is usually the best since it reduces the cost of squad upgrades.&lt;br /&gt;
&lt;br /&gt;
==Mid Game (June - August)==&lt;br /&gt;
After surviving the initial months and with panic under control, the choices of the mid game are either to when to attack the Alien Base (if it hasn&#039;t been done before), shoot down the Overseer UFO and to capture the Ethereal Device. The main factor that determines the speed of the mid game are Research times for advanced weapons and armor and/or and having enough credits, Weapon Fragments, Alien Alloys, Elerium or Meld to build whatever is required in Engineering.&lt;br /&gt;
The regular highlights of this period are: &lt;br /&gt;
* The large appearances of Mutons (with Plasma Rifles) and Cyberdiscs in June.&lt;br /&gt;
* The first appearance of Berserkers in July, on all types of missions except Council ones.&lt;br /&gt;
* The first appearance of Heavy Floaters in August.&lt;br /&gt;
* The Abductor and Supply Barge UFOs appearing regularly, with Landed Abductors in June and Supply Barges in the months afterwards.&lt;br /&gt;
&lt;br /&gt;
The main points to look for are:&lt;br /&gt;
* To keep an eye on the Doom Tracker and prevent an accidental loss of a country (and possibly the game) through a failed Terror Site or a Battleship shooting down a satellite.  &lt;br /&gt;
* To develop plasma weapons and armor (Titan onwards) to deal with the more armored alien units that start appearing.&lt;br /&gt;
* To complete the necessary Foundry and OTS projects. &lt;br /&gt;
* To develop Plasma Cannons and the Firestorm to shoot down the larger UFOs.&lt;br /&gt;
* To secure enough resources to build/research all of the previous.&lt;br /&gt;
* Usually, this is a stage where a player may want to build Workshops and Laboratories to help on the way.&lt;br /&gt;
&lt;br /&gt;
==Late Game (September onwards)==&lt;br /&gt;
Other than the introduction of Sectopods, Muton Elites and Battleships in September, the main objectives are still those of the previous game stage. The duration of this period will depend on the player&#039;s choice on how much further it wants to keep playing before taking the Storyline missions. It is possible to choose not to build the Alien Containment and capture the 1st alien or assault the Alien Base until September.&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
===Satellite Rush===&lt;br /&gt;
Source: [[Survival Guide (EU2012)#Satellite Rush Strategy|Satellite Rush Strategy]]&lt;br /&gt;
===April Base Rush===&lt;br /&gt;
Source: [http://forums.2k.com/showthread.php?243756-April-Base-Rush-A-Guide original post at 2K forums]&lt;br /&gt;
===Other Strategies===&lt;br /&gt;
* Uber Squad (Impossible) - [http://forums.2k.com/showthread.php?259376-Impossible-Uber-Squad-Strategy original post at 2K forums]&lt;br /&gt;
* Flexible Strategy (Impossible/Ironman) - [http://forums.2k.com/showthread.php?245286-Flexible-Strategy-for-Impossible-Ironman original post at 2K Forums]&lt;br /&gt;
* Slow Sat Strategy (Impossible/Ironman) - [http://forums.2k.com/showthread.php?185971-The-Slow-Sat-Strat-Maximizing-Your-Chances-in-Impossible-Ironman original post at the 2K forums]&lt;br /&gt;
* All 16 Countries Up (Impossible/Ironman) - [http://forums.2k.com/showthread.php?167711-Finally-Got-All-16-Countries-Up-on-Impossible-Ironman-5-Months-In-Tips original post at the 2K forums]&lt;br /&gt;
* Satellite Crawl (Impossible/Ironman) - [http://forums.2k.com/showthread.php?406751-Satellite-Crawl-An-Alternative-I-I-Strategy original post at the 2K forums]&lt;br /&gt;
=== Articles===&lt;br /&gt;
* Why South America Still Sucks - [[http://forums.2k.com/showthread.php?393816-Why-South-America-Still-Sucks-A-Thesis&amp;amp;highlight=strategy original post at the 2K forums]]&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Guides (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=54839</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=54839"/>
		<updated>2013-12-31T00:50:22Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Wiki Software Upgrade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Update: Well, game&#039;s about to be released and the [[Enemy Unknown (EU2012)]] page and table have been worked on, and now there will surely be more people stopping by and wanting to know more. So the question I&#039;m asking everyone is to have a look at the current status of the new game page and think about when the new table should be moved to the UFOPaedia&#039;s Main page? [[User:Hobbes|Hobbes]] 20:23, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
&lt;br /&gt;
A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
&lt;br /&gt;
See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Why not to move 2012 OR vanilla ufopaedia stuff to another hosting? ===&lt;br /&gt;
&amp;lt;IMHO&amp;gt;&lt;br /&gt;
With this X-COM Enemy Unknown (2012) classy ufopaedia became almost unreliable (unsearchable) source of information. &amp;quot;Modification history&amp;quot; is spammed with 2012 project, which has nothing to vanilla xcom. There are no &amp;quot;filters&amp;quot; which could make it slightly better. Moreover, whole internet become spoiled and spammed in sense of searching something about ufo defense. And it&#039;s a pity. Because Ufopaedia is not The Ufopaedia anymore.&lt;br /&gt;
Wouldn&#039;t it better to have totally another hosting?&lt;br /&gt;
After all XCOM:Enemy Unknown (2012) doesn&#039;t even have UFOPAEDIA.&lt;br /&gt;
&lt;br /&gt;
With this 2012 heavy spam I stopped to make my Xcom1/Xcom2 contribution here. That&#039;s one of results.&lt;br /&gt;
--[[User:Volutar|Volutar]] 13:28, 11 November 2013 (EST)&lt;br /&gt;
&amp;lt;/IMHO&amp;gt;&lt;br /&gt;
::: Totally agree with NKF and disagree with SuicidalSectoid. Mixing new with old contents makes mess in both sides. It would be better to setup different wikis with different modification histories for classic xcoms(1-3) and for new titles. And not to get into conflict to each other. There&#039;s nothing in common between them in terms of game mechanics. Personally I was very annoyed and disappointed seeing modification history spammed with 2012 info, and having no chances to monitor what&#039;s happening with ufodefense/tftd info. And seeing how fast my ufodefense info update drowned I stopped to make any updates. --[[User:Volutar|Volutar]] 14:43, 11 November 2013 (EST)&lt;br /&gt;
::::Have you tried using the [[http://www.ufopaedia.org/index.php?title=Special:Watchlist|My watchlist]] function on the top right? You can use that to track changes to the specific pages you&#039;re editing if you don&#039;t want to see all the changes. &lt;br /&gt;
:::::My complain is about spam in change history. I just don&#039;t want to see any history of EU2012 pages. Unfortunately there&#039;s no such filter. To use that &amp;quot;watch&amp;quot; I&#039;ll have to tick evey non EU2012 page and new non-EU2012 pages also should be ticked by default (that&#039;s clearly impossible.--[[User:Volutar|Volutar]] 14:08, 12 November 2013 (EST)&lt;br /&gt;
::::::What you call &#039;spam&#039; I call a lot of it my personal work. The same way I call work all of the edits I&#039;ve done on UFO/TFTD/Apocalypse. [[User:Hobbes|Hobbes]] 16:43, 12 November 2013 (EST)&lt;br /&gt;
:::::::Is there an option in the prefrences that allows us to set all edits to minor edits unless otherwise specified?--[[User:Ditto51|Ditto51]] 17:35, 12 November 2013 (EST)&lt;br /&gt;
::::This wiki has always been about the game series: Apocalypse/Interceptor/Enforcer have about as much in common with UFO/TFTD as Enemy Unknown (2012) and The Bureau, regarding game mechanics. And now that there&#039;s a ton of new information on the internet because of the new games and new wikis, that&#039;s the main strength that separates The UFOPaedia from all the rest: it is the only site that focuses on the whole series, not a specific game. And if we split the wiki into smaller ones, you&#039;re basically contributing to turn UFO/TFTD into footnotes, because only the few players of the old games will know about UFOPaedia.org, since it&#039;s not anymore on the new game. By having all of the titles together (and the specific pages with the common aspects of the series, like [[Sectoid]]/[[Sectoid (EU2012)]] crosslinked we&#039;re contributing to keep the old games alive. [[User:Hobbes|Hobbes]] 15:32, 11 November 2013 (EST)&lt;br /&gt;
:::::And how big the UFOPaedia is in helping to pass the torch? Read it from Jake Solomon itself, lead designer of EU2012: &amp;quot;&#039;&#039;&#039;I&#039;ve spent more time there than I&#039;d like to tally&#039;&#039;&#039;&amp;quot; [https://twitter.com/SolomonJake/status/325392042219933696] [[User:Hobbes|Hobbes]] 16:08, 11 November 2013 (EST)&lt;br /&gt;
::::::Sorry, I&#039;m just not interested in EU2012. And one notice - this wiki was never about Interceptor/Enforcer. --[[User:Volutar|Volutar]] 14:08, 12 November 2013 (EST)&lt;br /&gt;
:::::::Nor did I say it was only about those two games. Read the top of the Main Page of the UFOPaedia: &amp;quot;This site is dedicated to X-COM, a computer strategy game series introduced in 1994 by MicroProse.&amp;quot; [[User:Hobbes|Hobbes]] 16:21, 12 November 2013 (EST)&lt;br /&gt;
::::And would you be willing to move all the pages over to another wiki.&lt;br /&gt;
::::Also it is a bit late to be separating them now, we have an almost complete EU2012 section and half completed Bureau section, it would take us ages to separate them.&lt;br /&gt;
::::: Yeah, so I quit updating this resource. It&#039;d be easier to setup new information reosurce, without spam of casual modern pseudo-ufo-like games, than to split this on vanilla (xcom1-3) / non-vanilla.--[[User:Volutar|Volutar]] 14:08, 12 November 2013 (EST)&lt;br /&gt;
:::::: You don&#039;t like the new games, I respect that. You want to go through the work of setting a new wiki, I&#039;ll respect it also. [[User:Hobbes|Hobbes]] 16:43, 12 November 2013 (EST)&lt;br /&gt;
::::My third is that most of the people who edit the wiki commonly edit both, so separating the wiki would be like trying to force them onto one wiki where they are unable to monitor the other wiki. &lt;br /&gt;
::::My final point is that hardly anyone actually edits the original three games&#039; pages anymore because they are almost – if not fully – complete. So on the Original X-COM wiki you would get edits every now and again, which would make it less worthwhile to host. But hosting them on the same wiki allows for fans of the new to see where it all began and begin to play those games.&lt;br /&gt;
::::Just some ideas--[[User:Ditto51|Ditto51]] 15:21, 11 November 2013 (EST)&lt;br /&gt;
:::::Something else to add about what Ditto51 said about the first 3 games pages being complete: before Enemy Unknown 2012 was announced you could spend weeks on the UFOPaedia without any meaningful edits taking place. That pretty much showed the general lack of interest and activity regarding the first 3 games. Do we want to get back to that? [[User:Hobbes|Hobbes]] 15:41, 11 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Aah - Where to start? &lt;br /&gt;
&lt;br /&gt;
The new games are new, so they are in the spotlight, and it&#039;s not unexpected for there to be an explosion of new data to chronicle on the wiki. Once things have settled the update pace is likely to slow back down back to what it was. &lt;br /&gt;
&lt;br /&gt;
I must comment however that recently there are a lot of micro updates on the same pages within a short span of time. That does have a tendency to fill up the recent pages very quickly. Preview folks! &lt;br /&gt;
:Mainly my fault there, specially since I forget to check the &amp;quot;minor edit&amp;quot; box quite a bit during mass edits. But I also feel that we&#039;re lacking something to individually keep track of specific pages, like Volutar has mentioned. [[User:Hobbes|Hobbes]] 16:36, 12 November 2013 (EST)&lt;br /&gt;
Next, looking at the time stamp on my comment in the conversation above, about a year out, I must admit that I completely forgot about that conversation. Likely because I was too busy playing EU2012 at the time and never did get round to come back and elaborate on my vision. &lt;br /&gt;
&lt;br /&gt;
My thought at the time wasn&#039;t to move it to a new host or make a whole new UfopaediaV2.org just for the new games. Heck no, just keep it as the one wiki to rule all the X-Com wikis. I was thinking one wiki with interlinked subwikis that share the same resources, so there will be no loss in the legacy of the originals at all. In fact, it would be no different to the end user than it is now. &lt;br /&gt;
&lt;br /&gt;
Administration wise it would be a hassle to start off with, but you then would have less to worry about disambiguations or conflicting names and any updates on the recent updates or searches will be context sensitive and relevant to the game or series you&#039;re looking at. Section-wide changes like skins could also be implemented without having to update each and every single page. It may also offer the possibility of fostering smaller community of contributors that want to focus on particular games who would otherwise be shy or intimidated to contribute to the wiki as it is now. &lt;br /&gt;
&lt;br /&gt;
The idea was a bit of an offshoot of how multilingual wikis are implemented. Not quite, but just an idea to manage it in smaller chunks. But all that doesn&#039;t really matter to me anymore. I&#039;ll just get back to casually tending to any pages that take my fancy. -[[User:NKF|NKF]] 00:34, 12 November 2013 (EST)&lt;br /&gt;
: If you look at my update history you&#039;ll notice that I was updating vanilla pages pretty often, but stopped as EU2012 came out (sep&#039;2012). Just because changes was heavily spammed, and I felt how this site became ufopaedia2012 (though there is no ufopaedia in EU2012), so I lost interest in fixing unreliable info and adding new for vanilla. Just what for? It will anyways be drowned in this EU2012 massive promotion. Which spoiled whole internet. When you&#039;ll search for UFO:Enemy Unknown you&#039;ll still find EU2012 info. And it will be a luck to get anything about vanilla. I feel like vanilla ufopeadia became kind of unnecessary here, so i think I better move on. Thanks for your points. --[[User:Volutar|Volutar]] 14:08, 12 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Seriously, lets just leave it now, this was a conversation from a year ago that would have been relevant then, but now there is just too much information to move onto a separate site now, so lets leave it as it is.--[[User:Ditto51|Ditto51]] 17:35, 12 November 2013 (EST)&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Wiki ==&lt;br /&gt;
I have recently found another wiki bearing the XCOM title. It focuses purely on the remake and frankly it is pointless considering the Ufopaedia is already established.&lt;br /&gt;
&lt;br /&gt;
I&#039;m just getting the word out.--[[User:SuicidalSectoid|SuicidalSectoid]] 14:08, 24 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:Got a link to it? Redundant or not, it&#039;s nice to see other eager about the game. [[User:NKF|NKF]] 16:00, 24 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
::[http://xcom.wikia.com/wiki/XCOM_Wiki This one], I&#039;d say. Most likely exists because someone thinks every new game needs to be on wikia. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:03, 25 December 2012 (EST)&lt;br /&gt;
:::I&#039;ve noticed it even before the new game was out. They have nice design and content for the new game and a lot of traffic from being on wikia but all those commercial advertisements and structure and being restricted to the new games are the negative factors. [[User:Hobbes|Hobbes]] 12:13, 25 December 2012 (EST)&lt;br /&gt;
::::Ugh. I wouldn&#039;t describe wikia&#039;s design as &amp;quot;nice&amp;quot;. It&#039;s superficially impressive, but crammed with advertising and if you try to actually get anything done on it it&#039;s horrible. There&#039;s a reason most of wowwiki deserted wikia when they imposed that format.  [[User:Binkyuk|Binkyuk]] 12:45, 25 December 2012 (EST)&lt;br /&gt;
:::::By design I mean the navigation elements that make it easier to access game sections. Visually I also think it has too many elements. [[User:Hobbes|Hobbes]] 13:54, 25 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pretty Colours ==&lt;br /&gt;
&lt;br /&gt;
You know what&#039;d be cool? Different page themes depending on the game. Say for example, yellow for TFTD, red for Apocalypse, black / dark grey for XCOM, and so on. Or maybe even custom wallpaper for each title - nothing overly eye-catching, just an easy way to differentiate what you&#039;re looking at with a glance.&lt;br /&gt;
&lt;br /&gt;
We&#039;d need an extension to do it (I&#039;ve already got my eye on [http://www.mediawiki.org/wiki/Extension%3aPageCSS a simple looking one]), but before I bug Pete about it, what say ye all? The way I see it, we&#039;d need to make one template page per &amp;quot;theme&amp;quot; - but then we&#039;d need to edit just about every page on the wiki to implement them...&lt;br /&gt;
&lt;br /&gt;
- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:59, 18 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
: I wanted to do something similar many years ago when I started making the navbars so that when people went to a page, they&#039;d go &amp;quot;oh, this is EU or TFTD&amp;quot; just by the colours. Didn&#039;t get received very well if I remember correctly. But, with todays better versions of wiki software and scripts, why not? Go for it I say. -[[User:NKF|NKF]] 17:47, 18 January 2013 (EST)&lt;br /&gt;
: I think that&#039;s a wonderful idea, the issue is to pick a good color design that retains readability. [[User:Hobbes|Hobbes]] 18:30, 18 January 2013 (EST)&lt;br /&gt;
:Great Idea! I second what Hobbes is saying about readability. If you can&#039;t read what&#039;s on the page there&#039;s no point to new colours.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:45, 25 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;So, yeah, I did bug Pete, and not long after he delivered: We&#039;ve had the plugin online a while now...&lt;br /&gt;
&lt;br /&gt;
Anyway, this afternoon I sat down and plugged some stuff into it. It works much like I hoped (though unfortunately it doesn&#039;t have much control over images - can&#039;t set them as background for eg). Adding the tag &#039;&#039;&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;&#039;&#039; to a page and saving it (or, perhaps for now, previewing it - though I&#039;ve applied it to THIS page for now) applies the effects within that template.&lt;br /&gt;
&lt;br /&gt;
That one&#039;s just an experiment, might be a little garish maybe (I basically grabbed colour codes out of screenshots from EU2012; I won&#039;t call myself an artist), and doesn&#039;t yet override every wiki element that needs to be handled - but I reckon it&#039;s a decent start.  :) &lt;br /&gt;
&lt;br /&gt;
- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 03:47, 21 April 2013 (EDT)&lt;br /&gt;
:I like it. [[User:Leman Russ|Leman Russ]] 04:05, 21 April 2013 (EDT) &#039;&#039;Thanks! - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&#039;&#039;&lt;br /&gt;
:Nice, I like trying to replicate but the colors sure need some testing. One thing I&#039;m wondering: is it possible to use the font used in EU2012 (it seems to be Century Gothic)? Another suggestion I&#039;d make is to replace the XCOM logo on the top left with the new one. &lt;br /&gt;
:I&#039;ve applied the styling to the page I&#039;m currently working on: [[Class_Builds_(EU2012)]]. The main issue is the color of the links (dark blue isn&#039;t the best for contrast). Another thing needed would be to change the default colors used in the table templates to match the new style. [[User:Hobbes|Hobbes]] 04:36, 21 April 2013 (EDT)&lt;br /&gt;
::Apparently Century Gothic is not installed on most machines by default. It may be possible to load it on to the wiki somewhere and get viewers to download it as needed, but I really dunno. I&#039;m guessing &#039;MS PGothic&#039; is the best match that&#039;s widespread - I&#039;ve tweaked the template to use that if Century Gothic isn&#039;t available, or to fall back to the wiki default if neither are on the viewer&#039;s machine.&lt;br /&gt;
&lt;br /&gt;
::I did try switching the logo, but apparently the plugin doesn&#039;t allow it. Or the icon isn&#039;t accessible to CSS. Or I didn&#039;t know which element to tweak. What I&#039;ve read specifically states I shouldn&#039;t be able to use the required &amp;quot;background-image&amp;quot; tag, but that&#039;s exactly what I needed to do to change the toolbar at the top of the page...&lt;br /&gt;
&lt;br /&gt;
::I HAVE overridden the main &#039;wikitable&#039; template, and there should be no blue links visible (except for ones leading off-site, I forgot about those)... In fact I&#039;d go as far as to say the table looks great on that Class Builds page in particular (where the text matches the icons) - are you seeing what I&#039;m seeing? [http://img.photobucket.com/albums/v213/BombBloke/StyleTest01_01_zps93e4e66e.jpg A screenshot may be in order]? I&#039;m a little worried about browser compatibility in regards to my CSS overriding that which is already in the wiki site files.&lt;br /&gt;
&lt;br /&gt;
::Depending on how I go for time I may deal with image thumbnails, the category bar, table of contents etc tonight.&lt;br /&gt;
&lt;br /&gt;
::Please feel free to experiment if you feel so inclined! Either make a new &#039;&#039;StyleTestXX&#039;&#039; page and copy/paste my starter version in, or go right ahead and modify mine! If you lack any tools on your system for colour code generation, [http://www.2createawebsite.com/build/hex-colors.html here&#039;s an online one].&lt;br /&gt;
&lt;br /&gt;
::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&lt;br /&gt;
:::On my laptop I see it like this, I think it&#039;s the same and it seems to be using Century Gothic: [[:File:style1.png|style1.png]] - [[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
::::Ah yes, that was a match of colours, though you&#039;re definitely using a different font (it&#039;s installed by Office, see).&lt;br /&gt;
&lt;br /&gt;
::::Still not sure what you&#039;re meaning about the tables, but I&#039;ve switched monitors and see what you&#039;re saying about the links. I think maybe yellowy? Dunno.&lt;br /&gt;
&lt;br /&gt;
::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:50, 21 April 2013 (EDT)&lt;br /&gt;
:::::Yellow links look better than the previous ones. What I meant about the tables is that on the Class Builds the background color of each table is table while the page background is dark grey. I got Century Gothic installed (it&#039;s a free font IIRC), is it the one being used? [[User:Hobbes|Hobbes]] 11:20, 21 April 2013 (EDT)&lt;br /&gt;
::::::Er...&lt;br /&gt;
&lt;br /&gt;
::::::The cells should have a black background, the header cells should be grey. This is what I intended, though if you&#039;re expecting something different (or have a different suggestion) I&#039;m more then happy to try other styles.&lt;br /&gt;
&lt;br /&gt;
::::::I&#039;d say you&#039;re indeed using Century Gothic. If you check the &amp;quot;font-family&amp;quot; line in the template, the web browser reads it from left to right, and uses the first font specified that exists on the computer (so if it can&#039;t find one, it falls back to the next, and so on). Hence if you start removing fonts from the front of the list and previewing the page you can compare each one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:11, 21 April 2013 (EDT)&lt;br /&gt;
:::::::There were a couple of white backgrounds on table but those seen to have disappeared. Century Gothic still looks the better (and it seems to be free) since it is the one (or really close) used in Enemy Unknown 2012. [[User:Hobbes|Hobbes]] 20:43, 21 April 2013 (EDT)&lt;br /&gt;
::::::::Best I can make out it should be possible to use an uploaded font no worries, though I&#039;d need to bug Pete to actually get it on to the server.&lt;br /&gt;
&lt;br /&gt;
::::::::In the meantime, bold tildes are pretty much rendered blobs under PGothic (&#039;&#039;&#039;~&#039;&#039;&#039;). They looking ok to you? - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:04, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::This is what I see using it as a font [[:File:PSGothic.png]] [[User:Hobbes|Hobbes]] 17:37, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::I&#039;m trying the new Style in a few pages and it is looking great. What I&#039;m starting to wonder is what will happen to the other pages (non-EU2012). With UFO, TFTD and Apoc it should be possible to replicate it (although I have quite a few doubts about TFTD&#039;s colors...). But what about the other pages not directly related to a game? [[User:Hobbes|Hobbes]] 17:55, 22 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::We can currently only skin pages we manually add the template link to. That means that certain pages (like recent changes or page history) &#039;&#039;can&#039;t&#039;&#039; be skinned, not unless the skin files are changed on the server side... Which&#039;d be a lot harder then skinning through these templates is (lots of files to modify with no simple way of previewing the changes, unless someone sets up their own wiki to play with on a home computer).&lt;br /&gt;
&lt;br /&gt;
::::::::::In short, for now we may just have to leave &#039;em. While it might currently seem a bit jarring with just a black skin and a white skin, I think it won&#039;t seem so bad once there&#039;s a few others floating around the place.&lt;br /&gt;
&lt;br /&gt;
::::::::::In particular I was thinking of leaving talk pages unskinned regardless of what game they belong to (if only because most articles don&#039;t HAVE a talk page). - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:05, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::::Please tell me you&#039;re not sticking to the green background when showing a page&#039;s changes... ;) [[User:Hobbes|Hobbes]] 14:01, 23 April 2013 (EDT)&lt;br /&gt;
::::::::::::Can&#039;t think of anything better for it myself. :|&lt;br /&gt;
&lt;br /&gt;
::::::::::::You do mean the green background that goes against added lines, yes? The bit of code to tweak goes along the lines of:&lt;br /&gt;
&lt;br /&gt;
:::::::::::: td.diff-addedline {&lt;br /&gt;
::::::::::::  background: #559E06;&lt;br /&gt;
:::::::::::: }&lt;br /&gt;
&lt;br /&gt;
::::::::::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Indent resetinator activated! I certainly hope this is a work in progress. It&#039;s very hard to read on my smartphone browser, and even on my laptop it&#039;s a real squint-fest. I&#039;d probably recommend a slightly lighter dark background rather than having extreme darks or lights. &lt;br /&gt;
&lt;br /&gt;
But that aside, we could ask Pete to implement a few snazzy skins that you can access from the appearance tab under your preferences screen. The skin will then apply to all the wiki pages with no specific skins assigned to them. Mind you, this change will only affect the individual accounts. [[User:NKF|NKF]] 02:36, 24 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yep, if I considered it done it&#039;d have a rather more official looking name and I&#039;d be slapping it onto pages left right and center.  ;) &lt;br /&gt;
&lt;br /&gt;
:I will say I can&#039;t see much room for improvement myself - I&#039;m no graphic design artist. I&#039;m more then happy to implement any mock-ups people show me if they&#039;re not interested in tweaking the colours themselves, though.&lt;br /&gt;
&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
::Well, no one else suggested improvements, so I&#039;m wondering if we should start using the new style on the EU2012 pages. [[User:Hobbes|Hobbes]] 10:52, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I disagree with the use of individual styles over-riding the default one at special pages, it makes the wiki inconsistent and messy. &amp;lt;br/&amp;gt;If you are to add a new style to site, do it RIGHT and add it as a skin in the user preferences. --[[User:Kokkan|Kokkan]] 07:34, 6 September 2013 (EDT)&lt;br /&gt;
:::: I agree since I made a test the other day of the proposed EU2012 style and I wasn&#039;t satisfied with the results regarding readability - the colors make it too tiring to read. I have no idea of how to add skins though [[User:Hobbes|Hobbes]] 17:10, 6 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==The Bureau==&lt;br /&gt;
We better start thinking of adding a section for the game since it will be released next month. [[User:Hobbes|Hobbes]] 08:30, 17 July 2013 (EDT)&lt;br /&gt;
: And we have the starting page and table for the [[The Bureau: XCOM Declassified|The Bureau]] online, although it is completely bare for the moment. [[User:Hobbes|Hobbes]] 22:30, 22 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==UFO: Alien Invasion==&lt;br /&gt;
I am one of the developers of [http://ufoai.org UFO: Alien Invasion], an open-source game inspired by X-Com. Ufopaedia.org taught me how to not suck at the original X-Com years ago and I&#039;ve always been grateful. I wondered if the maintainers of ufopaedia.org would be interested in adding support for our game. While we have our own development wiki where we could host strategy advice, I think there are several benefits to having a third-party strategy guide. Of course, the fact that our game undergoes rolling development will lead to extra maintenance work. But I think this could be limited by only providing data on the latest stable version (released once every year or two). I am willing to undertake the work to prepare the initial content for our upcoming stable release 2.5. --[[User:H-Hour|H-Hour]] 09:55, 26 August 2013 (EDT)&lt;br /&gt;
:Hi there. I&#039;m one of the administrators and although I can&#039;t speak for the other admins or the site owner (Pete), I think that it would make sense to add UFO:AI to the Featured Projects section. I&#039;ll ask them if there&#039;s any objection on the UFOPaedia&#039;s [http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html| forum] at Strategycore and if they&#039;re good about it, I&#039;ll add the link to the wiki sidebar. Should the initial page be named [[UFO:AI]] or do you prefer something else? Also, the game needs a wiki suffix, to be used in the guide&#039;s individual pages name and for their category tags, as an example all XCOM: Enemy Unknown pages use &amp;lt;nowiki&amp;gt;(EU2012)&amp;lt;/nowiki&amp;gt;. [[User:Hobbes|Hobbes]] 10:25, 26 August 2013 (EDT)&lt;br /&gt;
::That&#039;s great, Hobbes. UFO:AI is fine for both the main page name and as a page suffix. If you think it is better given our rolling development, we can include the version for clarity (UFOAI2.5). --[[User:H-Hour|H-Hour]] 10:44, 26 August 2013 (EDT)&lt;br /&gt;
:::Better to keep version out otherwise it might be confusing. I&#039;m just going to wait a day or two to give the other admins time to read it. [[User:Hobbes|Hobbes]] 11:47, 26 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve just added UFO:AI to the Wiki Sidebar. Happy editing :) [[User:Hobbes|Hobbes]] 05:33, 28 August 2013 (EDT)&lt;br /&gt;
::Thanks Hobbes! I&#039;ll get to it soon. --[[User:H-Hour|H-Hour]] 11:08, 28 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve put up the initial table. Please let me know if there is anything that should be changed regarding the format or structure to ensure it complies with ufopaedia standards. --[[User:H-Hour|H-Hour]] 10:41, 29 August 2013 (EDT)&lt;br /&gt;
::We don&#039;t really have any standard for those tables, just use what you feel is more comfortable/logic :) [[User:Hobbes|Hobbes]] 11:25, 29 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Recent Spambot attacks ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve sent Pete a message about the recent spammer issue. I&#039;ve suggested a temporary halt on new accounts. &lt;br /&gt;
&lt;br /&gt;
Also, just a note to other members, please don&#039;t alter new pages created by the spammers and wait for one of the admins to sort it out. It adds a bit of confusion in the clean up process. Mainly because the block option is near the member name in the recent changes, I&#039;ve caught myself nearly blocking a valid member a few times now! If I have, you have my apologies. Please go to the official Ufopaedia forum and give me a buzz. &lt;br /&gt;
&lt;br /&gt;
[[User:NKF|NKF]] 01:59, 20 September 2013 (EDT)&lt;br /&gt;
:Would it be possible to determine the IP of the spammer(s) and block it instead, as Ditto51 has suggested in my Talk Page? I think that putting a halt on new accounts may be a drastic measure since the amount of fake accounts isn&#039;t overwhelming for admins to deal with. Another thing I&#039;ve been considering is to add new admins to help with the running of the wiki. [[User:Hobbes|Hobbes]] 06:59, 20 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Since to create an account we need to do that weird word/letter enter thing to create an account, wouldn&#039;t it be an actual person who is extremely bored? So wouldn&#039;t they eventually get bored of making accounts and then getting blocked?--[[User:Ditto51|Ditto51]] 17:48, 20 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::My guess is someone has developed some software that can see through our Captcha. Given the naming conventions and whatnot I doubt this is manual work. [[User:Binkyuk|Binkyuk]] 05:37, 24 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:SonyaUliana]] has got the same name format at the other Spam Accounts, and I&#039;m pretty sure [[S.H.I.V. (EU2012)|SHIVs]] can&#039;t save civilians during terror missions or deactivate powernodes or bombs on the bomb defusal councilmissions (see [http://www.ufopaedia.org/index.php?title=S.H.I.V._%28EU2012%29&amp;amp;action=historysubmit&amp;amp;diff=49656&amp;amp;oldid=49502]). --[[User:Ditto51|Ditto51]] 05:05, 28 September 2013 (EDT)&lt;br /&gt;
:Well, it looks the same name format but there&#039;s a regular user at the 2K forums named SayuriUliana and although I don&#039;t use SHIVs myself I seem to recall a few discussions at the 2K forums mentioning their use to save civilians. [[User:Hobbes|Hobbes]] 07:31, 28 September 2013 (EDT)&lt;br /&gt;
::Ah, okay. I was just wandering.--[[User:Ditto51|Ditto51]] 07:37, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know that we really do not want to stop all User Creations, but the number of spam accounts have increased recently and so when you look through the Recent Changes all you can see are the new Users. Although we could possibly find and install something that allows people to remove User Creations and Blocks from the Recent Changes menu.--[[User:Ditto51|Ditto51]] 09:44, 8 October 2013 (EDT)&lt;br /&gt;
:We&#039;re still waiting for Pete to answer NKF&#039;s message and to temporary suspend all account creation so that the bot will go away. Otherwise it will still be a lot of unnecessary work to have to delete pages/block users, even if there&#039;s an easy way to do it. [[User:Hobbes|Hobbes]] 12:09, 8 October 2013 (EDT)&lt;br /&gt;
::I meant make it easier for those of us who aren&#039;t admins and so don&#039;t have the ability to see the user creations and blocks so that we can just see what we want to see plus maybe the extra pages the spam accounts make--[[User:Ditto51|Ditto51]] 16:05, 8 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ditto51, I really really wish we had that sort of filter too. We do have a recents cleanup plugin that admins use to manually hide the signups and blocks, but it&#039;s a manual process and not suited to a large number of attacks like we&#039;ve got at present. &lt;br /&gt;
&lt;br /&gt;
By the way, Hobbes, it probably can&#039;t hurt to send Pete a PM as well. There&#039;s not too much we can do until he gets back, but the more the merrier. [[User:NKF|NKF]] 00:47, 9 October 2013 (EDT)&lt;br /&gt;
:Just sent Pete a PM [[User:Hobbes|Hobbes]] 05:36, 9 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Over on Bulbapedia they have it so new accounts can&#039;t edit their Userspace or make new pages in the mainspace until they make an edit on a mainspace article. Have we got something like this implimented, if not then we should so that the spam accounts should, in theory, be unable to create pages or edit their Userspace.--[[User:Ditto51|Ditto51]] 03:06, 2 December 2013 (EST)&lt;br /&gt;
:If not, we could make a &amp;quot;Introduce Yourself&amp;quot; page for new users to make a short quip, like which XCOM they prefer. Other option could be making spelling/grammar edits on pages to identify not spam. Otherwise if they make new page or edit namespace first, instant red flag?--[[User:DracoGriffin|DracoGriffin]] 17:34, 2 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just sent Pete another message asking about the spambot situation and possible solutions. I&#039;ve also asked about the new wiki functionalities mentioned on the thread below this one. [[User:Hobbes|Hobbes]] 17:52, 2 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extensions ==&lt;br /&gt;
&lt;br /&gt;
Over on wikia ot is possible to put sub-pages into tabs so that when u click on one it has different info than the other. If we had them on here then we could split the main page into 2 different tabs with old X-COM on one and new XCOM on the other while leaving the news where it is and the spin off/based off titles below it.&lt;br /&gt;
&lt;br /&gt;
Just an idea--[[User:Ditto51|Ditto51]] 04:08, 25 November 2013 (EST)&lt;br /&gt;
:Just checked to see how subpages work on Wikimedia but by default they&#039;re limited to the user and talk pages. Might be interesting to implement for specific game items that are changed between EU and EW (Chitin Plating, etc.). I&#039;m still waiting for Pete to fix the login process though since we need to get rid of the spammers before anything else. [[User:Hobbes|Hobbes]] 06:56, 25 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve been spending some time browsing the Minecraft wiki recently, and a couple of convenient extensions like expanding/collapsing content would be nice to have here as well. It would handy for the EW content as per the discussion elsewhere. It would be worth forming a list of the extensions we could use (and a link to said extension on www.mediawiki.org if possible). Once the signup issue is sorted we could suggest them to Pete. -[[User:NKF|NKF]] 07:06, 25 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The info about the subpage is here [http://www.mediawiki.org/wiki/Help:Subpages]. The other extension we were discussing before was spoilers [http://www.mediawiki.org/wiki/Extension:Spoilers]. We might as well ask this already for Pete so that he can set time for it. [[User:Hobbes|Hobbes]] 07:33, 25 November 2013 (EST)&lt;br /&gt;
::::Spoilers is now installed. Subpages are an interesting idea - essentially categorising the content better as you would on a normal website (if you were thinking of going /terror from the deep/aliens or something like that?). Since MediaWiki handles moved pages pretty sensibly (moves the page and its Talk page to the new location and points the old URL to the new page) there shouldn&#039;t be an issue with this. I would say that it&#039;s more of a library format then and it needs a few librarians to be in charge of the categorisation, but you guys seem to be doing a grand job of that anyway :) --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Found the tabs I was talking about [https://www.mediawiki.org/wiki/Tabber tabber] --[[User:Ditto51|Ditto51]] 08:37, 25 November 2013 (EST)&lt;br /&gt;
::::Tabber is now installed --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
:::::I can&#039;t get this to work, even when I use the example coding on the mediawiki page.--[[User:Ditto51|Ditto51]] ([[User talk:Ditto51|talk]]) 18:01, 29 December 2013 (EST)&lt;br /&gt;
::::::My bad - was updating the wrong version of the settings file. The other extensions should now be avalable.&lt;br /&gt;
&lt;br /&gt;
:::[http://www.mediawiki.org/wiki/Multiple_upload Multiple Upload], to make it easier to upload images multiple images.--[[User:Ditto51|Ditto51]] 10:48, 1 December 2013 (EST)&lt;br /&gt;
::::The author doesn&#039;t seem to be maintaining this which is a worry, plus the discussion page for it mentions security issues so I&#039;m not going to bother with this one --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
:::::Installed an extension called MsUpload instead - you can see a bar at the top of the editor where you can drop files, or click the up arrow on the toolbar. This adds files to the queue and you can click on the name to rename them before uploading them. It then provides links to insert them --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 09:41, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Seems like only MsUpload is installed based on [[Special:Version]]; doesn&#039;t seem to show any other mentioned extensions?--[[User:DracoGriffin|DracoGriffin]] ([[User talk:DracoGriffin|talk]]) 19:47, 29 December 2013 (EST)&lt;br /&gt;
::::My bad - was updating the wrong version of the settings file. The other extensions should now be avalable.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Wiki Software Upgrade ==&lt;br /&gt;
The Wiki software has now been upgraded to version 1.22 (was 1.16) so a few things have changed cosmetically and functionally. Whilst I&#039;ve tested things myself and they seem alright, you guys might spot some things I won&#039;t, so please let me know here if there are any issues. Now we&#039;re up to date, I can look at the extensions requested above :) --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 07:24, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Pete has asked in a [http://www.strategycore.co.uk/forums/topic/10805-wiki-software-key-features/ thread] on the Strategycore.co.uk forums for suggestions of new features to add during the wiki software upgrade. Please go there for the discussion or post here what features you think relevant for the UFOPaedia upgrade. [[User:Hobbes|Hobbes]] 08:42, 27 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:That wasn&#039;t &#039;&#039;exactly&#039;&#039; what I was asking there - it was more &amp;quot;if there were an ideal WIKI software what would its main features be?&amp;quot;. Though I suppose if there are other features that are required (aside from the obvious &amp;quot;better spam filtering&amp;quot;) then I could see what&#039;s available after I&#039;ve upgraded. Just so you all know, I&#039;ve pencilled in 10am GMT tomorrow (see link for current time: http://wwp.greenwichmeantime.co.uk/time-zone/europe/uk/time/ ) to move UFOPaedia to the same server that StrategyCore now sits on. The move gives us more power to run the software and expand it and sees the end of recent server instability. I&#039;ll put up a message at the top of the site in a few minutes, but just so you all know what&#039;s going on and that there will be downtime for a few hours. Once you see the message disappear from the top of the screen, you&#039;ll be looking at the new server and can post again. Apologies for the short notice, but whilst it&#039;s quiet and I have time, I really need to do the move and get things more stable before attempting the upgrade. --[[User:Pete|Pete]] 14:39, 27 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Most embedded images no longer display properly with the update, barring for a brief period during page load, only to disappear after page fully loads.  Tested in two browsers. [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 16:48, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Can you give me a few examples of pages where this happens? I know I caused a weird issue for a while earlier on if you had www. at the start of the web address, so make sure you don&#039;t have that in your address bar, but aside from that I can&#039;t think of anything that would cause that without seeing a page where it&#039;s happening. If you can link a page AND describe which images disappear on it I can investigate further. --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 17:54, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Seems to be working fine now, thanks for the response! [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 19:50, 30 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Watchlist E-Mails ==&lt;br /&gt;
&lt;br /&gt;
When I recieve E-Mails about edits on the EU2012 pages, it always take me to a new page because the bracket at the end is no included in the link for some reason&lt;br /&gt;
Eg. An E-Mail about Second Wave (EU2012) takes be to Second Wave (EU2012&lt;br /&gt;
&lt;br /&gt;
--[[User:Ditto51|Ditto51]] 03:45, 28 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== New Main Page using Tabs ==&lt;br /&gt;
&lt;br /&gt;
{{:User:Ditto51/Sandbox/Main Page}}&lt;br /&gt;
&lt;br /&gt;
== Simpler Main Page ==&lt;br /&gt;
&lt;br /&gt;
[[File:Cleaner Homepage Idea.png|200px|thumb|left]] I know this is going to generate all sorts of responses - there are some people here being quite negative about the new games (the old ones aren&#039;t coming back, nor have they gone away though!) and since UFO and TFTD seem to get the most love of all of the original series of games this idea might not go down too well, but what do you think?&lt;br /&gt;
&lt;br /&gt;
It is just an idea after all, but my train of thought was that (not intending to offend) the homepage is too busy. The links next to the intro text are a bit small, and then the game &amp;quot;contents&amp;quot; links are just way too far down the page for people to bother with so I thought perhaps something a bit more visible might be good, then lose EVERYTHING below the news. To my mind, the homepage should have your introduction, obvious links to the content people are searching for and then news - that&#039;s it. The contents further down the page are merely replicating what you get when you click on the game links anyway.&lt;br /&gt;
&lt;br /&gt;
I have introduced an issue using the 1994 UK box cover at the beginning there, so might be best having it alternate between the two or be half and half somehow, but I suspect that&#039;s the least of the comments I&#039;m going to get.&lt;br /&gt;
&lt;br /&gt;
So why would I want to promote the other minor games? Well... they&#039;re incomplete. Obviously this is because people aren&#039;t contributing content, but I&#039;m not sure it helps that the Games list on the left doesn&#039;t list them (I know &#039;&#039;why&#039;&#039; it doesn&#039;t, just pointing out that that will cause people to miss them).&lt;br /&gt;
&lt;br /&gt;
Another thought I had was a simple graphic - half and half - for old and new and go to a page listing the old and new games, but can&#039;t think of a sensible graphic for that.&lt;br /&gt;
&lt;br /&gt;
[[File:Analytics Content.gif|200px|thumb|left]]Something interesting to note is that since I fixed the tracking code for Google Analytics, it shows just how popular the new games are on this website.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Once upon a time I had been toying with the idea of changing the main page into a very simple page with almost no content, but instead set it up as a launchpad to the various &#039;main pages&#039; for the different games by way of the box covers as you have done.  That never eventuated - partly forgotten as with many ambitious ideas on the wiki in favour of other more exciting things in the recent updates, and a major change like that would&#039;ve been too much of a culture shock. But with all he new fangled extensions and other things the new software can do, perhaps a move back in that direction isn&#039;t a bad idea. It would be nice change to the traditional game intro screen at the top of the page. -[[User:NKF|NKF]] ([[User talk:NKF|talk]]) 08:07, 30 December 2013 (EST)&lt;br /&gt;
:Pete, I completely agree with your idea of dropping everything below the News since it&#039;s easier to simply use the left links and I doubt a lot of people bother to scroll down so much.&lt;br /&gt;
:Regarding the old vs. new games, one of the most telling graphs from Google Analytics is this one:&lt;br /&gt;
[[File:EU stats.png]]&lt;br /&gt;
&lt;br /&gt;
The first increase in daily visits on January 2012 is when XCOM: Enemy Unknown was announced, the massive spike in November 2012 is when it was released. But what&#039;s even more interesting is that for the same period, the Apocalypse page was the 2nd most visited, UFO Defense the 3th and TFTD the 7th. There&#039;s no info for Enemy Unknown 2012 though (there must have been a problem with Analytics since it only started recording visits to the EU2012 pages last month - this might also explain why the visits decreased from November 2012 onwards since visits to the EU2012 were not recorded by Analytics). To me this means that the old games are still live and kicking but also that the new game brought again a big interest on the series. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 08:23, 30 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=54781</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=54781"/>
		<updated>2013-12-29T21:48:41Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Old articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XCOM: UFO Defense==&lt;br /&gt;
&lt;br /&gt;
Update: Well, game&#039;s about to be released and the [[Enemy Unknown (EU2012)]] page and table have been worked on, and now there will surely be more people stopping by and wanting to know more. So the question I&#039;m asking everyone is to have a look at the current status of the new game page and think about when the new table should be moved to the UFOPaedia&#039;s Main page? [[User:Hobbes|Hobbes]] 20:23, 7 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Main Page layout. ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on a new Main Page layout. Found here: [http://www.ufopaedia.org/index.php?title=User:Kokkan/Main_Page]. So I was wondering if it would be possible to apply something like this ([http://www.mediawiki.org/wiki/Manual:FAQ#How_do_I_hide_the_main_page_title.3F])? Preferable (http://www.mediawiki.org/wiki/Extension:NoTitle) --[[User:Kokkan|Kokkan]] 16:34, 18 September 2012 (EDT)&lt;br /&gt;
:Looks good to me, just one thing: why is the OpenXcom logo displayed? [[User:Hobbes|Hobbes]] 09:11, 4 October 2012 (EDT)&lt;br /&gt;
:: That was just a aesthetic choice. =) --[[User:Kokkan|Kokkan]] 12:36, 4 October 2012 (EDT)&lt;br /&gt;
:::  I see :) Well the thing is that it&#039;s that placing that logo there is going to bring a lot of attention to that project. My question was if that was intentional or not. [[User:Hobbes|Hobbes]] 12:43, 4 October 2012 (EDT)&lt;br /&gt;
:::: Kokkan, would it be possible to squeeze the &#039;featured article&#039; on the corner below the &#039;UFOpaedia News&#039; (probably enlarge the corner)? I like how the new design has a compact look to it and to me it would look better if the &#039;featured article&#039; was integrated with the news sections. Or probably even switch its position and put it on top rather than the &#039;UFOpaedia news&#039; [[User:Hobbes|Hobbes]] 12:57, 4 October 2012 (EDT)&lt;br /&gt;
::::: Right now it depends on the width of the browser and the content in the Featured Article. I might be able to set some auto-width on the XCOM New window. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT) &lt;br /&gt;
:::::: I was wondering if it wouldn&#039;t be better to bring up the Enemy Unknown 2012 table as the first table, at least for some time after the game is released. With my current maximum resolution both tables still appear one over the other, and I think the UFO Defense table might need a little reorganization and after it is done both games go back to being side by side. Or any other ideas. [[User:Hobbes|Hobbes]] 20:15, 8 October 2012 (EDT)&lt;br /&gt;
::::::: What?! This layout should work with all resolutions down to 1280x720 without stacking items. So it should be fine on everything except the smallest ( &amp;lt;11&amp;quot; ) notepads and pads. --[[User:Kokkan|Kokkan]] 04:49, 9 October 2012 (EDT)&lt;br /&gt;
:::::::: My resolution on my monitor is 1280x1024 and both tables are stacked. [[User:Hobbes|Hobbes]] 05:00, 9 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Same issue here with the overlapping tables, and my screen&#039;s 1024 pixels wide. Doesn&#039;t look any better on the tablet. Quick solution: Break the table out and have it on top ala the original&#039;s old main table, and have the original follow immediately after. &lt;br /&gt;
&lt;br /&gt;
A while back I had wanted to redesign the front page but had to shelve it (and then quickly forgot about it). That was to make the main page just contain the news and a list of box art for the various games that point the users to separate main pages for the different titles, allowing the main tables for each title to be a bit more elaborate. Perhaps this might be a good time to resurrect that concept? [[User:NKF|NKF]] 07:15, 9 October 2012 (EDT)&lt;br /&gt;
:I&#039;ll place the EU 2012 table on top of the original game table (*sniff* *sniff*) for now until a permanent solution is found or the issue is fixed. I&#039;m good with that solution or any other.&lt;br /&gt;
:Quick fix: I&#039;ve moved it to the Featured section. [[User:Hobbes|Hobbes]] 08:03, 9 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:Hi folks, I think the partition to having the XCOM 2012 on its own main page is a really good one... now, folks can go to town on it, without having to keep touching the original fansite per se. But it is still kept close by having a highlighted announcement - Thanks for that, Kokkan! Some other comments:&lt;br /&gt;
[[File:X-COM UFOpaedia screen.jpg|100px|right|thumb|It&#039;s U&amp;lt;u&amp;gt;FO&amp;lt;/u&amp;gt;paedia]] &lt;br /&gt;
::*Do we need two &amp;quot;action&amp;quot; pictures at a time? Maybe we could have one, and use it to help balance the X-COM and the UFOpaedia news so that both &amp;quot;sides&amp;quot; of the news end at about the same place. For that matter, either side of the news could otherwise be tightened up, or expanded. But I wish they both ended at the same place so the main page looks more professional.&lt;br /&gt;
::*This is the time to make the standard for the new XCOM 2012 pages. Can I please ask that, for the URLs themselves, we not put parentheses around EU2012? I see it leading to a lot of hassle because ultimately there will be citations in citations in citations and other future complexities, including for other sites trying to cite us... parens just make everything more difficult and clunky. If you agree but say &amp;quot;but it&#039;d be a hassle to fix it now&amp;quot;, I say that&#039;s the wrong answer because it&#039;s about to explode (I&#039;m sure!!!), so it&#039;s really now or never. Just append EU2012, without parens... everybody can figure out what it means. :)&lt;br /&gt;
::*I&#039;m not sure just how/when it happened, but there&#039;s a lot of &amp;quot;U&amp;lt;u&amp;gt;fo&amp;lt;/u&amp;gt;paedia&amp;quot; on the main page. We use the original game as the convention setter, right? It&#039;s a minor thing, but still, we should have a convention, one way or the other. Does someone think it should be Ufopaedia?&lt;br /&gt;
::*To me, the brief OpenXcom logo nip slip (laugh) raises the issue that I wish we highlighted these efforts better... maybe they could use a little shout-out at the bottom of X-COM News section (just a very brief mention or link - little or no write-up), instead of the tiny section they now have, way at the bottom of the main UFOpaedia page.&lt;br /&gt;
:Again, the above points are minor... the big thing is the new place from EU2012 (great idea!). Thanks!! -[[User:MikeTheRed|MikeTheRed]] 14:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: We can set the hight at fixed values, but I really don&#039;t see a point to it. Since the size of the content will change. I prefer the parentheses in the naming, it clarifies what game the page relates to, and I don&#039;t see an extensive problem in linking to pages. Like ( [[Enemy_Unknown_(2012)|Enemy Unknown]]). On the UFOpaedia &amp;amp; OpenXcom logo, I fully agree. --[[User:Kokkan|Kokkan]] 09:11, 5 October 2012 (EDT)&lt;br /&gt;
::: One easy trick to link pages with the (EU2012) suffix is to open the top page on the category, which usually contains a list of all items related with that subject, press edit and then copy/paste the links. [[User:Hobbes|Hobbes]] 09:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XCOM Sidebar logo==&lt;br /&gt;
One possibility I thought of would be to replace the old logo/badge on the upper left corner of the wiki with the newer XCOM badge. Here&#039;s some options:&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Xcomnewlogo.png|100px|XCOM badge used ingame on the soldiers armor - I can&#039;t get a better pic than this one]]&lt;br /&gt;
[[File:Blue badge XCOM EU.png|100px|XCOM icon used on packing and ingame for menus, etc.]]&lt;br /&gt;
[[File:Xcom_eu_logo.jpg|100px|And there&#039;s also the game logo]]  &amp;lt;br&amp;gt;&lt;br /&gt;
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Anymore ideas? Which would be best? [[User:Hobbes|Hobbes]] 13:44, 4 October 2012 (EDT)&lt;br /&gt;
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:The game logo is much cooler, while the insignias seem much more real-to-life. That said, I vote for cooler. The essence of the old X-COM was how scary cool it was. -[[User:MikeTheRed|MikeTheRed]] 14:33, 4 October 2012 (EDT)&lt;br /&gt;
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:: I say keep the old X-logo, show the roots and lets not take over the entire wiki with EU2012. Use the new logos at appropriate EU2012 pages. --[[User:Kokkan|Kokkan]] 08:55, 5 October 2012 (EDT)&lt;br /&gt;
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::: Not selling ourselves completely eh? ;) Well I just have to say I love the yellow and black insignia - that&#039;s probably the first XCOM logo/icon I really enjoy :) [[User:Hobbes|Hobbes]] 09:15, 5 October 2012 (EDT)&lt;br /&gt;
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:Showing roots is good, too. The gold one does not seem as high-rez as the other... can we get it any better? -[[User:MikeTheRed|MikeTheRed]] 09:55, 5 October 2012 (EDT)&lt;br /&gt;
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== Disambiguation of 1994 vs 2012 Entries ==&lt;br /&gt;
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See for example the Sectoid entry, where a link to Sectoid (EU2012) has just been added as the first line of the entry. Are we going to do that for every entry that has the same name in 1994 as in 2012? That&#039;s a lot of minor edits someone will need to make! And putting these cross references under See Also would be less intrusive. But maybe a lot of enquiries from new site users are going to be related to EU 2012, and they will be confused if the cross reference is not clear and up-front. Let&#039;s agree a standard approach for this. As an alternative we could use disambiguation pages that show links to both the 1994 and the 2012 versions. Instead or as well, we could start moving 1994 pages by appending (EU1994) to the name.  That&#039;s also quite a lot of work, but may be clearer in the long term. Even more work comes in if we were to use for example [[Sectoid]] as the disambiguation page, because that would mean rewriting all links to Sectoid in all the 1994 entries of the Ufopaedia. Thoughts everyone? [[User:Spike|Spike]] 03:56, 19 October 2012 (EDT)&lt;br /&gt;
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On a related point - do we really need to append (EU2012) to every entry? I would think it&#039;s only necessary when the same term is used in both games. So it makes sense for Sectoid, but not so much sense for Gollop Chamber. I would suggest that for a term that is &#039;&#039;definitely&#039;&#039; unique to EU 2012, the (EU2012) suffix is not required. But there should always be an EU 2012 Category tag on the entry. [[User:Spike|Spike]] 06:28, 19 October 2012 (EDT)&lt;br /&gt;
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: If we don&#039;t tag everything now, do we risk the same issue we&#039;re running into with UFO Defense? Also, the new Sectoid page has a space between EU and 2012. No other new page has that. My OCD is making me want to stab people. Is there a way to edit it to not have a space? As far as which way to go, I prefer disambiguation pages much like wikipedia does, but that typically requires tagging both. I would be happy to do the leg work and chase down all the 1994 ones but I don&#039;t like how EU1994 looks (especially since it says 1994 in the Games column to the left [sorry - fixed that - Spike] ) and I don&#039;t know how to update page names. --[[User:PixelOrange|PixelOrange]] 06:34, 19 October 2012 (EDT)&lt;br /&gt;
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:: Yes, we do need to keep the games a part to not run into conflicting pages/links. Hence we suffix ALL pages on the NEW game &#039;&#039;(EU2012)&#039;&#039;; this is the simplest and most clear way to do it. It does make it a bit of a hassle to link stuff yes. Even if some parts are unique, keep with the naming convention to keep it all as clear as possible. No, There is NO WAY we can do the same for the original game, there is just to much pages and links (and if we start and don&#039;t complete or something goes wrong, the wiki is in a fucked up state). So all pages on Enemy Unknown without the suffix refers to the original game. --[[User:Kokkan|Kokkan]] 07:12, 19 October 2012 (EDT)&lt;br /&gt;
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:::So, if we&#039;re not going to retroactively update the old Enemy Unknown, redirects at the top of every page is my favorite choice (just as they do over at wikipedia). It gives you a quick link right at the top of the page, it&#039;s non-intrusive, and it&#039;s easy to implement across the board. --[[User:PixelOrange|PixelOrange]] 07:38, 19 October 2012 (EDT)&lt;br /&gt;
:::: OK but that&#039;s only going to be workable for the EU2012 pages, right? Any modification to all of the EU1994 pages is a big task, whether it&#039;s a disambiguation link at the top of the page, or a systematic rename to suffix &amp;quot;EU1994&amp;quot; on to the end of the page name - the workload is similar. I guess we could take a policy that says - anytime you create an EU2012 page, check to see if an EU1994 page of the same name exists. If so, add disambiguation links to the top of both pages. Or, for that matter, Move the EU1994 page by adding the suffix to its name. By the way, Move is how you rename a page, and the old name is preserved as a redirect to the new name. [[User:Spike|Spike]] 08:12, 19 October 2012 (EDT)&lt;br /&gt;
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::::: I agree that disambiguation notices/links on top of pages probably is the best way to handle this (as in the [[Sectoid]] page). Moving and creating disambiguation pages is to much workload, and to have some (EU1994) pages and some without would be even more confusing. So I say no (EU1994) suffixes at all. --[[User:Kokkan|Kokkan]] 09:17, 19 October 2012 (EDT)&lt;br /&gt;
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:::::: I don&#039;t think it&#039;s that cut and dried myself. Moving (renaming) the old pages is less workload than creating the disambiguation links. Also, adding the disambiguation links will disrupt the style / formatting of the existing EU 1994 pages which were not designed to have these links at the top, and which have had a lot of effort put into their layout over the years. Creating a disambiguation page with the &amp;quot;base&amp;quot; name, eg &amp;quot;Sectoid&amp;quot;, the same name as the existing 1994 page, is a huge workload, because then all the links will break. Creating a new page called &amp;quot;Sectoid (disambiguation&amp;quot; and redirecting to it is not much better. A simple Move/rename will not break any links, meaning low workload - same as inserting a disambiguation link/notice. Keep in mind that the scope of the problem is only the pages for terms that exist in both games. &amp;quot;Sectoid (EU1994)&amp;quot; vs &amp;quot;Sectoid (EU2012)&amp;quot; is part of the required disambiguation workload. Heavy Cannon (unique to EU1994) vs Alloy Cannon (unique to EU2012) does not need to be part of the workload. It&#039;s a safe strategy to keep naming all new 2012 pages with the EU2012 suffix, but whatever method is selected does not need to be applied to all pages in both games. For example, we do not label all TFTD pages with (TFTD). We don&#039;t say &amp;quot;Tentaculat (TFTD)&amp;quot; and &amp;quot;Chrysallid (EU)&amp;quot;. We do say &amp;quot;Zombie (TFTD)&amp;quot; and &amp;quot;Zombie (EU)&amp;quot; (even though the differences are only cosmetic). [[User:Spike|Spike]] 09:51, 19 October 2012 (EDT)&lt;br /&gt;
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::::::: We already had this discussion a while ago because of Apocalypse and the common elements of the series that extend to it and TFTD. I don&#039;t recall the discussion but you guys mentioned the main topics but the idea was to start using the suffixes, specially when creating new pages, and not to worry about the existing pages because of the workload involved. It&#039;s basically to avoid the mess of the original game&#039;s pages regarding naming and to help categorize identify pages.  &lt;br /&gt;
::::::: This method makes linking a bit harder but it&#039;s a matter of using a few tricks (which I already use when linking on the original game), like open and edit the section page (Soldiers, Weapons, Alien Life Forms, etc.) and just copy/paste the links you need. That&#039;s also why the section pages usually consist of lists of items.&lt;br /&gt;
::::::: Finally me and Spike can delete, move and rename pages, as an administrators so just let us know what you need :) [[User:Hobbes|Hobbes]] 11:09, 19 October 2012 (EDT)&lt;br /&gt;
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:::::::: I&#039;ve been thinking about the effects these new XCOM games (EU 2012 and the upcoming FPS) may have on the future of the series. If XCOM sees more games even further in the future that involve the aliens from the original, I don&#039;t think links at the top of the page is going to do the trick. We should make disimbaguation pages now to pave the way for recurring aliens and items that may make an appearance in any potential future installments. Just a thought!--[[User:SuicidalSectoid|SuicidalSectoid]] 21:26, 19 October 2012 (EDT)&lt;br /&gt;
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Another option that I&#039;ve been thinking over is asking Pete if he could set up a separate Wiki for the modern title(s) and keep this one for the classic titles. It would keep things tidy, and there&#039;s actually little crossover or common material between the new and old apart for historical and ancestry referential purposes. [[User:NKF|NKF]] 21:46, 19 October 2012 (EDT)&lt;br /&gt;
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:: Personally I think all games of the series, old or new, should be all united in a single wiki. It helps this one grow, instead of just running out of material. It also shows how the series began and progressed to become what it is today. It helps people who are new to the series find older games in the series far easier and learn all their quirks and strategies. Of course there is what I mentioned above to consider, if this series really has been revived, then more games in the series may emerge and the new wiki could end up being &amp;quot;untidy&amp;quot;.--[[User:SuicidalSectoid|SuicidalSectoid]] 10:54, 20 October 2012 (EDT)&lt;br /&gt;
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=== Why not to move 2012 OR vanilla ufopaedia stuff to another hosting? ===&lt;br /&gt;
&amp;lt;IMHO&amp;gt;&lt;br /&gt;
With this X-COM Enemy Unknown (2012) classy ufopaedia became almost unreliable (unsearchable) source of information. &amp;quot;Modification history&amp;quot; is spammed with 2012 project, which has nothing to vanilla xcom. There are no &amp;quot;filters&amp;quot; which could make it slightly better. Moreover, whole internet become spoiled and spammed in sense of searching something about ufo defense. And it&#039;s a pity. Because Ufopaedia is not The Ufopaedia anymore.&lt;br /&gt;
Wouldn&#039;t it better to have totally another hosting?&lt;br /&gt;
After all XCOM:Enemy Unknown (2012) doesn&#039;t even have UFOPAEDIA.&lt;br /&gt;
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With this 2012 heavy spam I stopped to make my Xcom1/Xcom2 contribution here. That&#039;s one of results.&lt;br /&gt;
--[[User:Volutar|Volutar]] 13:28, 11 November 2013 (EST)&lt;br /&gt;
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::: Totally agree with NKF and disagree with SuicidalSectoid. Mixing new with old contents makes mess in both sides. It would be better to setup different wikis with different modification histories for classic xcoms(1-3) and for new titles. And not to get into conflict to each other. There&#039;s nothing in common between them in terms of game mechanics. Personally I was very annoyed and disappointed seeing modification history spammed with 2012 info, and having no chances to monitor what&#039;s happening with ufodefense/tftd info. And seeing how fast my ufodefense info update drowned I stopped to make any updates. --[[User:Volutar|Volutar]] 14:43, 11 November 2013 (EST)&lt;br /&gt;
::::Have you tried using the [[http://www.ufopaedia.org/index.php?title=Special:Watchlist|My watchlist]] function on the top right? You can use that to track changes to the specific pages you&#039;re editing if you don&#039;t want to see all the changes. &lt;br /&gt;
:::::My complain is about spam in change history. I just don&#039;t want to see any history of EU2012 pages. Unfortunately there&#039;s no such filter. To use that &amp;quot;watch&amp;quot; I&#039;ll have to tick evey non EU2012 page and new non-EU2012 pages also should be ticked by default (that&#039;s clearly impossible.--[[User:Volutar|Volutar]] 14:08, 12 November 2013 (EST)&lt;br /&gt;
::::::What you call &#039;spam&#039; I call a lot of it my personal work. The same way I call work all of the edits I&#039;ve done on UFO/TFTD/Apocalypse. [[User:Hobbes|Hobbes]] 16:43, 12 November 2013 (EST)&lt;br /&gt;
:::::::Is there an option in the prefrences that allows us to set all edits to minor edits unless otherwise specified?--[[User:Ditto51|Ditto51]] 17:35, 12 November 2013 (EST)&lt;br /&gt;
::::This wiki has always been about the game series: Apocalypse/Interceptor/Enforcer have about as much in common with UFO/TFTD as Enemy Unknown (2012) and The Bureau, regarding game mechanics. And now that there&#039;s a ton of new information on the internet because of the new games and new wikis, that&#039;s the main strength that separates The UFOPaedia from all the rest: it is the only site that focuses on the whole series, not a specific game. And if we split the wiki into smaller ones, you&#039;re basically contributing to turn UFO/TFTD into footnotes, because only the few players of the old games will know about UFOPaedia.org, since it&#039;s not anymore on the new game. By having all of the titles together (and the specific pages with the common aspects of the series, like [[Sectoid]]/[[Sectoid (EU2012)]] crosslinked we&#039;re contributing to keep the old games alive. [[User:Hobbes|Hobbes]] 15:32, 11 November 2013 (EST)&lt;br /&gt;
:::::And how big the UFOPaedia is in helping to pass the torch? Read it from Jake Solomon itself, lead designer of EU2012: &amp;quot;&#039;&#039;&#039;I&#039;ve spent more time there than I&#039;d like to tally&#039;&#039;&#039;&amp;quot; [https://twitter.com/SolomonJake/status/325392042219933696] [[User:Hobbes|Hobbes]] 16:08, 11 November 2013 (EST)&lt;br /&gt;
::::::Sorry, I&#039;m just not interested in EU2012. And one notice - this wiki was never about Interceptor/Enforcer. --[[User:Volutar|Volutar]] 14:08, 12 November 2013 (EST)&lt;br /&gt;
:::::::Nor did I say it was only about those two games. Read the top of the Main Page of the UFOPaedia: &amp;quot;This site is dedicated to X-COM, a computer strategy game series introduced in 1994 by MicroProse.&amp;quot; [[User:Hobbes|Hobbes]] 16:21, 12 November 2013 (EST)&lt;br /&gt;
::::And would you be willing to move all the pages over to another wiki.&lt;br /&gt;
::::Also it is a bit late to be separating them now, we have an almost complete EU2012 section and half completed Bureau section, it would take us ages to separate them.&lt;br /&gt;
::::: Yeah, so I quit updating this resource. It&#039;d be easier to setup new information reosurce, without spam of casual modern pseudo-ufo-like games, than to split this on vanilla (xcom1-3) / non-vanilla.--[[User:Volutar|Volutar]] 14:08, 12 November 2013 (EST)&lt;br /&gt;
:::::: You don&#039;t like the new games, I respect that. You want to go through the work of setting a new wiki, I&#039;ll respect it also. [[User:Hobbes|Hobbes]] 16:43, 12 November 2013 (EST)&lt;br /&gt;
::::My third is that most of the people who edit the wiki commonly edit both, so separating the wiki would be like trying to force them onto one wiki where they are unable to monitor the other wiki. &lt;br /&gt;
::::My final point is that hardly anyone actually edits the original three games&#039; pages anymore because they are almost – if not fully – complete. So on the Original X-COM wiki you would get edits every now and again, which would make it less worthwhile to host. But hosting them on the same wiki allows for fans of the new to see where it all began and begin to play those games.&lt;br /&gt;
::::Just some ideas--[[User:Ditto51|Ditto51]] 15:21, 11 November 2013 (EST)&lt;br /&gt;
:::::Something else to add about what Ditto51 said about the first 3 games pages being complete: before Enemy Unknown 2012 was announced you could spend weeks on the UFOPaedia without any meaningful edits taking place. That pretty much showed the general lack of interest and activity regarding the first 3 games. Do we want to get back to that? [[User:Hobbes|Hobbes]] 15:41, 11 November 2013 (EST)&lt;br /&gt;
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Aah - Where to start? &lt;br /&gt;
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The new games are new, so they are in the spotlight, and it&#039;s not unexpected for there to be an explosion of new data to chronicle on the wiki. Once things have settled the update pace is likely to slow back down back to what it was. &lt;br /&gt;
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I must comment however that recently there are a lot of micro updates on the same pages within a short span of time. That does have a tendency to fill up the recent pages very quickly. Preview folks! &lt;br /&gt;
:Mainly my fault there, specially since I forget to check the &amp;quot;minor edit&amp;quot; box quite a bit during mass edits. But I also feel that we&#039;re lacking something to individually keep track of specific pages, like Volutar has mentioned. [[User:Hobbes|Hobbes]] 16:36, 12 November 2013 (EST)&lt;br /&gt;
Next, looking at the time stamp on my comment in the conversation above, about a year out, I must admit that I completely forgot about that conversation. Likely because I was too busy playing EU2012 at the time and never did get round to come back and elaborate on my vision. &lt;br /&gt;
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My thought at the time wasn&#039;t to move it to a new host or make a whole new UfopaediaV2.org just for the new games. Heck no, just keep it as the one wiki to rule all the X-Com wikis. I was thinking one wiki with interlinked subwikis that share the same resources, so there will be no loss in the legacy of the originals at all. In fact, it would be no different to the end user than it is now. &lt;br /&gt;
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Administration wise it would be a hassle to start off with, but you then would have less to worry about disambiguations or conflicting names and any updates on the recent updates or searches will be context sensitive and relevant to the game or series you&#039;re looking at. Section-wide changes like skins could also be implemented without having to update each and every single page. It may also offer the possibility of fostering smaller community of contributors that want to focus on particular games who would otherwise be shy or intimidated to contribute to the wiki as it is now. &lt;br /&gt;
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The idea was a bit of an offshoot of how multilingual wikis are implemented. Not quite, but just an idea to manage it in smaller chunks. But all that doesn&#039;t really matter to me anymore. I&#039;ll just get back to casually tending to any pages that take my fancy. -[[User:NKF|NKF]] 00:34, 12 November 2013 (EST)&lt;br /&gt;
: If you look at my update history you&#039;ll notice that I was updating vanilla pages pretty often, but stopped as EU2012 came out (sep&#039;2012). Just because changes was heavily spammed, and I felt how this site became ufopaedia2012 (though there is no ufopaedia in EU2012), so I lost interest in fixing unreliable info and adding new for vanilla. Just what for? It will anyways be drowned in this EU2012 massive promotion. Which spoiled whole internet. When you&#039;ll search for UFO:Enemy Unknown you&#039;ll still find EU2012 info. And it will be a luck to get anything about vanilla. I feel like vanilla ufopeadia became kind of unnecessary here, so i think I better move on. Thanks for your points. --[[User:Volutar|Volutar]] 14:08, 12 November 2013 (EST)&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Seriously, lets just leave it now, this was a conversation from a year ago that would have been relevant then, but now there is just too much information to move onto a separate site now, so lets leave it as it is.--[[User:Ditto51|Ditto51]] 17:35, 12 November 2013 (EST)&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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== Other Wiki ==&lt;br /&gt;
I have recently found another wiki bearing the XCOM title. It focuses purely on the remake and frankly it is pointless considering the Ufopaedia is already established.&lt;br /&gt;
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I&#039;m just getting the word out.--[[User:SuicidalSectoid|SuicidalSectoid]] 14:08, 24 December 2012 (EST)&lt;br /&gt;
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:Got a link to it? Redundant or not, it&#039;s nice to see other eager about the game. [[User:NKF|NKF]] 16:00, 24 December 2012 (EST)&lt;br /&gt;
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::[http://xcom.wikia.com/wiki/XCOM_Wiki This one], I&#039;d say. Most likely exists because someone thinks every new game needs to be on wikia. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:03, 25 December 2012 (EST)&lt;br /&gt;
:::I&#039;ve noticed it even before the new game was out. They have nice design and content for the new game and a lot of traffic from being on wikia but all those commercial advertisements and structure and being restricted to the new games are the negative factors. [[User:Hobbes|Hobbes]] 12:13, 25 December 2012 (EST)&lt;br /&gt;
::::Ugh. I wouldn&#039;t describe wikia&#039;s design as &amp;quot;nice&amp;quot;. It&#039;s superficially impressive, but crammed with advertising and if you try to actually get anything done on it it&#039;s horrible. There&#039;s a reason most of wowwiki deserted wikia when they imposed that format.  [[User:Binkyuk|Binkyuk]] 12:45, 25 December 2012 (EST)&lt;br /&gt;
:::::By design I mean the navigation elements that make it easier to access game sections. Visually I also think it has too many elements. [[User:Hobbes|Hobbes]] 13:54, 25 December 2012 (EST)&lt;br /&gt;
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== Pretty Colours ==&lt;br /&gt;
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You know what&#039;d be cool? Different page themes depending on the game. Say for example, yellow for TFTD, red for Apocalypse, black / dark grey for XCOM, and so on. Or maybe even custom wallpaper for each title - nothing overly eye-catching, just an easy way to differentiate what you&#039;re looking at with a glance.&lt;br /&gt;
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We&#039;d need an extension to do it (I&#039;ve already got my eye on [http://www.mediawiki.org/wiki/Extension%3aPageCSS a simple looking one]), but before I bug Pete about it, what say ye all? The way I see it, we&#039;d need to make one template page per &amp;quot;theme&amp;quot; - but then we&#039;d need to edit just about every page on the wiki to implement them...&lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 02:59, 18 January 2013 (EST)&lt;br /&gt;
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: I wanted to do something similar many years ago when I started making the navbars so that when people went to a page, they&#039;d go &amp;quot;oh, this is EU or TFTD&amp;quot; just by the colours. Didn&#039;t get received very well if I remember correctly. But, with todays better versions of wiki software and scripts, why not? Go for it I say. -[[User:NKF|NKF]] 17:47, 18 January 2013 (EST)&lt;br /&gt;
: I think that&#039;s a wonderful idea, the issue is to pick a good color design that retains readability. [[User:Hobbes|Hobbes]] 18:30, 18 January 2013 (EST)&lt;br /&gt;
:Great Idea! I second what Hobbes is saying about readability. If you can&#039;t read what&#039;s on the page there&#039;s no point to new colours.--[[User:SuicidalSectoid|SuicidalSectoid]] 17:45, 25 March 2013 (EDT)&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;So, yeah, I did bug Pete, and not long after he delivered: We&#039;ve had the plugin online a while now...&lt;br /&gt;
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Anyway, this afternoon I sat down and plugged some stuff into it. It works much like I hoped (though unfortunately it doesn&#039;t have much control over images - can&#039;t set them as background for eg). Adding the tag &#039;&#039;&amp;lt;nowiki&amp;gt;{{StyleTest01}}&amp;lt;/nowiki&amp;gt;&#039;&#039; to a page and saving it (or, perhaps for now, previewing it - though I&#039;ve applied it to THIS page for now) applies the effects within that template.&lt;br /&gt;
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That one&#039;s just an experiment, might be a little garish maybe (I basically grabbed colour codes out of screenshots from EU2012; I won&#039;t call myself an artist), and doesn&#039;t yet override every wiki element that needs to be handled - but I reckon it&#039;s a decent start.  :) &lt;br /&gt;
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- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 03:47, 21 April 2013 (EDT)&lt;br /&gt;
:I like it. [[User:Leman Russ|Leman Russ]] 04:05, 21 April 2013 (EDT) &#039;&#039;Thanks! - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&#039;&#039;&lt;br /&gt;
:Nice, I like trying to replicate but the colors sure need some testing. One thing I&#039;m wondering: is it possible to use the font used in EU2012 (it seems to be Century Gothic)? Another suggestion I&#039;d make is to replace the XCOM logo on the top left with the new one. &lt;br /&gt;
:I&#039;ve applied the styling to the page I&#039;m currently working on: [[Class_Builds_(EU2012)]]. The main issue is the color of the links (dark blue isn&#039;t the best for contrast). Another thing needed would be to change the default colors used in the table templates to match the new style. [[User:Hobbes|Hobbes]] 04:36, 21 April 2013 (EDT)&lt;br /&gt;
::Apparently Century Gothic is not installed on most machines by default. It may be possible to load it on to the wiki somewhere and get viewers to download it as needed, but I really dunno. I&#039;m guessing &#039;MS PGothic&#039; is the best match that&#039;s widespread - I&#039;ve tweaked the template to use that if Century Gothic isn&#039;t available, or to fall back to the wiki default if neither are on the viewer&#039;s machine.&lt;br /&gt;
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::I did try switching the logo, but apparently the plugin doesn&#039;t allow it. Or the icon isn&#039;t accessible to CSS. Or I didn&#039;t know which element to tweak. What I&#039;ve read specifically states I shouldn&#039;t be able to use the required &amp;quot;background-image&amp;quot; tag, but that&#039;s exactly what I needed to do to change the toolbar at the top of the page...&lt;br /&gt;
&lt;br /&gt;
::I HAVE overridden the main &#039;wikitable&#039; template, and there should be no blue links visible (except for ones leading off-site, I forgot about those)... In fact I&#039;d go as far as to say the table looks great on that Class Builds page in particular (where the text matches the icons) - are you seeing what I&#039;m seeing? [http://img.photobucket.com/albums/v213/BombBloke/StyleTest01_01_zps93e4e66e.jpg A screenshot may be in order]? I&#039;m a little worried about browser compatibility in regards to my CSS overriding that which is already in the wiki site files.&lt;br /&gt;
&lt;br /&gt;
::Depending on how I go for time I may deal with image thumbnails, the category bar, table of contents etc tonight.&lt;br /&gt;
&lt;br /&gt;
::Please feel free to experiment if you feel so inclined! Either make a new &#039;&#039;StyleTestXX&#039;&#039; page and copy/paste my starter version in, or go right ahead and modify mine! If you lack any tools on your system for colour code generation, [http://www.2createawebsite.com/build/hex-colors.html here&#039;s an online one].&lt;br /&gt;
&lt;br /&gt;
::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:41, 21 April 2013 (EDT)&lt;br /&gt;
:::On my laptop I see it like this, I think it&#039;s the same and it seems to be using Century Gothic: [[:File:style1.png|style1.png]] - [[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
::::Ah yes, that was a match of colours, though you&#039;re definitely using a different font (it&#039;s installed by Office, see).&lt;br /&gt;
&lt;br /&gt;
::::Still not sure what you&#039;re meaning about the tables, but I&#039;ve switched monitors and see what you&#039;re saying about the links. I think maybe yellowy? Dunno.&lt;br /&gt;
&lt;br /&gt;
::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:50, 21 April 2013 (EDT)&lt;br /&gt;
:::::Yellow links look better than the previous ones. What I meant about the tables is that on the Class Builds the background color of each table is table while the page background is dark grey. I got Century Gothic installed (it&#039;s a free font IIRC), is it the one being used? [[User:Hobbes|Hobbes]] 11:20, 21 April 2013 (EDT)&lt;br /&gt;
::::::Er...&lt;br /&gt;
&lt;br /&gt;
::::::The cells should have a black background, the header cells should be grey. This is what I intended, though if you&#039;re expecting something different (or have a different suggestion) I&#039;m more then happy to try other styles.&lt;br /&gt;
&lt;br /&gt;
::::::I&#039;d say you&#039;re indeed using Century Gothic. If you check the &amp;quot;font-family&amp;quot; line in the template, the web browser reads it from left to right, and uses the first font specified that exists on the computer (so if it can&#039;t find one, it falls back to the next, and so on). Hence if you start removing fonts from the front of the list and previewing the page you can compare each one. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:11, 21 April 2013 (EDT)&lt;br /&gt;
:::::::There were a couple of white backgrounds on table but those seen to have disappeared. Century Gothic still looks the better (and it seems to be free) since it is the one (or really close) used in Enemy Unknown 2012. [[User:Hobbes|Hobbes]] 20:43, 21 April 2013 (EDT)&lt;br /&gt;
::::::::Best I can make out it should be possible to use an uploaded font no worries, though I&#039;d need to bug Pete to actually get it on to the server.&lt;br /&gt;
&lt;br /&gt;
::::::::In the meantime, bold tildes are pretty much rendered blobs under PGothic (&#039;&#039;&#039;~&#039;&#039;&#039;). They looking ok to you? - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:04, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::This is what I see using it as a font [[:File:PSGothic.png]] [[User:Hobbes|Hobbes]] 17:37, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::I&#039;m trying the new Style in a few pages and it is looking great. What I&#039;m starting to wonder is what will happen to the other pages (non-EU2012). With UFO, TFTD and Apoc it should be possible to replicate it (although I have quite a few doubts about TFTD&#039;s colors...). But what about the other pages not directly related to a game? [[User:Hobbes|Hobbes]] 17:55, 22 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::We can currently only skin pages we manually add the template link to. That means that certain pages (like recent changes or page history) &#039;&#039;can&#039;t&#039;&#039; be skinned, not unless the skin files are changed on the server side... Which&#039;d be a lot harder then skinning through these templates is (lots of files to modify with no simple way of previewing the changes, unless someone sets up their own wiki to play with on a home computer).&lt;br /&gt;
&lt;br /&gt;
::::::::::In short, for now we may just have to leave &#039;em. While it might currently seem a bit jarring with just a black skin and a white skin, I think it won&#039;t seem so bad once there&#039;s a few others floating around the place.&lt;br /&gt;
&lt;br /&gt;
::::::::::In particular I was thinking of leaving talk pages unskinned regardless of what game they belong to (if only because most articles don&#039;t HAVE a talk page). - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 19:05, 22 April 2013 (EDT)&lt;br /&gt;
:::::::::::Please tell me you&#039;re not sticking to the green background when showing a page&#039;s changes... ;) [[User:Hobbes|Hobbes]] 14:01, 23 April 2013 (EDT)&lt;br /&gt;
::::::::::::Can&#039;t think of anything better for it myself. :|&lt;br /&gt;
&lt;br /&gt;
::::::::::::You do mean the green background that goes against added lines, yes? The bit of code to tweak goes along the lines of:&lt;br /&gt;
&lt;br /&gt;
:::::::::::: td.diff-addedline {&lt;br /&gt;
::::::::::::  background: #559E06;&lt;br /&gt;
:::::::::::: }&lt;br /&gt;
&lt;br /&gt;
::::::::::::- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Indent resetinator activated! I certainly hope this is a work in progress. It&#039;s very hard to read on my smartphone browser, and even on my laptop it&#039;s a real squint-fest. I&#039;d probably recommend a slightly lighter dark background rather than having extreme darks or lights. &lt;br /&gt;
&lt;br /&gt;
But that aside, we could ask Pete to implement a few snazzy skins that you can access from the appearance tab under your preferences screen. The skin will then apply to all the wiki pages with no specific skins assigned to them. Mind you, this change will only affect the individual accounts. [[User:NKF|NKF]] 02:36, 24 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yep, if I considered it done it&#039;d have a rather more official looking name and I&#039;d be slapping it onto pages left right and center.  ;) &lt;br /&gt;
&lt;br /&gt;
:I will say I can&#039;t see much room for improvement myself - I&#039;m no graphic design artist. I&#039;m more then happy to implement any mock-ups people show me if they&#039;re not interested in tweaking the colours themselves, though.&lt;br /&gt;
&lt;br /&gt;
:- &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 09:11, 25 April 2013 (EDT)&lt;br /&gt;
::Well, no one else suggested improvements, so I&#039;m wondering if we should start using the new style on the EU2012 pages. [[User:Hobbes|Hobbes]] 10:52, 26 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I disagree with the use of individual styles over-riding the default one at special pages, it makes the wiki inconsistent and messy. &amp;lt;br/&amp;gt;If you are to add a new style to site, do it RIGHT and add it as a skin in the user preferences. --[[User:Kokkan|Kokkan]] 07:34, 6 September 2013 (EDT)&lt;br /&gt;
:::: I agree since I made a test the other day of the proposed EU2012 style and I wasn&#039;t satisfied with the results regarding readability - the colors make it too tiring to read. I have no idea of how to add skins though [[User:Hobbes|Hobbes]] 17:10, 6 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==The Bureau==&lt;br /&gt;
We better start thinking of adding a section for the game since it will be released next month. [[User:Hobbes|Hobbes]] 08:30, 17 July 2013 (EDT)&lt;br /&gt;
: And we have the starting page and table for the [[The Bureau: XCOM Declassified|The Bureau]] online, although it is completely bare for the moment. [[User:Hobbes|Hobbes]] 22:30, 22 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==UFO: Alien Invasion==&lt;br /&gt;
I am one of the developers of [http://ufoai.org UFO: Alien Invasion], an open-source game inspired by X-Com. Ufopaedia.org taught me how to not suck at the original X-Com years ago and I&#039;ve always been grateful. I wondered if the maintainers of ufopaedia.org would be interested in adding support for our game. While we have our own development wiki where we could host strategy advice, I think there are several benefits to having a third-party strategy guide. Of course, the fact that our game undergoes rolling development will lead to extra maintenance work. But I think this could be limited by only providing data on the latest stable version (released once every year or two). I am willing to undertake the work to prepare the initial content for our upcoming stable release 2.5. --[[User:H-Hour|H-Hour]] 09:55, 26 August 2013 (EDT)&lt;br /&gt;
:Hi there. I&#039;m one of the administrators and although I can&#039;t speak for the other admins or the site owner (Pete), I think that it would make sense to add UFO:AI to the Featured Projects section. I&#039;ll ask them if there&#039;s any objection on the UFOPaedia&#039;s [http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html| forum] at Strategycore and if they&#039;re good about it, I&#039;ll add the link to the wiki sidebar. Should the initial page be named [[UFO:AI]] or do you prefer something else? Also, the game needs a wiki suffix, to be used in the guide&#039;s individual pages name and for their category tags, as an example all XCOM: Enemy Unknown pages use &amp;lt;nowiki&amp;gt;(EU2012)&amp;lt;/nowiki&amp;gt;. [[User:Hobbes|Hobbes]] 10:25, 26 August 2013 (EDT)&lt;br /&gt;
::That&#039;s great, Hobbes. UFO:AI is fine for both the main page name and as a page suffix. If you think it is better given our rolling development, we can include the version for clarity (UFOAI2.5). --[[User:H-Hour|H-Hour]] 10:44, 26 August 2013 (EDT)&lt;br /&gt;
:::Better to keep version out otherwise it might be confusing. I&#039;m just going to wait a day or two to give the other admins time to read it. [[User:Hobbes|Hobbes]] 11:47, 26 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve just added UFO:AI to the Wiki Sidebar. Happy editing :) [[User:Hobbes|Hobbes]] 05:33, 28 August 2013 (EDT)&lt;br /&gt;
::Thanks Hobbes! I&#039;ll get to it soon. --[[User:H-Hour|H-Hour]] 11:08, 28 August 2013 (EDT)&lt;br /&gt;
:I&#039;ve put up the initial table. Please let me know if there is anything that should be changed regarding the format or structure to ensure it complies with ufopaedia standards. --[[User:H-Hour|H-Hour]] 10:41, 29 August 2013 (EDT)&lt;br /&gt;
::We don&#039;t really have any standard for those tables, just use what you feel is more comfortable/logic :) [[User:Hobbes|Hobbes]] 11:25, 29 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Recent Spambot attacks ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve sent Pete a message about the recent spammer issue. I&#039;ve suggested a temporary halt on new accounts. &lt;br /&gt;
&lt;br /&gt;
Also, just a note to other members, please don&#039;t alter new pages created by the spammers and wait for one of the admins to sort it out. It adds a bit of confusion in the clean up process. Mainly because the block option is near the member name in the recent changes, I&#039;ve caught myself nearly blocking a valid member a few times now! If I have, you have my apologies. Please go to the official Ufopaedia forum and give me a buzz. &lt;br /&gt;
&lt;br /&gt;
[[User:NKF|NKF]] 01:59, 20 September 2013 (EDT)&lt;br /&gt;
:Would it be possible to determine the IP of the spammer(s) and block it instead, as Ditto51 has suggested in my Talk Page? I think that putting a halt on new accounts may be a drastic measure since the amount of fake accounts isn&#039;t overwhelming for admins to deal with. Another thing I&#039;ve been considering is to add new admins to help with the running of the wiki. [[User:Hobbes|Hobbes]] 06:59, 20 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Since to create an account we need to do that weird word/letter enter thing to create an account, wouldn&#039;t it be an actual person who is extremely bored? So wouldn&#039;t they eventually get bored of making accounts and then getting blocked?--[[User:Ditto51|Ditto51]] 17:48, 20 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::My guess is someone has developed some software that can see through our Captcha. Given the naming conventions and whatnot I doubt this is manual work. [[User:Binkyuk|Binkyuk]] 05:37, 24 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:SonyaUliana]] has got the same name format at the other Spam Accounts, and I&#039;m pretty sure [[S.H.I.V. (EU2012)|SHIVs]] can&#039;t save civilians during terror missions or deactivate powernodes or bombs on the bomb defusal councilmissions (see [http://www.ufopaedia.org/index.php?title=S.H.I.V._%28EU2012%29&amp;amp;action=historysubmit&amp;amp;diff=49656&amp;amp;oldid=49502]). --[[User:Ditto51|Ditto51]] 05:05, 28 September 2013 (EDT)&lt;br /&gt;
:Well, it looks the same name format but there&#039;s a regular user at the 2K forums named SayuriUliana and although I don&#039;t use SHIVs myself I seem to recall a few discussions at the 2K forums mentioning their use to save civilians. [[User:Hobbes|Hobbes]] 07:31, 28 September 2013 (EDT)&lt;br /&gt;
::Ah, okay. I was just wandering.--[[User:Ditto51|Ditto51]] 07:37, 28 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know that we really do not want to stop all User Creations, but the number of spam accounts have increased recently and so when you look through the Recent Changes all you can see are the new Users. Although we could possibly find and install something that allows people to remove User Creations and Blocks from the Recent Changes menu.--[[User:Ditto51|Ditto51]] 09:44, 8 October 2013 (EDT)&lt;br /&gt;
:We&#039;re still waiting for Pete to answer NKF&#039;s message and to temporary suspend all account creation so that the bot will go away. Otherwise it will still be a lot of unnecessary work to have to delete pages/block users, even if there&#039;s an easy way to do it. [[User:Hobbes|Hobbes]] 12:09, 8 October 2013 (EDT)&lt;br /&gt;
::I meant make it easier for those of us who aren&#039;t admins and so don&#039;t have the ability to see the user creations and blocks so that we can just see what we want to see plus maybe the extra pages the spam accounts make--[[User:Ditto51|Ditto51]] 16:05, 8 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ditto51, I really really wish we had that sort of filter too. We do have a recents cleanup plugin that admins use to manually hide the signups and blocks, but it&#039;s a manual process and not suited to a large number of attacks like we&#039;ve got at present. &lt;br /&gt;
&lt;br /&gt;
By the way, Hobbes, it probably can&#039;t hurt to send Pete a PM as well. There&#039;s not too much we can do until he gets back, but the more the merrier. [[User:NKF|NKF]] 00:47, 9 October 2013 (EDT)&lt;br /&gt;
:Just sent Pete a PM [[User:Hobbes|Hobbes]] 05:36, 9 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Over on Bulbapedia they have it so new accounts can&#039;t edit their Userspace or make new pages in the mainspace until they make an edit on a mainspace article. Have we got something like this implimented, if not then we should so that the spam accounts should, in theory, be unable to create pages or edit their Userspace.--[[User:Ditto51|Ditto51]] 03:06, 2 December 2013 (EST)&lt;br /&gt;
:If not, we could make a &amp;quot;Introduce Yourself&amp;quot; page for new users to make a short quip, like which XCOM they prefer. Other option could be making spelling/grammar edits on pages to identify not spam. Otherwise if they make new page or edit namespace first, instant red flag?--[[User:DracoGriffin|DracoGriffin]] 17:34, 2 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve just sent Pete another message asking about the spambot situation and possible solutions. I&#039;ve also asked about the new wiki functionalities mentioned on the thread below this one. [[User:Hobbes|Hobbes]] 17:52, 2 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Extensions ==&lt;br /&gt;
&lt;br /&gt;
Over on wikia ot is possible to put sub-pages into tabs so that when u click on one it has different info than the other. If we had them on here then we could split the main page into 2 different tabs with old X-COM on one and new XCOM on the other while leaving the news where it is and the spin off/based off titles below it.&lt;br /&gt;
&lt;br /&gt;
Just an idea--[[User:Ditto51|Ditto51]] 04:08, 25 November 2013 (EST)&lt;br /&gt;
:Just checked to see how subpages work on Wikimedia but by default they&#039;re limited to the user and talk pages. Might be interesting to implement for specific game items that are changed between EU and EW (Chitin Plating, etc.). I&#039;m still waiting for Pete to fix the login process though since we need to get rid of the spammers before anything else. [[User:Hobbes|Hobbes]] 06:56, 25 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve been spending some time browsing the Minecraft wiki recently, and a couple of convenient extensions like expanding/collapsing content would be nice to have here as well. It would handy for the EW content as per the discussion elsewhere. It would be worth forming a list of the extensions we could use (and a link to said extension on www.mediawiki.org if possible). Once the signup issue is sorted we could suggest them to Pete. -[[User:NKF|NKF]] 07:06, 25 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The info about the subpage is here [http://www.mediawiki.org/wiki/Help:Subpages]. The other extension we were discussing before was spoilers [http://www.mediawiki.org/wiki/Extension:Spoilers]. We might as well ask this already for Pete so that he can set time for it. [[User:Hobbes|Hobbes]] 07:33, 25 November 2013 (EST)&lt;br /&gt;
::::Spoilers is now installed. Subpages are an interesting idea - essentially categorising the content better as you would on a normal website (if you were thinking of going /terror from the deep/aliens or something like that?). Since MediaWiki handles moved pages pretty sensibly (moves the page and its Talk page to the new location and points the old URL to the new page) there shouldn&#039;t be an issue with this. I would say that it&#039;s more of a library format then and it needs a few librarians to be in charge of the categorisation, but you guys seem to be doing a grand job of that anyway :) --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Found the tabs I was talking about [https://www.mediawiki.org/wiki/Tabber tabber] --[[User:Ditto51|Ditto51]] 08:37, 25 November 2013 (EST)&lt;br /&gt;
::::Tabber is now installed --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::[http://www.mediawiki.org/wiki/Multiple_upload Multiple Upload], to make it easier to upload images multiple images.--[[User:Ditto51|Ditto51]] 10:48, 1 December 2013 (EST)&lt;br /&gt;
::::The author doesn&#039;t seem to be maintaining this which is a worry, plus the discussion page for it mentions security issues so I&#039;m not going to bother with this one --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 08:33, 29 December 2013 (EST)&lt;br /&gt;
:::::Installed an extension called MsUpload instead - you can see a bar at the top of the editor where you can drop files, or click the up arrow on the toolbar. This adds files to the queue and you can click on the name to rename them before uploading them. It then provides links to insert them --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 09:41, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Wiki Software Upgrade ==&lt;br /&gt;
The Wiki software has now been upgraded to version 1.22 (was 1.16) so a few things have changed cosmetically and functionally. Whilst I&#039;ve tested things myself and they seem alright, you guys might spot some things I won&#039;t, so please let me know here if there are any issues. Now we&#039;re up to date, I can look at the extensions requested above :) --[[User:Pete|Pete]] ([[User talk:Pete|talk]]) 07:24, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Pete has asked in a [http://www.strategycore.co.uk/forums/topic/10805-wiki-software-key-features/ thread] on the Strategycore.co.uk forums for suggestions of new features to add during the wiki software upgrade. Please go there for the discussion or post here what features you think relevant for the UFOPaedia upgrade. [[User:Hobbes|Hobbes]] 08:42, 27 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:That wasn&#039;t &#039;&#039;exactly&#039;&#039; what I was asking there - it was more &amp;quot;if there were an ideal WIKI software what would its main features be?&amp;quot;. Though I suppose if there are other features that are required (aside from the obvious &amp;quot;better spam filtering&amp;quot;) then I could see what&#039;s available after I&#039;ve upgraded. Just so you all know, I&#039;ve pencilled in 10am GMT tomorrow (see link for current time: http://wwp.greenwichmeantime.co.uk/time-zone/europe/uk/time/ ) to move UFOPaedia to the same server that StrategyCore now sits on. The move gives us more power to run the software and expand it and sees the end of recent server instability. I&#039;ll put up a message at the top of the site in a few minutes, but just so you all know what&#039;s going on and that there will be downtime for a few hours. Once you see the message disappear from the top of the screen, you&#039;ll be looking at the new server and can post again. Apologies for the short notice, but whilst it&#039;s quiet and I have time, I really need to do the move and get things more stable before attempting the upgrade. --[[User:Pete|Pete]] 14:39, 27 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Most embedded images no longer display properly with the update, barring for a brief period during page load, only to disappear after page fully loads.  Tested in two browsers. [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 16:48, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Watchlist E-Mails ==&lt;br /&gt;
&lt;br /&gt;
When I recieve E-Mails about edits on the EU2012 pages, it always take me to a new page because the bracket at the end is no included in the link for some reason&lt;br /&gt;
Eg. An E-Mail about Second Wave (EU2012) takes be to Second Wave (EU2012&lt;br /&gt;
&lt;br /&gt;
--[[User:Ditto51|Ditto51]] 03:45, 28 November 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Chance_to_Hit_(EU2012)&amp;diff=54777</id>
		<title>Talk:Chance to Hit (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Chance_to_Hit_(EU2012)&amp;diff=54777"/>
		<updated>2013-12-29T17:34:02Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Archiving===&lt;br /&gt;
I&#039;m clearing this talk page off as it otherwise consisted of my (very messy, wall-o-text) &amp;quot;notes to self&amp;quot; about the range formulas. The old version can be found [http://www.ufopaedia.org/index.php?title=Talk:Attack_%28EU2012%29&amp;amp;oldid=43889 here]. Just for quick reference, [[User:Hobbes|Hobbes]] had linked me to this [http://forums.2kgames.com/showthread.php?194691-Guide-Basic-Math-thread this thread], which contains a lot of excellent information that should be incorporated into the wiki sooner or later. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 04:03, 17 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===Merge===&lt;br /&gt;
So as I planned out [[Talk:Gameplay_Mechanics_(EU2012)#Restructuring|over here]], I&#039;ve incorporated everything to do with attack, defence, and accuracy in general and plonked it into one page. So now I&#039;ve gone and wiped the [http://www.ufopaedia.org/index.php?title=Defense_%28EU2012%29&amp;amp;oldid=42323 old defence article]. I don&#039;t believe there&#039;s anything on that that isn&#039;t covered in this new one, but on the off-chance that anyone spots something of importance there, please go ahead and bring it over. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 01:37, 30 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;When The Game Cheats...&amp;quot; section out of date, or inapplicable to EW?===&lt;br /&gt;
Are we certain this applies to XCOM: Enemy Within? I&#039;m fairly certain I&#039;ve missed 90% shots, on normal, with four squaddies. [[User:PocketNerd|PocketNerd]] 23:17, 28 December 2013 (EST)&lt;br /&gt;
:Well I&#039;ve missed 100% shots on Classic or Impossible. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 09:42, 29 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Probability is a fickle mistress. [[User:Arrow Quivershaft|Arrow Quivershaft]] ([[User talk:Arrow Quivershaft|talk]]) 12:34, 29 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Classes_(EU2012)&amp;diff=54694</id>
		<title>Talk:Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Classes_(EU2012)&amp;diff=54694"/>
		<updated>2013-12-24T02:49:47Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Class assignments in Enemy Within */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve just cleared the [[Soldiers (EU2012)]] of most of the material regarding classes/perks. My idea would be to put it on this page and have it focus on each class and how it can progress through rank (listing the abilities). The multiplayer builds for each class could also be included, since they&#039;ll give ideas on how to advance your soldiers through the ranks. Each major class has a total of 32 possible builds once they reach Colonel so it&#039;s too much work to list them all for now. &lt;br /&gt;
A full description of all perks could then go to the [[Abilities (EU2012)|Abilities]] page, which could include the basic abilities (Hunker, etc.), class/rank abilities, OTS and equipment. What do you guys think? [[User:Hobbes|Hobbes]] 21:19, 20 September 2012 (EDT)&lt;br /&gt;
: Looks like a great start,  once the game is released we should add a sections about class-synergy, how you can combine abilities from several classes to create powerful tactics in combat. I am thinking of having each ability on a separate page, that way they can be transcluded into the wiki where they are needed.--[[User:Kokkan|Kokkan]] 02:18, 21 September 2012 (EDT)&lt;br /&gt;
:: The class synergy page would be great on a Tactics section. It is possible to use section headings as bookmarks: e.g. &amp;lt;nowiki&amp;gt;[[Abilities (EU2012)#Run And Gun|Run And Gun]]&amp;lt;/nowiki&amp;gt; so there shouldn&#039;t be a need for individual pages for each ability, unless there&#039;s a ton of material for each perk (which doesn&#039;t seem to be the case). Or even might be better to list them and group them together on specific pages for each class. I&#039;ll have a look into the Abilities/Classes pages to see what can go into one or another. [[User:Hobbes|Hobbes]] 05:09, 21 September 2012 (EDT)&lt;br /&gt;
::: Yes, you are probably right. Lets keep them on one page, if the need the tanscluding later we can do that massive work later. --[[User:Kokkan|Kokkan]] 06:22, 21 September 2012 (EDT)&lt;br /&gt;
::I just finished the Abilities page - I used your descriptions plus some rewriting but someone on the forums already told me it would be better to use the ingame descriptions. It&#039;s basically a master list of all abilities, on this page people can go into further detail about the class, advantages, disadvantages, perks, etc. [[User:Hobbes|Hobbes]] 13:07, 21 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Categorizing Abilities==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve started to look into the effect of each ability so that a player is aware of the effects of their choice. As an example, here&#039;s the Heavy class perks sorted according to several categories based on their descriptions and the effect they have on game stats - Firepower, Damage, Aim, Overwatch, Suppress, Team, Aim, Defense, Ammo, Equipment and Lethality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Heavy Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Primary 1 !! Primary 2 !! Primary 3&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie&#039;&#039; || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Aim&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; |  Ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;HEAT Rounds&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  Ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Survival&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Defense&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Focused Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Tracer Beam Rounds&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | Team  || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This way a player can quickly sort out the abilities (using the sort buttons) and map out a specific path for a specialized build, focusing on one or more characteristics. &lt;br /&gt;
&lt;br /&gt;
A brief explanation of the categories:&lt;br /&gt;
* Firepower - Increases amount of shots a unit can fire during a turn&lt;br /&gt;
* Damage  - Increase in damage inflicted by the unit&#039;s weapon&lt;br /&gt;
* Lethality - Increase in chance of critical hit&lt;br /&gt;
* Team - Ability to act as force multiplier (increase teammate&#039;s stats)&lt;br /&gt;
* Suppress - Prevent enemy actions using suppressive/disabling fire&lt;br /&gt;
* Overwatch - Reach to enemy movement during the alien&#039;s turn&lt;br /&gt;
* Defense - Increase in cover or armor&lt;br /&gt;
&lt;br /&gt;
What do you guys think? [[User:Hobbes|Hobbes]] 12:18, 24 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the Sniper table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sniper Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Primary 1 !! Primary 2 !! Primary 3&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | Lethality || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | Aim || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | Equipment || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Disabling Round&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | Aim || align=&amp;quot;center&amp;quot; | Defense || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | Aim || align=&amp;quot;center&amp;quot; | Lethality || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Defense || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Colonel B || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Lethality || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In the Zone? ==&lt;br /&gt;
&lt;br /&gt;
Does the &amp;quot;flank&amp;quot; mean that any squad member can flank the target and the Sniper just makes the kill on that target, or does the Sniper have to be the one flanking its target? [[User:Robbx213|Robbx213]] 19:15, 25 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:So far as I&#039;ve seen, the Sniper has to be the one doing the flanking.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 03:08, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Armored Screenshots ==&lt;br /&gt;
You may have noticed, but on all but I think the Archangel and Psi armors, the Snipers and Heavies have slightly different armor designs: the heavies have this chin-high blast plate on their chest, and the snipers have binoculars, and I think it was the Assault who had this &amp;quot;sheriff star&amp;quot; thing when wearing Titan armor. Instead of the uniform equipment choice in the photos, anyone else think it&#039;d be more interesting to see a range of equipment in the &#039;line up&#039; screenshots, instead of &amp;quot;all endgame&amp;quot; equip/weapons? I do like that the OP took the time to match the colors, tho. And funny how they&#039;re all female. --[[User:Xuncu|Xuncu]] 17:26, 5 May 2013 (EDT)&lt;br /&gt;
:The &#039;sheriff star&#039; is a shoulder pad to absorb the shotgun recoil. They&#039;re present on all armors. I can take new pictures of the classes, I just used those because I had a game with 50+ something Psionic Colonels. And I only play with female soldiers because I dislike the male soldiers - they&#039;re too big and out of proportion to my taste. [[User:Hobbes|Hobbes]] 18:59, 5 May 2013 (EDT)&lt;br /&gt;
::Oh, &#039;&#039;that&#039;s&#039;&#039; what the stars are for. Neat. And sweet screenshots; exactly what I had in mind! --[[User:Xuncu|Xuncu]] 00:34, 6 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== This page is a mess. ==&lt;br /&gt;
&lt;br /&gt;
This page is a fucking mess, it would need a thorough clean up.&lt;br /&gt;
:* Double information (in tables and text), trivial information.&lt;br /&gt;
:* Double pictures (why do we have 2 pictures of each class?)&lt;br /&gt;
:* The tables are overloaded (saying they hold too much different information) making them messy.&lt;br /&gt;
:* Layout breaks in page (on 1920 or higher resolutions)&lt;br /&gt;
:* Grouping Abilites by effect should be in a separate article since it&#039;s strategy related.&lt;br /&gt;
::--[[User:Kokkan|Kokkan]] 05:28, 7 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Heniv, those are well made points since I&#039;m also having a more critical look at a lot of pages in the EU section since I&#039;ve recently had some professional training on digital publications. However, I personally just prefer not to start constructive criticism by something like: &amp;quot;this sucks&amp;quot;, if not only to respect the voluntary work that several people did, no matter how misguided it is. That being said, I&#039;d like you to change what you feel it&#039;s relevant since you have more experience that most of us here regarding wikis and I barely have time right now other than to keep track of the upcoming changes with Enemy Within and do some wiki housekeepin. [[User:Hobbes|Hobbes]] 18:55, 7 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Right, my apologies it was badly put. I&#039;ll see if I have the time and energy to do a cleanup/restructure. Not promising anything though. =D --[[User:Kokkan|Kokkan]] 17:20, 12 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class assignments in Enemy Within==&lt;br /&gt;
&lt;br /&gt;
I must have really bad luck in my current game.  Since I have three supports, four heavies(one of whom became a MEC, five snipers(including Annette) and ONE assault.  Seriously.  The second assault I got was the guaranteed spawn from Furies... [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:22, 23 December 2013 (EST)&lt;br /&gt;
:Huh. [[Classes_(EU2012)#Class_Assignment|That&#039;s wierd]]. Are your soldiers reguarly injured? --[[User:Xuncu|Xuncu]] 21:41, 23 December 2013 (EST)&lt;br /&gt;
Not horribly.  It&#039;s an Easy ironman game I&#039;ve been recording and streaming on my livestream.  (Easy mode because it means less missions which means less recording time.).  Now that I think about it, I might have had one other Assault, but she got killed.  It certainly doesn&#039;t help me at all that I tend to have relatively low casualties on Easy/Normal difficulties (and have in fact completed the game with no losses before) and often can complete the entire game without hiring a single soldier, surviving only on the initial 12 and a few from Abduction or Council rewards. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:49, 23 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Classes_(EU2012)&amp;diff=54690</id>
		<title>Talk:Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Classes_(EU2012)&amp;diff=54690"/>
		<updated>2013-12-23T23:22:51Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve just cleared the [[Soldiers (EU2012)]] of most of the material regarding classes/perks. My idea would be to put it on this page and have it focus on each class and how it can progress through rank (listing the abilities). The multiplayer builds for each class could also be included, since they&#039;ll give ideas on how to advance your soldiers through the ranks. Each major class has a total of 32 possible builds once they reach Colonel so it&#039;s too much work to list them all for now. &lt;br /&gt;
A full description of all perks could then go to the [[Abilities (EU2012)|Abilities]] page, which could include the basic abilities (Hunker, etc.), class/rank abilities, OTS and equipment. What do you guys think? [[User:Hobbes|Hobbes]] 21:19, 20 September 2012 (EDT)&lt;br /&gt;
: Looks like a great start,  once the game is released we should add a sections about class-synergy, how you can combine abilities from several classes to create powerful tactics in combat. I am thinking of having each ability on a separate page, that way they can be transcluded into the wiki where they are needed.--[[User:Kokkan|Kokkan]] 02:18, 21 September 2012 (EDT)&lt;br /&gt;
:: The class synergy page would be great on a Tactics section. It is possible to use section headings as bookmarks: e.g. &amp;lt;nowiki&amp;gt;[[Abilities (EU2012)#Run And Gun|Run And Gun]]&amp;lt;/nowiki&amp;gt; so there shouldn&#039;t be a need for individual pages for each ability, unless there&#039;s a ton of material for each perk (which doesn&#039;t seem to be the case). Or even might be better to list them and group them together on specific pages for each class. I&#039;ll have a look into the Abilities/Classes pages to see what can go into one or another. [[User:Hobbes|Hobbes]] 05:09, 21 September 2012 (EDT)&lt;br /&gt;
::: Yes, you are probably right. Lets keep them on one page, if the need the tanscluding later we can do that massive work later. --[[User:Kokkan|Kokkan]] 06:22, 21 September 2012 (EDT)&lt;br /&gt;
::I just finished the Abilities page - I used your descriptions plus some rewriting but someone on the forums already told me it would be better to use the ingame descriptions. It&#039;s basically a master list of all abilities, on this page people can go into further detail about the class, advantages, disadvantages, perks, etc. [[User:Hobbes|Hobbes]] 13:07, 21 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Categorizing Abilities==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve started to look into the effect of each ability so that a player is aware of the effects of their choice. As an example, here&#039;s the Heavy class perks sorted according to several categories based on their descriptions and the effect they have on game stats - Firepower, Damage, Aim, Overwatch, Suppress, Team, Aim, Defense, Ammo, Equipment and Lethality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Heavy Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Primary 1 !! Primary 2 !! Primary 3&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie&#039;&#039; || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Aim&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; |  Ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;HEAT Rounds&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  Ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Survival&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Defense&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Focused Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Tracer Beam Rounds&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | Team  || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This way a player can quickly sort out the abilities (using the sort buttons) and map out a specific path for a specialized build, focusing on one or more characteristics. &lt;br /&gt;
&lt;br /&gt;
A brief explanation of the categories:&lt;br /&gt;
* Firepower - Increases amount of shots a unit can fire during a turn&lt;br /&gt;
* Damage  - Increase in damage inflicted by the unit&#039;s weapon&lt;br /&gt;
* Lethality - Increase in chance of critical hit&lt;br /&gt;
* Team - Ability to act as force multiplier (increase teammate&#039;s stats)&lt;br /&gt;
* Suppress - Prevent enemy actions using suppressive/disabling fire&lt;br /&gt;
* Overwatch - Reach to enemy movement during the alien&#039;s turn&lt;br /&gt;
* Defense - Increase in cover or armor&lt;br /&gt;
&lt;br /&gt;
What do you guys think? [[User:Hobbes|Hobbes]] 12:18, 24 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the Sniper table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sniper Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Primary 1 !! Primary 2 !! Primary 3&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | Lethality || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | Aim || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | Equipment || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Disabling Round&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | Aim || align=&amp;quot;center&amp;quot; | Defense || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | Aim || align=&amp;quot;center&amp;quot; | Lethality || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Defense || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Colonel B || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Lethality || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In the Zone? ==&lt;br /&gt;
&lt;br /&gt;
Does the &amp;quot;flank&amp;quot; mean that any squad member can flank the target and the Sniper just makes the kill on that target, or does the Sniper have to be the one flanking its target? [[User:Robbx213|Robbx213]] 19:15, 25 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:So far as I&#039;ve seen, the Sniper has to be the one doing the flanking.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 03:08, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Armored Screenshots ==&lt;br /&gt;
You may have noticed, but on all but I think the Archangel and Psi armors, the Snipers and Heavies have slightly different armor designs: the heavies have this chin-high blast plate on their chest, and the snipers have binoculars, and I think it was the Assault who had this &amp;quot;sheriff star&amp;quot; thing when wearing Titan armor. Instead of the uniform equipment choice in the photos, anyone else think it&#039;d be more interesting to see a range of equipment in the &#039;line up&#039; screenshots, instead of &amp;quot;all endgame&amp;quot; equip/weapons? I do like that the OP took the time to match the colors, tho. And funny how they&#039;re all female. --[[User:Xuncu|Xuncu]] 17:26, 5 May 2013 (EDT)&lt;br /&gt;
:The &#039;sheriff star&#039; is a shoulder pad to absorb the shotgun recoil. They&#039;re present on all armors. I can take new pictures of the classes, I just used those because I had a game with 50+ something Psionic Colonels. And I only play with female soldiers because I dislike the male soldiers - they&#039;re too big and out of proportion to my taste. [[User:Hobbes|Hobbes]] 18:59, 5 May 2013 (EDT)&lt;br /&gt;
::Oh, &#039;&#039;that&#039;s&#039;&#039; what the stars are for. Neat. And sweet screenshots; exactly what I had in mind! --[[User:Xuncu|Xuncu]] 00:34, 6 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== This page is a mess. ==&lt;br /&gt;
&lt;br /&gt;
This page is a fucking mess, it would need a thorough clean up.&lt;br /&gt;
:* Double information (in tables and text), trivial information.&lt;br /&gt;
:* Double pictures (why do we have 2 pictures of each class?)&lt;br /&gt;
:* The tables are overloaded (saying they hold too much different information) making them messy.&lt;br /&gt;
:* Layout breaks in page (on 1920 or higher resolutions)&lt;br /&gt;
:* Grouping Abilites by effect should be in a separate article since it&#039;s strategy related.&lt;br /&gt;
::--[[User:Kokkan|Kokkan]] 05:28, 7 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Heniv, those are well made points since I&#039;m also having a more critical look at a lot of pages in the EU section since I&#039;ve recently had some professional training on digital publications. However, I personally just prefer not to start constructive criticism by something like: &amp;quot;this sucks&amp;quot;, if not only to respect the voluntary work that several people did, no matter how misguided it is. That being said, I&#039;d like you to change what you feel it&#039;s relevant since you have more experience that most of us here regarding wikis and I barely have time right now other than to keep track of the upcoming changes with Enemy Within and do some wiki housekeepin. [[User:Hobbes|Hobbes]] 18:55, 7 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Right, my apologies it was badly put. I&#039;ll see if I have the time and energy to do a cleanup/restructure. Not promising anything though. =D --[[User:Kokkan|Kokkan]] 17:20, 12 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class assignments in Enemy Within==&lt;br /&gt;
&lt;br /&gt;
I must have really bad luck in my current game.  Since I have three supports, four heavies(one of whom became a MEC, five snipers(including Annette) and ONE assault.  Seriously.  The second assault I got was the guaranteed spawn from Furies... [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:22, 23 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sid_Meier_(EU2012)&amp;diff=54679</id>
		<title>Sid Meier (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sid_Meier_(EU2012)&amp;diff=54679"/>
		<updated>2013-12-23T09:02:40Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sid_Meier.png|right|320px]]Sid &amp;quot;Godfather&amp;quot; Meier is a unique USA [[Support_(EU2012)|support]] [[Classes_(EU2012)|class]] [[Soldiers_(EU2012)|soldier]] and [[Psionic_(EU2012)|Psionic]]. He is a Director of Creative Development for computer game developer Firaxis Games.&lt;br /&gt;
&lt;br /&gt;
{{Hero Stat Box (EU2012)&lt;br /&gt;
|name=Sid Meier&lt;br /&gt;
|nickname=&amp;quot;Godfather&amp;quot;&lt;br /&gt;
|picture=[[File:Sid Meier 2.png|125px]]&lt;br /&gt;
|hp=20 + &#039;&#039;6&#039;&#039;&lt;br /&gt;
|aim=100&lt;br /&gt;
|defense=0 + &#039;&#039;10&#039;&#039;&lt;br /&gt;
|will=200 + &#039;&#039;20&#039;&#039;&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Meier loadout:&lt;br /&gt;
* [[Psi_Armor_(EU2012)|Psi Armor]]&lt;br /&gt;
* [[Plasma_Rifle_(EU2012)|Plasma Rifle]]&lt;br /&gt;
* [[Plasma_Pistol_(EU2012)|Plasma Pistol]]&lt;br /&gt;
&lt;br /&gt;
As a Colonel, he will have the following abilities:&lt;br /&gt;
*&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
** Smoke Grenade&lt;br /&gt;
* &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
** Sprinter &lt;br /&gt;
* &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
** Smoke and Mirrors&lt;br /&gt;
* &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
** Revive &lt;br /&gt;
* &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
** Dense Smoke &lt;br /&gt;
* &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
** Deep Pockets &lt;br /&gt;
* &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
** Savior &lt;br /&gt;
&lt;br /&gt;
Sid is an outstanding psionic and has all the psi-abilities including Rift.&lt;br /&gt;
&lt;br /&gt;
However, in [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]], his Psi Panic and Mind Control is removed, though he still retains Rift.&lt;br /&gt;
&lt;br /&gt;
(Sid Meier photo author: [http://www.flickr.com/people/11376246@N03 Antonio Fucito])&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Heroes (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=54638</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=54638"/>
		<updated>2013-12-20T23:35:48Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].&lt;br /&gt;
&lt;br /&gt;
== Second Wave Options ==&lt;br /&gt;
&#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - [[Weapons (EU2012)|Weapons]] have a much wider range of damage&lt;br /&gt;
:* Does not apply to explosives.&lt;br /&gt;
:* Random damage range varies between 1 and the weapons&#039; base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. &lt;br /&gt;
&#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
:* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.&lt;br /&gt;
:* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.&lt;br /&gt;
:* Range of [[Movement (EU2012)|Movement]]: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.&lt;br /&gt;
:* All soldiers will have the same Health Points, value is defined by the difficulty level. &lt;br /&gt;
&#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&lt;br /&gt;
:* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.&lt;br /&gt;
:* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]&#039;s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.&lt;br /&gt;
:* Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
:** [[Sniper (EU2012)|Sniper]]: 3-9&lt;br /&gt;
:** [[Support (EU2012)|Support]]: 2-6&lt;br /&gt;
:** [[Assault (EU2012)|Assault]]: 1-5&lt;br /&gt;
:** [[Heavy (EU2012)|Heavy]]: 0-2&lt;br /&gt;
:**[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.&lt;br /&gt;
:*These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]&lt;br /&gt;
&lt;br /&gt;
=== Normal Victory Unlocks===&lt;br /&gt;
&#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
:* -15 aim with light wound, -30 with heavy wound.&lt;br /&gt;
:* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].&lt;br /&gt;
:* Movement is impaired by wounds too.&lt;br /&gt;
:* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
&#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&lt;br /&gt;
:* Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
:* Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
:** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
&#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&lt;br /&gt;
:* You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
&#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
:* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.&lt;br /&gt;
:* Time for research: x3&lt;br /&gt;
:* Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)&lt;br /&gt;
:* Cost of items and facilities: x2&lt;br /&gt;
:** You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you&#039;ll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.&lt;br /&gt;
:* Days in [[Infirmary (EU2012)|Infirmary]]: x2.&lt;br /&gt;
:* Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
:* Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
:** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.&lt;br /&gt;
:* Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.&lt;br /&gt;
:** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM&#039;s end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
:*:* With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
=== Classic Victory Unlocks===&lt;br /&gt;
&#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
:* Funding is cut by 20% from countries with level 4 panic, 40% when it&#039;s level 5.&lt;br /&gt;
&#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
:* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].&lt;br /&gt;
&#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&lt;br /&gt;
:* This also increases engineer requirements for satellites.&lt;br /&gt;
:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.&lt;br /&gt;
:* Satellite build time is decreased.&lt;br /&gt;
&#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The [[Psionic (EU2012)|psionic]] gift is extremely rare.&lt;br /&gt;
:* If there isn&#039;t any Psionic soldiers, then you&#039;ll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. &lt;br /&gt;
&lt;br /&gt;
=== Impossible Victory Unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&lt;br /&gt;
:* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.&lt;br /&gt;
&#039;&#039;&#039;War Weariness&#039;&#039;&#039; - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&lt;br /&gt;
:* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. &lt;br /&gt;
&#039;&#039;&#039;E-115&#039;&#039;&#039; - [[Elerium (EU2012)|Elerium]] stores will degrade over time.&lt;br /&gt;
:* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)&lt;br /&gt;
&#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
:* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==&lt;br /&gt;
[[File:Second Wave EW (EU2012).png|right|350px|Enemy Within Second Wave options]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.&lt;br /&gt;
:* Does not affect Psi or MEC abilities.&lt;br /&gt;
:* For more details see [[Training Roulette (EU2012)|Training Roulette]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines&lt;br /&gt;
&lt;br /&gt;
=== Normal Victory Unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.&lt;br /&gt;
&lt;br /&gt;
===Classic Victory Unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Drone (EU2012)|Drone]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Reaper_Rounds_(EU2012)&amp;diff=54336</id>
		<title>Talk:Reaper Rounds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Reaper_Rounds_(EU2012)&amp;diff=54336"/>
		<updated>2013-12-16T07:48:10Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Range Penalty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Range Penalty ==&lt;br /&gt;
&lt;br /&gt;
After a bit more testing with other classes and weapons, I&#039;m not seeing any sort of range penalty. Nothing has ever popped up in the Shot Info box nor have I had to move closer/farther to shoot enemies. I&#039;m wondering if the range penalty was removed just before release and not corrected. Can anyone verify otherwise?--[[User:DracoGriffin|DracoGriffin]] 17:32, 29 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:I also wonder how these work in regards to Snipers, since Snipers take a CLOSE range penalty, not a LONG range penalty. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:22, 15 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Already tested all conventional weapons and classes. As above, I could not verify any sort of range penalty. Nothing ever came up in Info Pane to reduce aim nor did I notice any form of soldiers having their weapon range hampered (this includes Snipers and close range penalty). I was merely asking above if anyone else noticed the same results. I believe range penalty was removed before release but someone forgot to remove the flavor text on the item; similar to how Mind Shield affects defense AND offense Will and how Combat Stims doesn&#039;t state only two uses.--[[User:DracoGriffin|DracoGriffin]] 18:54, 15 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:Interesting.  That would mean that the main downside of this item is instead that you can&#039;t carry another item in tandem with it, barring Tactical Rigging.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:42, 15 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Right, I read on the forums it&#039;s helpful as a mainstay for conventional weapons up until Laser tech, especially on Classic and Impossible due to dramatically increased research times in Enemy Within. I didn&#039;t notice much help on Classic as I got Laser tech pretty quick and I haven&#039;t gotten far enough in Impossible; all my monies go towards Satellites, although I did buy a scope for my Squad Sight Sniper, maybe I should&#039;ve bought Reaper Rounds for my Assault, who&#039;s up to 30~ odd kills although she&#039;s been in hospital a lot (no critical wounds yet! &amp;lt;crosses fingers&amp;gt;).--[[User:DracoGriffin|DracoGriffin]] 21:11, 15 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:50% Flanking, 20% shotgun, 20% reaper rounds, 10% aggression=100% crit probability...02:48, 16 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Reaper_Rounds_(EU2012)&amp;diff=54330</id>
		<title>Talk:Reaper Rounds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Reaper_Rounds_(EU2012)&amp;diff=54330"/>
		<updated>2013-12-16T01:42:43Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Range Penalty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Range Penalty ==&lt;br /&gt;
&lt;br /&gt;
After a bit more testing with other classes and weapons, I&#039;m not seeing any sort of range penalty. Nothing has ever popped up in the Shot Info box nor have I had to move closer/farther to shoot enemies. I&#039;m wondering if the range penalty was removed just before release and not corrected. Can anyone verify otherwise?--[[User:DracoGriffin|DracoGriffin]] 17:32, 29 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:I also wonder how these work in regards to Snipers, since Snipers take a CLOSE range penalty, not a LONG range penalty. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:22, 15 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Already tested all conventional weapons and classes. As above, I could not verify any sort of range penalty. Nothing ever came up in Info Pane to reduce aim nor did I notice any form of soldiers having their weapon range hampered (this includes Snipers and close range penalty). I was merely asking above if anyone else noticed the same results. I believe range penalty was removed before release but someone forgot to remove the flavor text on the item; similar to how Mind Shield affects defense AND offense Will and how Combat Stims doesn&#039;t state only two uses.--[[User:DracoGriffin|DracoGriffin]] 18:54, 15 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:Interesting.  That would mean that the main downside of this item is instead that you can&#039;t carry another item in tandem with it, barring Tactical Rigging.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:42, 15 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Reaper_Rounds_(EU2012)&amp;diff=54328</id>
		<title>Talk:Reaper Rounds (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Reaper_Rounds_(EU2012)&amp;diff=54328"/>
		<updated>2013-12-15T22:22:43Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Range Penalty ==&lt;br /&gt;
&lt;br /&gt;
After a bit more testing with other classes and weapons, I&#039;m not seeing any sort of range penalty. Nothing has ever popped up in the Shot Info box nor have I had to move closer/farther to shoot enemies. I&#039;m wondering if the range penalty was removed just before release and not corrected. Can anyone verify otherwise?--[[User:DracoGriffin|DracoGriffin]] 17:32, 29 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:I also wonder how these work in regards to Snipers, since Snipers take a CLOSE range penalty, not a LONG range penalty. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:22, 15 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Shaojie_Zhang_(EU2012)&amp;diff=54327</id>
		<title>Shaojie Zhang (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Shaojie_Zhang_(EU2012)&amp;diff=54327"/>
		<updated>2013-12-15T22:13:24Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zhang_Face.png|thumb|Shaojie Zhang|left]][[File:Zhang_Face2.png|thumb|Shaojie Zhang|right]][[File:Zhang_Cutscene.png|thumb|Not so different from killing a man|right]][[File:Zhang Ingame.png|thumb|Ingame model|right]]&#039;&#039;&#039;Shaojie Zhang&#039;&#039;&#039; (nicknamed &amp;quot;Chilong&amp;quot;, or &amp;quot;Hornless Dragon&amp;quot;) is a unique Chinese [[Soldiers (EU2012)|soldier]] of [[XCOM_(EU2012)|XCOM]], recruited after completing the first of the three missions added by the [[Slingshot_DLC_(EU2012)|Slingshot DLC]]. His appearance and voice are not available to any other units, and neither can they nor the appearance of his armour be modified. However, with &#039;&#039;Enemy Within&#039;&#039;, some aspects of his appearance may be customized.&lt;br /&gt;
&lt;br /&gt;
Initially a Triad operative, he turns rogue upon learning his boss has obtained a briefcase containing alien technology. This leads him to turn to XCOM (believing the aliens to be a credible threat to mankind), and once escorted to a pick-up point by your squad he joins your forces as a [[Heavy_(EU2012)|Heavy]] unit [[Soldiers_(EU2012)#Ranks|ranked]] at Lieutenant.&lt;br /&gt;
&lt;br /&gt;
Although slightly more powerful then the average soldier, Zhang is expendable and can be killed in battle after recruitment. An extra [[Achievements_(EU2012)|Achievement]] exists for having him attend the [[Missions_(EU2012)#Temple_Ship|final mission]] (&amp;quot;Rising Dragon&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
If Zhang is killed during his introductory mission, that mission will later be offered again. His powers of re-incarnation falter once recruited.  (In [[XCOM: Enemy Within DLC_(EU2012)|Enemy Within]], Zhang&#039;s death during the first mission will terminate the entire Slingshot campaign.)&lt;br /&gt;
&lt;br /&gt;
After joining XCOM as a [[Heavy (EU2012)|Heavy]] Lieutenant, Zhang will have the following stats:&lt;br /&gt;
* HP: 9 (1 less than usual if you&#039;re playing on Easy, par for the course on Normal difficulty, higher than usual on Classic and Impossible) &lt;br /&gt;
* Defense: 0&lt;br /&gt;
* Will: 70 (Significantly higher, barring OTS improvements, the RNG, and Hidden Potential Second Wave option)&lt;br /&gt;
* Aim: 75 (Equal to a Colonel Heavy without Hidden Potential on)&lt;br /&gt;
You will be able to customize his abilities as you see fit. However, given his higher than normal Aim than most Heavies, he&#039;s probably more suited for a Gunner Heavy than he is an Explosive Heavy. He is an extremely desired candidate for augment as well, Lieutenant is ideal rank for Heavies to switch over to MEC Trooper to maximize Will/Aim gains.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Slingshot_DLC_(EU2012)|Slingshot DLC]]&lt;br /&gt;
&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Slingshot DLC (EU2012)]]&lt;br /&gt;
[[Category:Soldiers (EU2012)]]&lt;br /&gt;
[[Category:Characters (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Air_Combat_(EU2012)&amp;diff=54324</id>
		<title>Talk:Air Combat (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Air_Combat_(EU2012)&amp;diff=54324"/>
		<updated>2013-12-15T19:55:34Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think Armor Penetration is how much the UFO gets shot up, IE, the scarring and holes visible on the crashed ship during the Recovery mission. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:37, 19 December 2012 (EST)&lt;br /&gt;
:Hmm, since the EMP Cannon has high armor penetration and produces the least shot up UFOs, that doesn&#039;t sound right. [[User:Binkyuk|Binkyuk]] 11:56, 20 December 2012 (EST)&lt;br /&gt;
Yeah, I thought of this, but there&#039;s always a lot of external scarring.... [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:41, 20 December 2012 (EST)&lt;br /&gt;
==Overseer Interception==&lt;br /&gt;
I just had a game of Impossible on EW where a single Firestorm with a Plasma Cannon failed repeatedly to bring down the Overseer, even with all the modules, due to running out of time. I had to build a 2nd one, which then brought the UFO down with a single shot. [[User:Hobbes|Hobbes]] 23:03, 13 December 2013 (EST)&lt;br /&gt;
:Y&#039;mean that you sent it after the first, and it finished it off, or that somehow it managed to one-shot the Overseer? Hm, if I still have the save, I&#039;ll retest myself. At least for the regular ships, I remember testing them one by one (yes), usually several times, and wrote it so if it won at least ... I think I did two or three out of five (it&#039;s been a while). Haven&#039;t been able/desired to test every last matchup again in EW, since what Firaxis said sounded like only Classic and Impossible would have a difference, and the matchups I&#039;ve managed to retest seem to have lower success rates, but successes with the same ships/weapons/difficulty, nonetheless. RNG seems to be more of a bitch, tho: one trial, Overseer got off 3-4 hits for 2-3 seconds before my interceptor would even fire a damn shot! Then a miss, miss, dead. Send the next one...... waiiiiting, miss, miss.... fucking... At any rate, didn&#039;t have the save early enough to test it&#039;s first appearance. and it&#039;s second would shift around if I moved ships. Shoved Ravens with Plasmas on every hangar slot: no matter what continent, hangar location and Overseer&#039;s flight path mattered (over Russia, could only get one Raven to intercept, over Brazil managed to get three), so often it would take too long for one Raven to intercept to send out another before it&#039;d zoom off and I&#039;d get the &amp;quot;contact lost&amp;quot; message (so, since that&#039;s not really a matter of HP/damage, that&#039;s why I&#039;m calling it as &amp;quot;Unaided Ravens cannot take down the Overseer, period (or at least not reliably)&amp;quot;). I actually didn&#039;t get to test my results for Normal and Classic for the Overseer as much as I&#039;d like.--[[User:Xuncu|Xuncu]] 03:43, 14 December 2013 (EST)&lt;br /&gt;
::Okies: One Firestorm, Plasma Cannon, Impossible EW;  test 1 no, 2 yes, 3 no, 4 no, 5 yes, 0.4 seconds remaining on both successes. F/Lx1, Normal EW, also 2/5 success, hm. F/Lx2, Classic EW, every time. Easy EW, F/P, 5 tries, never won (and who would have Phoenix Cannons as their best armaments at that point, anyways, let alone put them on their Firestorms)... hm, I belive I&#039;ve asked before, but &#039;&#039;is&#039;&#039; there &amp;quot;UFO HP&amp;quot; in the coding? Oh, and I remember when I used to dump all three modules for the Overseer fight: the targeting one doesn&#039;t really affect Plasma&#039;s 85% accuracy anyways, the Tracking one only really helps for the short-range weapons (and doesn&#039;t stop it from &#039;&#039;firing&#039;&#039; during that extra time), and it fires so fast that the Defense one barely lasts a second. --[[User:Xuncu|Xuncu]] 04:22, 14 December 2013 (EST)&lt;br /&gt;
:::I looks like UFO&#039;s HP increases with difficulty. I tried to intercept same UFO in different difficulty(with reloading), UFO lasted longer on higher difficulty. Also XCOM interceptors have less HP in higher difficulty. [[User:Moyang|Moyang]] 13:13, 15 December 2013 (EST)&lt;br /&gt;
::::It also feels a bit like Firestorms in general have gotten a bit of a nerf in terms of HP in Enemy Within, even at lower difficulties.  They just seem to get chewed up a bit faster, even against smaller UFOs.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:55, 15 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:XCOM_Base_Defense_(EU2012)&amp;diff=54287</id>
		<title>Talk:XCOM Base Defense (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:XCOM_Base_Defense_(EU2012)&amp;diff=54287"/>
		<updated>2013-12-13T18:55:10Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If this requires completing the Alien Base mission first then couldn&#039;t it happen at any point after you&#039;ve complete the Alien Base?--[[User:Ditto51|Ditto51]] 07:47, 30 November 2013 (EST)&lt;br /&gt;
:In my experiences it triggered within 10 days from alien base raid. [[User:Moyang|Moyang]] 07:58, 30 November 2013 (EST)&lt;br /&gt;
::What I meant was that the page says between May and September, but if you were to complete the base in March would you get it in April? Or if you completed it in the second year would the base defense still follow--[[User:Ditto51|Ditto51]] 10:35, 30 November 2013 (EST)&lt;br /&gt;
:::I just edited the page to remove that reference and simply say that HQ Defense takes place after the Alien Base assault. [[User:Hobbes|Hobbes]] 14:49, 30 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Soldiers chosen ==&lt;br /&gt;
&lt;br /&gt;
So after doing this a few of times it seems I always get my 6 highest ranked soldiers. Before I put it on the page does anyone have a counterexample? [[User:Binkyuk|Binkyuk]] 11:25, 13 December 2013 (EST)&lt;br /&gt;
:Nope. Of the three Base Defense missions I&#039;ve observed, soldiers chosen starts at very top and works down. Obviously skipping any Psi testing, Augmenting, Gene modding, Covert Operatives on mission or hospitalized soldiers. Sounds good to me, Binkyuk. --[[User:DracoGriffin|DracoGriffin]] 11:33, 13 December 2013 (EST)&lt;br /&gt;
::Sounds good to me as well.  I think the &amp;quot;Highest ranking&amp;quot; soldier always spawns on the floor near the Hologlobe, since my MEC was there both times, and each time they were the highest ranking XCOM soldier available at the time. [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:55, 13 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=54229</id>
		<title>MEC Trooper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=54229"/>
		<updated>2013-12-13T16:23:28Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Tactical Subsystems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MEC Squad (EU2012).png|right|thumb|400px|A MEC Squad]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: &amp;quot;Warrior in the Machine&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The MEC Trooper is a new [[Classes (EU2012)|class]] of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class, except Psionic) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.&lt;br /&gt;
&lt;br /&gt;
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they&#039;re a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can&#039;t use [[Cover (EU2012)|Cover]] like regular soldiers they&#039;re equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can&#039;t carry regular [[Equipment (EU2012)|items]] but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. &lt;br /&gt;
:&#039;&#039;&#039;Tactical Subsystems:&#039;&#039;&#039; &lt;br /&gt;
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: Kinetic Strike Module or Flamethrower&lt;br /&gt;
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]: Grenade Launcher or Restorative Mist&lt;br /&gt;
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: Proximity Mine Launcher or Electro Pulse&lt;br /&gt;
&lt;br /&gt;
The MEC&#039;s Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
MEC Troopers gain a total of +10 [[Aim (EU2012)|Aim]] points upon reaching Colonel rank, together with a total of +4 HP and +14 Will through promotions. &lt;br /&gt;
&lt;br /&gt;
====Abilities====&lt;br /&gt;
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:&lt;br /&gt;
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; - &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - &#039;&#039;&#039;Body Shield&#039;&#039;&#039; - &#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; - &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; - &#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers +15 Defense when in Overwatch.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
| [[File:MEC DAMAGE CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC JET BOOT MODULE.png|32px|center]]&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.  Has an unlisted 1-turn cooldown.&#039;&#039;&lt;br /&gt;
| [[File:MEC ONE FOR ALL.png|32px|center]]&#039;&#039;&#039;One For All&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
| [[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:MEC OVERDRIVE.png|32px|center]]&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absortion Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tips &amp;amp; Trix====&lt;br /&gt;
* MEC Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a Sergeant-ranked soldier, he/she would get a Sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.&lt;br /&gt;
* A MEC Trooper who is converted will retain their stats from before conversion, meaning you may want to put off augmenting your (non-Heavy) soldiers until already high ranked, since the Support, Assault and Sniper classes have better stat progression than the MEC Trooper class.&lt;br /&gt;
** Heavies are best augmented at Lieutenant rank to ensure additional stats, especially with Second Wave options enabled.&lt;br /&gt;
* The [[Cybernetics Lab (EU2012)|Cybernetics Lab]] can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.&lt;br /&gt;
*Any soldiers tested positive with [[Psionic (EU2012)|Psionic]] ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.&lt;br /&gt;
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can&#039;t go into cover, so giving it the defensive bonus while in cover is pointless).&lt;br /&gt;
* If the damage suffered is in excess of the [[MEC Suit (EU2012)|MEC Suit]]&#039;s HPs then the soldier will have to endure wound recovery time. &lt;br /&gt;
* If the MEC Trooper is killed, the MEC Suit has to be repaired with small cost.&lt;br /&gt;
* MECs are very expensive to purchase, costing up to 200 [[Meld (EU2012)|Meld]] to create a MEC and equip it with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]].&lt;br /&gt;
* MEC Suits came with the [[Minigun (EU2012)|Minigun]] as its default Primary Weapon: more advanced primary weapons need to be manufactured in [[Engineering (EU2012)|Engineering]] before being deployed.&lt;br /&gt;
* They are immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. &lt;br /&gt;
* MEC Troopers can be healed with [[Medikit (EU2012)|Medikits]], [[MEC-2 Sentinel (EU2012)|Restorative Mist]], [[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]] and by captured [[Drone (EU2012)|Drones]]. Repairing with Arc Throwers is arguably more efficient, since if you don&#039;t stun any enemies, an Arc Thrower could be used to heal your MECs and save Medikits for your other soldiers. Deep Pockets will increase Arc Thrower usage to three, which could allow for seven healing uses between Field Medic and Medikits.&lt;br /&gt;
* MECs can&#039;t use [[Cover (EU2012)|Cover]] (so they can&#039;t be flanked). To compensate that they have &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* MECs can climb over half cover berms and up ledges, but are too heavy to use ladders and drainpipes to scale buildings, they can however use alien grav lifts.&lt;br /&gt;
* MECs rely on the [[Foundry (EU2012)|Foundry]] for several essential upgrades through different projects:&lt;br /&gt;
** Mobility: [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] - gives additional movement.&lt;br /&gt;
** Armor: [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] - gives 3 additional HPs.&lt;br /&gt;
** Flamethrower: [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] - increases weapon&#039;s damage from 6 to 9.&lt;br /&gt;
** Kinetic Strike Module: [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] - increases weapon&#039;s damage from 12 to 18 and using the Kinetic Strike as first action doesn&#039;t automatically end the MEC&#039;s turn. &lt;br /&gt;
* MEC Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
===Tactical Subsystems===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-1 (EU2012).png|30px]] &#039;&#039;&#039;MEC-1 Warden&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC FLAMETHROWER.png|32px]] &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; vs &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039; [[File:MEC KINETIC STRIKE MODULE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
*These are both short range weapons and useful in similar situations, so the choice is mostly down to personal taste. &lt;br /&gt;
* The Flamethrower is more effective against many weak units, while Kinetic Strike is more useful for taking down single tough units. If you don&#039;t intend to be close enough to use either most of the time, then take Kinetic Strike for the bonus mobility.&lt;br /&gt;
*Both the Kinetic Strike and the Flamethrower do not work against airborne enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;&lt;br /&gt;
*The Flamethrower&#039;s biggest perk is that it can strike multiple enemies, and with much more area of effect and greater damage than grenades, though it has a limited number of uses per mission.&lt;br /&gt;
*The high damage output of 6 means that Sectoids, Floaters, Thin Men, and Outsiders will be killed with a discharge of the Flamethrower. Later, after developing the [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] project, the damage from fire is increased to 9, allowing it to kill Mutons and Chryssalids, and severely damage other alien species or EXALT troops.  &lt;br /&gt;
*Robotic enemies are immune to flamethrowers. This includes both other MEC Troopers and [[S.H.I.V. (EU2012)|S.H.I.V.s]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;&lt;br /&gt;
*The Kinetic Strike Module (KSM) offers custom kill animations on [[Mechtoid (EU2012)|Mechtoids]], [[Berserker (EU2012)|Berserkers]], and [[Sectopod (EU2012)|Sectopods]], and has unlimited uses.&lt;br /&gt;
*Use caution when striking Sectopods: they&#039;re not knocked back and their death explosion will do 5 damage to the area nearby.&lt;br /&gt;
*Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.&lt;br /&gt;
**Vehicles explode instantly to flying bodies. On occasion, you might be able to take advantage of this to do combos.&lt;br /&gt;
**Cyberdiscs will be knocked back and &#039;&#039;then&#039;&#039; explode. Be careful not to accidentally punch one at an ally.&lt;br /&gt;
*Be careful not to destroy an ally&#039;s cover when striking an alien as the last act of your turn.&lt;br /&gt;
*Unlike the Berserker and the [[Chryssalid (EU2012)|Chryssalids]], you cannot strike from a diagonal square; you must be in one of the 4 adjacent squares to your target.&lt;br /&gt;
*Besides increasing its damage output from 12 to 18, the Foundry&#039;s [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] project allows the MEC to use the KSM as first action and move afterwards.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-2 (EU2012).png|30px]] &#039;&#039;&#039;MEC-2 Sentinel&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC GRENADE LAUNCHER.png|32px]] &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; vs &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039; [[File:MEC RESTORATIVE MIST.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
* A choice of offense vs defense.&lt;br /&gt;
* Both benefit from the MEC Trooper having the &#039;&#039;&#039;Extended Storage&#039;&#039;&#039; ability, giving each 1 more use, for a total of 3 grenades or 2 Mists.  &lt;br /&gt;
&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
*Note that MECs already have a cover destroying area effect attack in Collateral Damage, but Grenade Launcher has a longer range, wider area of effect, and doesn&#039;t use your ammo clip.&lt;br /&gt;
**The grenades deal 4 damage but this can be upgraded to 5 through the Foundry&#039;s [[Foundry (EU2012)#Alien Grenades|Alien Grenades]] project. &lt;br /&gt;
**Grenades are fired in a ballistic arc, so can hit enemies behind terrain and on roofs that are out of direct line of sight.&lt;br /&gt;
*The Grenade Launcher is a great combination with the Proximity Mine Launcher for a Fire Support MEC that engages enemies from distance. &lt;br /&gt;
&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;&lt;br /&gt;
*Restorative Mist works on the user as well as any surrounding units within a circle.&lt;br /&gt;
**The Mist heals up to 4 damage but this can be upgraded to 6 through the Foundry&#039;s [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] project.&lt;br /&gt;
*Due to its limited use it is more efficient to apply Restorative Mist to heal several soldiers at once, rather than just the MEC Trooper carrying it. A single use of the Mist on the entire squad can heal up to 24 or more HPs. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=130px |[[File:MEC-3 (EU2012).png|30px]] &#039;&#039;&#039;MEC-3 Paladin&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC PROXIMITY MINE.png|32px]] &#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; vs &#039;&#039;&#039;Electro Pulse&#039;&#039;&#039; [[File:MEC ELECTRO PULSE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; &lt;br /&gt;
* Proximity Mine Launcher is a more broadly applicable tactical weapon. Can be used on enemies that are out of sight, especially groups of inactive aliens that have been spotted by another soldier made invisible through [[Ghost Armor (EU2012)|Ghost Armor]], [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]].&lt;br /&gt;
** There was a game-crashing bug if an enemy sky dropped on to a Proximity Mine, which has been fixed.&lt;br /&gt;
* The mines can be set off by other explosions, such as grenades or rockets allowing for nice damage combos. &lt;br /&gt;
&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;&lt;br /&gt;
* Electro Pulse would be most useful for a MEC that likes to get up close and personal. Robots, particularly Sectopods, can do tremendous damage if left up, so the ability to stun them is quite useful in the event you can&#039;t kill them on the turn you see them. &lt;br /&gt;
** Sectopods that have prepped a Cluster Bomb will not be stopped from unleashing it if they are stunned with Electro Pulse.&lt;br /&gt;
&lt;br /&gt;
===Bonus Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS ASSAULT.png|30px]] &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Assault&#039;s &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; works well with a close combat oriented MEC, and helps to protect against melee enemies.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS HEAVY.png|30px]] &#039;&#039;&#039;Heavy&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC BODY SHIELD.png|32px]] &#039;&#039;&#039;Body Shield&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;&#039;Body Shield&#039;&#039;&#039; is the most generically useful defensive ability, giving the MEC good protection from a single unit, but it won&#039;t help much if you let your MEC get swarmed. It also won&#039;t help much against melee attacks, since they automatically hit.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS SNIPER.png|30px]] &#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC PLATFORM STABILITY.png|32px]] &#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Sniper&#039;s &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; is great for a fire support MEC, and becomes especially powerful once the MEC gains &#039;&#039;&#039;Overdrive&#039;&#039;&#039; and can use its first move action to fire.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:CLASS SUPPORT.png|30px]] &#039;&#039;&#039;Support&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC DISTORTION FIELD.png|32px]] &#039;&#039;&#039;Distortion Field&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* The Support&#039;s &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; is a strong defensive buff for nearby troopers, but doesn&#039;t help the MEC itself since it doesn&#039;t use cover. &lt;br /&gt;
* Does not stack if a soldier is in two or more defensive fields of several MECs.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC ADVANCED FIRE CONTROL.png|32px]] &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; vs &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&lt;br /&gt;
* Advanced Fire Control is the most useful of both abilities, specially on a MEC Trooper with &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&lt;br /&gt;
* Automated Threat Assessment is cancelled when the the MEC fires, which makes it dubiously useful. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC VITAL POINT TARGETING.png|32px]] &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; vs &#039;&#039;&#039;Damage Control&#039;&#039;&#039; [[File:MEC DAMAGE CONTROL.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&lt;br /&gt;
* Vital-Point Targeting also confers bonus against [[EXALT (EU2012)|EXALT]] units.&lt;br /&gt;
* This ability works either for Fire Support or Close Assault MECs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&lt;br /&gt;
* Damage Control is also suited for Close Assault MECs that are on the midst of a prolonged engagement. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC JET BOOT MODULE.png|32px]] &#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039; vs &#039;&#039;&#039;One For All&#039;&#039;&#039; [[File:MEC ONE FOR ALL.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
*One For All and Jet Boots are free actions with unlimited uses, but can&#039;t be used after the MEC has spent both of its actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039;&lt;br /&gt;
*MECs can&#039;t climb ladders or drainpipes, so if you want your MEC to be able to get on top of buildings Jet Boots is the only way.&lt;br /&gt;
*Jet Boots are more suited for Close Assault MECs, who need a lot of mobility to survive. But they can also be used by Fire Support MECs to gain height advantage when firing their primary weapon at targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One For All&#039;&#039;&#039;&lt;br /&gt;
*One For All can be used as &amp;quot;emergency cover&amp;quot;. If a soldier is flanked by enemies and can&#039;t move (or you don&#039;t want to move), you can move your MEC to them and One For All to give them cover.&lt;br /&gt;
*Restorative Mist, Grenade Launcher, Proximity Mines and Electro Pulse can be used while a MEC uses One For All and not end the ability.&lt;br /&gt;
*If Reactive Targeting Sensors is taken, a MEC using One For All will deactivate One For All when fired upon, leaving any soldiers using the MEC for cover exposed.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC REPAIR SERVOS.png|32px]] &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; vs &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; [[File:MEC EXPANDED STORAGE.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&lt;br /&gt;
* Repair Servos are the most likely choice for a Close Assault MEC since it will allow it to restore some HPs during a prolonged fight without having to pull back for healing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;&lt;br /&gt;
* A Fire Support or a MEC with Restorative Mist will likely want Expanded Storage, since with [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] that gives the same amount of healing as Repair Servos just on the MEC itself, though you may find some value in Repair Servos not needing to spend an action.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK MAJOR.png|30px]] &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC OVERDRIVE.png|32px]] &#039;&#039;&#039;Overdrive&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Overdrive&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; does not count for this ability, and will end the turn if used as the first action.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
| width=110px |[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|[[File:MEC ABSORTION FIELDS.png|32px]] &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; vs &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; [[File:MEC REACTIVE TARGETING SENSORS.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&lt;br /&gt;
**Reactive Targeting Sensors will even activate against targets that failed to Mind Control the MEC Trooper; a pseudo-form of [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]].&lt;br /&gt;
*Advanced Fire Control makes Reactive Targeting Sensors even more useful as a MEC can fire without aim penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&lt;br /&gt;
*Reactive Targeting Sensors will activate even if the MEC is not on [[Overwatch (EU2012)|Overwatch]], which can be useful for Dashing or Meld scouting without having to save an action for Overwatch.&lt;br /&gt;
**A MEC with this ability can effectively have two Overwatch shots. If an enemy moves before the MEC is attacked, the MEC will use its Overwatch first and Reactive Targeting Sensors second if the MEC is attacked afterwards.&lt;br /&gt;
*Given that a Colonel-level MEC Trooper is probably piloting a [[MEC-3 Paladin (EU2012)|Paladin MEC]], they&#039;ll have 26 HP (29 with [[Foundry (EU2012)#Shaped Armor|Shaped Armor]]), this means that only attacks that do more than 8-9 damage will be affected by Absorption Fields, which essentially means it&#039;ll only trigger against critical hits, which MECs rarely take.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=54219</id>
		<title>Officer Training School (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&amp;diff=54219"/>
		<updated>2013-12-13T07:54:08Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Description }}&lt;br /&gt;
[[Image:OTC.jpg|right|200px|The Officer Training School]]&lt;br /&gt;
Increase XCOM squad size, earn promotion bonuses, and unlock powerful combat medical techniques for your soldiers.&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Facilities Data Box (EU2012)&lt;br /&gt;
|requires=N/A&lt;br /&gt;
|manpower=N/A&lt;br /&gt;
|costs=§125&lt;br /&gt;
|power=3&lt;br /&gt;
|maintenance=§25 per month&lt;br /&gt;
|build time=8 days&lt;br /&gt;
|provides=see notes&lt;br /&gt;
|adjacency=N/A&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
*The Officer Training School (OTS) is a facility in the [[HQ (EU2012)|XCOM base]], where you can buy &#039;tactics&#039; that improve your [[Squads (EU2012)|squads]]. Some tactics require you to have a [[Soldiers (EU2012)|soldier]] reach a particular rank in order to unlock it.&lt;br /&gt;
*Your base starts without an OTS on Classic and Impossible [[Difficulty (EU2012)|difficulty]] levels.  One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.&lt;br /&gt;
*The purchased improvements require the continued existence of the Officer Training School. So all purchased improvements will be disabled if the school was demolished. &lt;br /&gt;
*The continent bonus &#039;&#039;&#039;Future Combat&#039;&#039;&#039; (earned by achieving satellite coverage over all 4 countries in Asia or choosing Asia for your headquarters location) reduces the cost of all OTS projects by 50%.&lt;br /&gt;
*Lead By Example is great if a MEC Trooper with high Will is squad leader as other soldiers will have their Will boosted to the MEC Trooper&#039;s Will plus bonus from suit, not just MEC Trooper&#039;s base will. Example: 90 Will (base) + 20 Will (MEC-3 Paladin bonus) = 110 Will total will be boosted for other soldiers. Also, if other soldiers have +Will medals, they receive the boost (110) + whatever medals provide for total of (120 example). (Need more testing regarding Psi soldiers and Mind Shield/Psi Armor)&lt;br /&gt;
*Wet Work is also great for MECs, since it partially negates the XP penalty they get for being a MEC (only 50% normal XP for kills.)&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ [[OTS (EU2012)|OTS]] Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Ability &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Rank Required &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;75%&amp;quot; align=&amp;quot;center&amp;quot; | Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:OTS WETWORK.png|32px|left]] &#039;&#039;&#039;Wet Work&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §125 || align=&amp;quot;center&amp;quot; | +25% experience gained from kills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:OTS SQUADSIZEI.png|32px|left]] &#039;&#039;&#039;Squad Size I&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant || align=&amp;quot;center&amp;quot; | §50 || align=&amp;quot;center&amp;quot; | Squad size increased to 5 soldiers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:OTS RAPIDRECOVERY.png|32px|left]] &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §150 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers heal twice as fast from wounds taken in combat.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:OTS SQUADSIZEII.png|32px|left]] &#039;&#039;&#039;Squad Size II&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain || align=&amp;quot;center&amp;quot; | §75 || align=&amp;quot;center&amp;quot; | Squad size increased to 6 soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:OTS IRONWILL.png|32px|left]] &#039;&#039;&#039;Iron Will&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major (EU)&amp;lt;br&amp;gt;Sergeant (EW)|| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | §200 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Soldiers receive a larger Will bonus each time they are promoted. &lt;br /&gt;
(Adds between 2-6 extra Will increases per promotion on top of the default +2-6)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; |[[File:OTS NEWGUY.png|32px|left]] &#039;&#039;&#039;New Guy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | Major || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot;| §250 || align=&amp;quot;center&amp;quot; style=&amp;quot;background: #F2F2F2&amp;quot; | New soldiers are automatically promoted to the &amp;quot;Squaddie&amp;quot; rank.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:OTS DONTDIEONME.png|32px|left]] &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel || align=&amp;quot;center&amp;quot; | §275 || align=&amp;quot;center&amp;quot; | The higher the rank, the more likely the soldier will be critically wounded instead of killed &#039;&#039;(Enemy Unknown Only)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[File:OTS LEAD BY EXAMPLE (EU2012).png|32px|left]] &#039;&#039;&#039;Lead by Example&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant || align=&amp;quot;center&amp;quot; | §50 || align=&amp;quot;center&amp;quot; | The Squad leader substitutes his or her Will for that of all nearby lower Will squadmates  &#039;&#039;(Enemy Within Only)&#039;&#039;&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Iron Will improves your Will boost for 2-6 points per promotion. Plus the [[Second Wave (EU2012)|Second Wave]] option &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039;, this means a will boost of up to 13 points: and with &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039;, your [[Psionic (EU2012)|Psi]] solders can easily surpass +100 Will scores.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The seven banners on the back wall of the facility start out with the [[XCOM (EU2012)|XCOM]] logo, and change to the symbol of each OTS ability as its researched, in the order that they&#039;re purchased. In the above picture for example, the player acquired, from first to last, Squad Size I, Wet Work, Squad Size II, Rapid Recovery, New Guy, Don&#039;t Die on Me and lastly, Iron Will.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medals_(EU2012)&amp;diff=54218</id>
		<title>Medals (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medals_(EU2012)&amp;diff=54218"/>
		<updated>2013-12-13T07:46:27Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Medals (EU2012).png|right|Medals]]&lt;br /&gt;
* Medals can now be assigned to [[Soldiers (EU2012)|soldiers]] on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. They appear as a new option in the [[Barracks (EU2012)|Barracks]] menu. &lt;br /&gt;
* Medals will be received upon completing certain objectives on [[missions (EU2012)|missions]]. There is a cap on the number of medals that can be present on the entire pool of live soldiers. &lt;br /&gt;
* The name of the medals can be changed and there is a choice between 2 options that will increase the soldier&#039;s stats upon receiving it.&lt;br /&gt;
* There is a limit of the number of medals that can be issued. However, if soldiers with medals are killed the medal will be available again for awards 2 missions afterwards.&lt;br /&gt;
* Will bonus from medals does not affect psi combat.&lt;br /&gt;
** Thus, if your soldiers are immune to panic due to Defender&#039;s Medals or Neural Damping, you can consider ignoring medal effects that improve will.&lt;br /&gt;
&#039;&#039;&#039;Names and Types of Medals&#039;&#039;&#039;&lt;br /&gt;
[[File:Urban Combat Badge (EU2012).png|right|64px|Urban Combat Badge]]&lt;br /&gt;
* &#039;&#039;&#039;Urban Combat Badge&#039;&#039;&#039;&lt;br /&gt;
**[[File:Urban Combat Badge 1 (EU2012).png|32px]] &#039;&#039;+5 Defense when in cover&#039;&#039;.&lt;br /&gt;
**[[File:Urban Combat Badge 2 (EU2012).png|32px]] &#039;&#039;+5 Aim against enemies in full cover&#039;&#039;.&lt;br /&gt;
** Maximum of 5 medals issued. Requires completing an urban map mission?&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Defender&#039;s Medal (EU2012).png|right|64px|Defender&#039;s Medal]]&lt;br /&gt;
* &#039;&#039;&#039;Defender&#039;s Medal&#039;&#039;&#039; &lt;br /&gt;
**[[File:Defenders Medal 1 (EU2012).png|32px]] &#039;&#039;Never panic as result of allies getting wounded or killed&#039;&#039;.&lt;br /&gt;
**[[File:Defenders Medal 2 (EU2012).png|32px]] &#039;&#039;Medikits and Restorative Mists heal 2 HP more when used on this soldier&#039;&#039;. &lt;br /&gt;
** Maximum of 3 medals issued. Requires a soldier dying.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:International Service Cross (EU2012).png|right|64px|International Service Cross]]&lt;br /&gt;
* &#039;&#039;&#039;International Service Cross&#039;&#039;&#039;&lt;br /&gt;
** [[File:International Service Cross 1 (EU2012).png|32px]] &#039;&#039;+2 Will per different nationality in the squad&#039;&#039;.&lt;br /&gt;
** [[File:International Service Cross 2 (EU2012).png|32px]] &#039;&#039;+2 Aim per continent bonus XCOM has earned&#039;&#039;.&lt;br /&gt;
**Maximum of 2 medals issued. Requires performing missions on 3 different continents.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Council Medal of Honor (EU2012).png|right|64px|Council Medal of Honor]]&lt;br /&gt;
* &#039;&#039;&#039;Council Medal of Honor&#039;&#039;&#039;&lt;br /&gt;
**[[File:Council Medal of Honor 1 (EU2012).png|32px]] &#039;&#039;+1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10.&#039;&#039;&lt;br /&gt;
***Bonus is dependent upon when soldier is awarded and each mission awarded soldier participates in. If awarded soldier only participates in two missions out of X missions, the soldier will only receive +1 Aim &amp;amp; Will on the second mission. The awarded soldier must participate in eleven missions without any soldier deaths to receive maximum benefit (+10 Aim &amp;amp; Will).&lt;br /&gt;
**[[File:Council Medal of Honor 2 (EU2012).png|32px]] &#039;&#039;Provides 10 Aim and Critical Chance if not within 7 tiles of an allied unit.&#039;&#039;&lt;br /&gt;
***This offers a much more static benefit, and its quite useful.  Given this is a squad tactics game, I&#039;d suggest hanging it on your MEC or shotgunner Assault, since the they tend to range the furthest of any of your agents.&lt;br /&gt;
**Maximum of 2 medals. Complete 3 Special missions?&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Star of Terra (EU2012).png|right|64px|Star of Terra]]&lt;br /&gt;
* &#039;&#039;&#039;Star of Terra&#039;&#039;&#039;&lt;br /&gt;
**[[File:Star of Terra 1 (EU2012).png|32px]] &#039;&#039;Entire squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.&#039;&#039;&lt;br /&gt;
**[[File:Star of Terra 2 (EU2012).png|32px]] &#039;&#039;All soldiers in the squad at Lieutenant rank or lower gain +25% XP for completing missions.&#039;&#039;&lt;br /&gt;
**Maximum of 1 medal. Complete XCOM Base Defense mission.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Covert_Extraction_(EU2012)&amp;diff=54214</id>
		<title>Talk:Covert Extraction (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Covert_Extraction_(EU2012)&amp;diff=54214"/>
		<updated>2013-12-12T22:49:18Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Critically Wounded Operative ==&lt;br /&gt;
&lt;br /&gt;
I know this was discussed elsewhere but could not find the relevant discussion. Operatives that are critically wounded will not fail the mission if both relays are already hacked. Even if operative isn&#039;t stabilized, if remaining EXALT are killed before bleed out, you can still successfully win the mission.&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t able to test before hacking relays since savescumming just kept getting operative killed but not wounded, no matter what I tried. So if anyone has any luck with that, please post results.--[[User:DracoGriffin|DracoGriffin]] 16:24, 12 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, if it works after you&#039;ve hacked both relays, then I guess that works.  Still, if they get dropped BEFORE hacking both, you&#039;re kinda hosed without a Revive medic. ;) [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:49, 12 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sectopod_(EU2012)&amp;diff=54202</id>
		<title>Talk:Sectopod (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sectopod_(EU2012)&amp;diff=54202"/>
		<updated>2013-12-12T18:52:42Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sectopod Doubleshot: hm, I don&#039;t recall ever, EU or EW, shooting at the same soldier twice (have had &amp;quot;misses&amp;quot; take out cover of second target, tho...). I just tried it in EW, and the sectopod only took one shot, used it&#039;s second to move away. --[[User:Xuncu|Xuncu]] 05:57, 12 December 2013 (EST)&lt;br /&gt;
:Indeed. I&#039;ve not seen a Sectopod in EW shoot at the same target twice, which you&#039;d expect it to do most of the time if it had the ability to (since the algorithm that led it to shoot at that soldier should lead it to shoot the same soldier again). [[User:Binkyuk|Binkyuk]] 07:09, 12 December 2013 (EST)&lt;br /&gt;
::I may have seen it taking the shot twice at the same soldier but it&#039;s very rare to happen. I need to check my videos to see if there&#039;s any proof of that happening. &lt;br /&gt;
::Something else I&#039;ve noticed on EW: Sectopods use their cannon a lot more to target cover. I&#039;ve had a fight where two of my soldiers were using a van for cover and the Sectopod fired first at the van, making it explode, and then targeted one of the soldiers (who was now in half cover instead of full. That was a clever move on the AI. [[User:Hobbes|Hobbes]] 07:19, 12 December 2013 (EST)&lt;br /&gt;
:::Yes, I suspect the AI &amp;quot;cheats&amp;quot; at least that much when the oppertunity arises. It is rather surprising, as I&#039;ve never seen the AI do that &amp;quot;use the miss to deliberatley take out cover&amp;quot; thing with any other aliens (if they did aim to take out cover, it&#039;d be with one of the grenade-wielding species doing a toss-- naturally, always with the one who&#039;s turn it is &#039;&#039;first&#039;&#039;)(trying it myself, a fair number of times I&#039;ve managed to use misses to take out an alien&#039;s cover. Rapid Fire and Bullet Storm help to pull it off). Also, have had instances where I lost sight of the &#039;Pod, and on it&#039;s turn, it&#039;d use both actions to shoot at nothing: *chest cannon beams flash through the sky* &amp;quot;.... the fuck are you shooting at?&amp;quot;--[[User:Xuncu|Xuncu]] 07:37, 12 December 2013 (EST)&lt;br /&gt;
::::I have a feeling it missed on that first shot, Hobbes. I don&#039;t think I&#039;ve ever seen Cannon Fire ever target cover. I have seen Sectopods shoot same target twice in EW, especially against MECs. I just don&#039;t remember in EU since I never tried to have single soldiers up against one.--[[User:DracoGriffin|DracoGriffin]] 11:45, 12 December 2013 (EST)&lt;br /&gt;
:::::The Sectopod will target cover, I&#039;d seen yet before on EU but it seems more now on EW. I just had a mission where it deliberately fired its cannon against a wall that was covering a ghosted soldier. Since it couldn&#039;t hit the soldier because of the stealth, the AI decided to blast the cover instead. Lucky for the soldier it had stealth because of Ghost Armor, not Mimetic Skin, otherwise it would be revealed and dead afterward. It is possible that the shot at the van was a miss although I don&#039;t recall seeing the &amp;quot;Missed&amp;quot; message. [[User:Hobbes|Hobbes]] 13:04, 12 December 2013 (EST)&lt;br /&gt;
:I&#039;ve only had them attack separate targets, even against MECs, although I have had the shooting of nothing quite a few times. (Sectopod glitched onto a navigation unit in the alien base mission and fired at the Door continuously, before coming down and through the door.--[[User:Ditto51|Ditto51]] 12:46, 12 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Electro Pulse disables death explosion?==&lt;br /&gt;
&lt;br /&gt;
Seems to be what I experienced in a recent game.  My MEC ran into melee with the Sectopod and stunned it with Electropulse.  The next turn, while the Sectopod was still stunned, I had her beat it down with Kinetic Strike Module, and there was no death explosion damage to her after the Sectopod died.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 13:52, 12 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mechtoid_(EU2012)&amp;diff=54201</id>
		<title>Mechtoid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mechtoid_(EU2012)&amp;diff=54201"/>
		<updated>2013-12-12T18:49:53Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Mechtoid 2.png|right|300px|The Mechtoid]]&lt;br /&gt;
The Mechtoid is a MEC developed by the aliens for the [[Sectoid (EU2012)|Sectoids]] that appears on [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. The Mechtoid has an ability called &#039;&#039;&#039;Plasma Barrage&#039;&#039;&#039; which allows it to fire twice in a turn if it doesn&#039;t move and Sectoids (including [[Sectoid Commander (EU2012)|Commanders]]) can mind merge with it and give it a 6 damage reducing shield but the Mechtoid won&#039;t die if the merger is killed. &lt;br /&gt;
&lt;br /&gt;
Mechtoids can be fearful foes due to their resilience and firepower and will start appearing halfway through the game, with 1 or 2 Sectoids. After the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] is assaulted you&#039;ll see them on the company of Sectoid Commanders, which turns them into a deadly combination of firepower and psionic powers. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Mechtoid (EU2012).png|150px]]&lt;br /&gt;
|hp=16/20/22/24&lt;br /&gt;
|aim=60/70/80/80&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Mechtoid Plasma Cannon|| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 0 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Plasma Barrage&#039;&#039;&#039; - allows the Mechtoid to fire twice on the same turn if it doesn&#039;t move. &lt;br /&gt;
* &#039;&#039;&#039;Psi Shield&#039;&#039;&#039; - Psionic force shield (grants +6 temporary HP and 50% damage reduction while active) that is generated when targeted by Mind Merge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Mectoids can attack same target twice unlike Sectopods.&lt;br /&gt;
* Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. &lt;br /&gt;
* The shield reduces all incoming [[Weapons (EU2012)|weapons]] damage done to the Mechtoid by half. &lt;br /&gt;
* Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes 3 damage to the mechanized [[Aliens (EU2012)|alien]].  &lt;br /&gt;
* Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid pilot&#039;s corpse and 1 [[Mechtoid Core (EU2012)|Mechtoid Core]].&lt;br /&gt;
* [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds 3 extra health to MECs and [[S.H.I.V. (EU2012)|S.H.I.V.s]]) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
* Killed Mechtoids will also grant 5 [[Meld (EU2012)|Meld]].&lt;br /&gt;
*Mechtoids have -1 Damage on Easy, +2 Damage and +15 Critical Chance on Classic, and +4 Damage and +15 Critical Chance on Impossible difficulties.&lt;br /&gt;
*They are still vulnerable to Psi attacks, including Mind Control.&lt;br /&gt;
*Like how Berserkers are often fielded with Muton &#039;escorts&#039;, the Mechtoid will make regular appearances for the rest of a campaign, along with Sectoids and Sectoid Commanders, who will boost them with shields.&lt;br /&gt;
*Whichever way they are killed; they will crush any destructable cover/objects they fall on in their death throes.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Template:Aliens (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: Mechs (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Missions_(EU2012)&amp;diff=54167</id>
		<title>Talk:Missions (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Missions_(EU2012)&amp;diff=54167"/>
		<updated>2013-12-12T00:07:10Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fleshed out the remaining battle types with similar information to the missions that were already described. There are two listed as &amp;quot;Spoiler&amp;quot;. I&#039;m not sure if these are placeholders for actual missions or just in case more space was needed. --[[User:PixelOrange|PixelOrange]] 08:03, 14 October 2012 (EDT)&lt;br /&gt;
:It&#039;s for the special missions like assaultin the alien base. But we&#039;re still deciding on how to manage the spoilers [[User:Hobbes|Hobbes]] 08:38, 14 October 2012 (EDT)&lt;br /&gt;
::Perhaps a separate page titled &amp;quot;Special Missions&amp;quot;, with a spoiler warning next to the link? [[User:COL Tatticky|COL Tatticky]] 03:40, 15 October 2012 (EDT)&lt;br /&gt;
:::That works, it&#039;s really a matter of restricting all content about the game end on those pages. [[User:Hobbes|Hobbes]] 16:32, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are missions going the same timing any time? For example on Impossible: Abduction on 5th day, UFO on 12th day, Abduction on 17th and Council on 25th... Some sort of. Or timings and/or order of them is randomized for every game?&lt;br /&gt;
I think events have some x-z days to trigger and the order they come is constant. As the complex of missions for every month is also static: 2 abductions, 1 council mission and 1 small ufo for 1st month every time (or not?).&lt;br /&gt;
It needs prooves, that&#039;s very important for i/i games (to plan is it possible to get +satellite uplink and launch +3/4 satellites in 1st month). Nite, 22 october 2012&lt;br /&gt;
&lt;br /&gt;
Also, how about to find some information about successful and failed mission&#039;s results: panic increase/decrease in target and nearby countries (important) and average salvage?&lt;br /&gt;
: Salvage is difficult to cover unless you are talking about UFO recovery.  We could always link back to the UFO type page to provide a information on salvage.  As for panic levels, you do bring up a good point.  I know much of this is covered in managing panic, but there are a few mission types that are not always clear.  Can you *Not* salvage a UFO and not have it affect panic (I know a particular story UFO being shot down repeatedly &amp;amp; ignored had no effect).  ~ [[User:Drakalu|Drakalu]] 13:34, 23 October 2012 (EDT)&lt;br /&gt;
: I&#039;m playing a Classic Ironman where after I took out the alien base I stopped sending the Skyranger to crashed/landing sites unless they are scout ships - it&#039;s pointless to risk casualties with the larger UFOs - none of the countries complain and at the end of month you don&#039;t get a penalty for not assaulting crashed UFOs (but for landed you might). [[User:Hobbes|Hobbes]] 10:26, 30 October 2012 (EDT) &lt;br /&gt;
&lt;br /&gt;
== Abductions ==&lt;br /&gt;
&lt;br /&gt;
Do abduction stop happening once a country has a satellites over them, the last 1 &amp;amp; 1/2 game month have had no abduction missions, only the odd UFO or council mission. --[[User:Ditto51|Ditto51]] 06:44, 30 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Once you have all continents but one completely covered, all abduction missions cease.  Note that while abduction missions are allowed, a country with satellite coverage can still be the recipient of an abduction mission. [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:40, 30 October 2012 (EDT)&lt;br /&gt;
::The caveat is that a month&#039;s missions are chosen by the computer at the start of each month: launching a sattelite on, for example, the 28th of any month will keep Abduction missions from happening next month, and for the rest of the game, for that country (unless a Battleship destroys the sattelite (and you somehow keep it from Withdrawing without launching another sattelite; ie, a well-done Terror Mission elsewhere on that continent)). That&#039;s why it&#039;s reccomended to save sattelites for just before the Monthly Council Report. If you launch a Sattelite on, say, the 5th, that&#039;s -2 Panic, but if it&#039;s been chosen for an Abduction, and you choose the other countries, that&#039;s a net of &#039;&#039;&#039;+1&#039;&#039;&#039; Panic for that country. So, like on Impossible mode, if it has 3 or more panic, and gets chosen for an Abduction: let it suffer, and save the sattellite for the end of the month. --[[User:Xuncu|Xuncu]] 02:22, 29 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it possible for all 3 abductions to occor on one continent or has my game just glitched?--[[User:Ditto51|Ditto51]] 06:28, 17 July 2013 (EDT)&lt;br /&gt;
:It&#039;s possible. One strategy to dealing with abductions is precisely to leave one continent without sats for the aliens to focus all the abductions there. That way the panic levels will be kept in check since the unattended abductions will be counterbalanced by the one you send your squad. [[User:Hobbes|Hobbes]] 07:49, 17 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bomb reactivation ==&lt;br /&gt;
Never occured to me to test it, as I always kill the dropping Thin Men in the turn after deactivating the bomb: do they really head for it and reactivate it? If they do, what are the mechanics:&lt;br /&gt;
*How many turns (3, or however many left when it was deactviated)?&lt;br /&gt;
*Can it be deactivated again?&lt;br /&gt;
**Do more Thin Men drop when it&#039;s deactivated (can you &#039;farm&#039; it for EXP and Weapon/Fragments)?&lt;br /&gt;
*Do all nodes re-activate? Just the ones that were left on? Or none at all?&lt;br /&gt;
--[[User:Xuncu|Xuncu]] 02:22, 29 April 2013 (EDT)&lt;br /&gt;
:It&#039;s meant metaphorically. If you fail to defeat the dropping Thin Men, either by losing all your soldiers or evacuating to the exit zone, you&#039;ll fail the mission, meaning that the aliens reactivated the bomb and blew up the city afterwards. [[User:Hobbes|Hobbes]] 09:23, 29 April 2013 (EDT)&lt;br /&gt;
::Ah.--[[User:Xuncu|Xuncu]] 15:52, 29 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mechtoids, Seekers and Terror Missions ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know whether or not [[Seeker (EU2012)|Seekers]] and [[Mechtoid (EU2012)|Mechtoids]] can appear on Terror Missions. If they can then the Sectoid and Sectoid Commander are needs to be alter to suit the fact that they can be found with the Mechtoids.--[[User:Ditto51|Ditto51]] 16:54, 24 November 2013 (EST)&lt;br /&gt;
:I think it is possible to see Mechtoids and Sectoids, both regular and commanders but I&#039;m not completely certain. I&#039;ve just started a new game, will check. [[User:Hobbes|Hobbes]] 22:51, 24 November 2013 (EST)&lt;br /&gt;
::Got a report of repeated occasions where &#039;&#039;Etherials&#039;&#039; showed up on &#039;&#039;Base Defense&#039;&#039;. --[[User:Xuncu|Xuncu]] 18:12, 11 December 2013 (EST)&lt;br /&gt;
:::I can confirm Ethereals do spawn if you push off the mission long enough (though usually only one).  Even if you haven&#039;t assaulted the Overseer UFO yet.  Also, I can confirm Mechtoids appear, as well.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:07, 11 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Overwatch_(EU2012)&amp;diff=54165</id>
		<title>Overwatch (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Overwatch_(EU2012)&amp;diff=54165"/>
		<updated>2013-12-11T22:58:09Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A soldier or alien with a remaining action can enter Overwatch (default hotkey Y).  This ends the soldier&#039;s turn, but allows them to shoot at the first enemy that moves without any [[Cover (EU2012)|cover]] within their vision range during the enemy turn, albeit at a -20 Aim penalty and without dealing critical hits. Firing on Overwatch at Dashing units also adds another -20 Aim penalty. &lt;br /&gt;
&lt;br /&gt;
Some [[Classes_(EU2012)|class abilities]] alter or improve various aspects and properties of Overwatch. These include Close Combat Specialist ([[Assault_(EU2012)|Assault]]), Rapid Reaction ([[Heavy (EU2012)|Heavy]]), Squad Sight ([[Sniper (EU2012)|Sniper]]), Opportunist ([[Sniper (EU2012)|Sniper]]), Covering Fire ([[Support (EU2012)|Support]]), and Sentinel ([[Support (EU2012)|Support]]). While using Suppression the unit will also be given an Overwatch shot if the target tries to move. &lt;br /&gt;
&lt;br /&gt;
==Purposes==&lt;br /&gt;
Overwatch can serve two tactical purposes:&lt;br /&gt;
*&#039;&#039;&#039;To keep an enemy unit pinned down or risk a reaction shot&#039;&#039;&#039;&lt;br /&gt;
**To keep them from occupying key positions that allow them to flank your own units or better firing positions. &lt;br /&gt;
*&#039;&#039;&#039;To ambush unseen enemy units as they walk into the soldier&#039;s field of vision&#039;&#039;&#039;&lt;br /&gt;
**To cover chokepoints such as corridors and flanks.&lt;br /&gt;
**To shoot at just-activated alien packs before they reach cover after opening doors or stepping (with another unit) into their line of sight. &lt;br /&gt;
&lt;br /&gt;
==Overwatch and Reaction Fire==&lt;br /&gt;
The differences between Overwatch and the [[Reaction fire triggers|Reaction Fire]] mechanic from the older games are:&lt;br /&gt;
* A unit must be specifically ordered to enter Overwatch every turn you want it used - simply leaving units with spare actions when ending turn will not allow them to fire on enemies (the only exception being when an enemy moves within the four-tile range needed to trigger a Close Combat Specialist [[Assault_(EU2012)|Assault]], who will then fire &#039;&#039;even if&#039;&#039; his weapon is empty). Reaction Fire, on the other hand, can only be prevented by draining a unit of [[Time Units]], moving it where it can&#039;t see enemies off-turn, or by specifically disarming it.&lt;br /&gt;
* Overwatch is only triggered by enemy movement, not attacks, unless the overwatcher is a [[Support (EU2012)|Support]] with the Covering Fire ability. On Reaction Fire the unit would fire at all sorts of actions (firing, moving, kneeling, etc.)&lt;br /&gt;
* Overwatch will only fire once, regardless of how many actions the unit still had left and it needs to be specifically activated. On Reaction Fire unit could automatically fire as many shots as long as they had Time Units left. On Overwatch it is required for the soldier to have any of these abilities to be able to fire more than one shot: Sentinel ([[Support (EU2012)|Support]] class), Rapid Reaction ([[Heavy (EU2012)|Heavy]]) or Close Combat Specialist ([[Assault_(EU2012)|Assault]]).&lt;br /&gt;
* Overwatch, when active, will always fire the very moment an enemy moves into a valid position to fire at. Reaction Fire, on the other hand, may not occur if the moving unit has higher [[Time_Units|TU]] and/or [[Reactions]] figures (keeping in mind Time Units were reduced with every tile travelled). It also allowed most forms of movement to be made safely behind a guarding unit so long as he wasn&#039;t facing in the required direction to see it.&lt;br /&gt;
* All available units on Overwatch will fire on an enemy the moment they see it - at once. This is only time in the game multiple units may perform simultaneous attacks. Reaction Fire may only be performed by one unit at a time, meaning multiple shots are never &amp;quot;wasted&amp;quot; on units who only need one to go down.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Moving into an Overwatching unit&#039;s line of sight doesn&#039;t trigger a shot unless you &#039;&#039;continue&#039;&#039; moving. Stepping up to a corner of a building, for example, will allow you to see what&#039;s around it without drawing fire - be wary of laying Overwatch traps for enemies on such spots, as they&#039;ll instead use it as an excuse to take a free flanking shot on you.&lt;br /&gt;
* When Overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risk missing with a 20% shot. Especially early on, when fielding rookies with low accuracy and weak weapons, it isn&#039;t worth the risk.&lt;br /&gt;
* The Opportunist perk turns a Squad Sight [[Sniper (EU2012)|Sniper]] into of the deadliest units in the game by removing the Aim penalty and allowing for critical hits, and is also a great lookout for stopping enemy thrusts with one shot. &lt;br /&gt;
** Overwatch is probably a good idea if your Squadsight Sniper can&#039;t draw line of sight to an enemy, but has been otherwise attacking with Squadsight. Since the enemies can&#039;t see the Sniper, and thus won&#039;t know that you&#039;ve activated Overwatch, there&#039;s a much better chance of the Overwatch triggering. &lt;br /&gt;
***However, in [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]], a sniper triggering Overwatch through Squadsight can no longer score critical hits, making this somewhat less useful.&lt;br /&gt;
* Close Combat Specialist gives as many shots as enemies step into less than four squares of the [[Assault_(EU2012)|Assault]]. This ability also gives Overwatch shots during your turn so it can be used by shooting at [[Muton (EU2012)#Muton Berserker|Beserkers]] (who get to take an instant, free non-attack move upon taking damage) and lead them in the direction of a unit with the perk.&lt;br /&gt;
* The most efficient way to deploy a wall of Overwatch shooters is to place them staggered so that they&#039;ll fire separately at the alien rather than all of them spotting it and shooting at the same time. This also allows them to fire at different aliens rather than only engaging one out of a set of multiple attackers. However, in some situations it may be more worthwhile to focus all shots at the same time to drop better-armored targets (such as [[Sectopod_(EU2012)|Sectopods]]). &lt;br /&gt;
* Due to the aim penalty, Overwatch can be more effectively used to &amp;quot;pin down&amp;quot; aliens while your squad manoeuvres, rather than for direct damage. An aliens will never (or very rarely) move if it sees an agent enter Overwatch (this holds true for aliens under suppressing fire as well). This can be exploited to great effect: it allows you to move your agents into flanking positions, while at the same time preventing the aliens from doing the same to you. Please note that aliens that do NOT see the agent go into Overwatch will still freely move, and will more than likely trigger a reaction shot. If all your squad&#039;s reaction shots are triggered, then the aliens will once again move freely, so care must be taken when setting them up for this tactic.&lt;br /&gt;
* On PC versions, there is a manipulatable bug with Overwatch, that can be of particular use to Squadsight (ie; Not-Snapshot) Snipers (or any trooper with an empty primary weapon) that involves going into Overwatch while the soldier is holding their pistol weapon. To trigger the bug, either manually reselect the Overwatching soldier and switch their weapon back to the primary, or use the hotkey to command that soldier into overwatch, and quickly click on the primary weapon icon in the bottom left corner before the camera moves on.&lt;br /&gt;
&lt;br /&gt;
==See Also== &lt;br /&gt;
*[[Gameplay_Mechanics_(EU2012)| Back to Gameplay Mechanics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Uber_Ethereal_(EU2012)&amp;diff=54152</id>
		<title>Uber Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Uber_Ethereal_(EU2012)&amp;diff=54152"/>
		<updated>2013-12-11T01:58:53Z</updated>

		<summary type="html">&lt;p&gt;Arrow Quivershaft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Uber Ethereal 2 (EU2012).png|right|300px|Uber Ethereal]]&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is the mastermind behind the alien invasion. This alien can only be encountered on the final [[Missions (EU2012)|mission]] on the bridge of the Temple Ship. This alien will have better stats than its [[Ethereal (EU2012)|Ethereal]] cousins. Killing the Uber Ethereal will win the game for XCOM. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stats==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Uber Ethereal 2 (EU2012).png|150px]]&lt;br /&gt;
|hp=25/25/25/30&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40/40/40/50&lt;br /&gt;
|will=150/150/150/160&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: offensive Psi ability (9 [[Damage (EU2012)|damage]]) and that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;: offensive psionic ability (5 [[Damage (EU2012)|damage]]) that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: drains up to 5 damage points worth of health from a friendly organic target. Can kill target (can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;: powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (to [[S.H.I.V. (EU2012)|S.H.I.V.s]], since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. The reflected attack deals reduced damage.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
* High Will: resistant to psionic attacks (and outright immune to Mind Control).&lt;br /&gt;
* The Uber Ethereal will explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Aliens (EU2012)}}&lt;br /&gt;
{{EU2012 Style}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Arrow Quivershaft</name></author>
	</entry>
</feed>