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		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=56507</id>
		<title>Murphy&#039;s Laws (X-COM)</title>
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		<updated>2014-04-30T20:37:48Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Tactical (Enemy Unknown) */&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;
&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;
&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;
*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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
*You will forget to capture a live Micronoid aggregate.&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;
*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;
*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;
*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;
*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;
*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;
*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;
*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;
*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 kickstands 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;
*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;
*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;
*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;
&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;
[[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>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=56506</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=56506"/>
		<updated>2014-04-30T20:34:44Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Geoscape (UFO Defense) */&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;
&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;
&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;
*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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
*You will forget to capture a live Micronoid aggregate.&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;
*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;
*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;
*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;
*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;
*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;
*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;
*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;
*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 kickstands 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;
*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;
*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;
*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;
&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;
[[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>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=53218</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=53218"/>
		<updated>2013-11-28T21:26:45Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Tactical (Enemy Unknown) */&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 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;
&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;
&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 dieing [[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;
&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;
*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;
*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;
&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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
*You will forget to capture a live Micronoid aggregate.&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;
*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;
*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;
&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;
*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;
*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;
*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;
*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;
*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;
*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 kickstands 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;
*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;
*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;
*Don&#039;t EVER pick favorites, they&#039;ll just die anyways&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;
[[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>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=52613</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=52613"/>
		<updated>2013-11-21T00:08:13Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Tactical (Enemy Unknown) */&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 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;
&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;
&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 dieing [[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;
&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;
*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;
*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;
&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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
*You will forget to capture a live Micronoid aggregate.&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;
*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;
*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;
&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;
*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;
*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;
*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;
*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;
*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;
*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 kickstands 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;
*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;
*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 gonna get promoted that mission. Guess which Rank.&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;
[[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>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=52612</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=52612"/>
		<updated>2013-11-21T00:08:02Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Tactical (Enemy Unknown) */&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 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;
&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;
&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 dieing [[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;
&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;
*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;
*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;
&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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
*You will forget to capture a live Micronoid aggregate.&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;
*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;
*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;
&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;
*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;
*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;
*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;
*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;
*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;
*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 kickstands 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;
*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;
*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 gonna get promoted that mission. Guess which Rank?&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;
[[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>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=52610</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=52610"/>
		<updated>2013-11-21T00:03:02Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Tactical (Enemy Unknown) */&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 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;
&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;
&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 dieing [[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;
&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;
*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;
*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;
&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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
*You will forget to capture a live Micronoid aggregate.&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;
*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;
*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;
&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;
*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;
*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;
*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;
*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;
*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;
*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 kickstands 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;
*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;
*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;
&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;
[[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>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=52609</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=52609"/>
		<updated>2013-11-20T23:57:58Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Strategic (Enemy Unknown) */&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 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;
&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;
&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 dieing [[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;
&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;
*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;
*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;
&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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
*You will forget to capture a live Micronoid aggregate.&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;
*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;
*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;
&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;
*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;
*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;
*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;
*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;
***********Had.&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;
*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 kickstands 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;
*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;
*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;
&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;
[[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>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Brass.Dragon&amp;diff=51956</id>
		<title>User:Brass.Dragon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Brass.Dragon&amp;diff=51956"/>
		<updated>2013-11-12T23:26:14Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am just a user that plays X-COM games.&lt;br /&gt;
&lt;br /&gt;
&#039;nuff said.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===My favorite quotes on this Wiki===&lt;br /&gt;
You&#039;re right. And actually the Ufopaedia scientist reports on all aliens seem obsessed with reproduction and reproductive organs (!), but clearly in almost every case (bar one) the scientists are not talking about reproduction during the tactical timescale. It&#039;s more of a strategic concern for XCOM I think, and a valid one. Spike 05:47, 17 October 2012 (EDT) Celatid Talk Page&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Brass.Dragon&amp;diff=51955</id>
		<title>User:Brass.Dragon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Brass.Dragon&amp;diff=51955"/>
		<updated>2013-11-12T23:25:32Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am just a user that plays X-COM games.&lt;br /&gt;
&lt;br /&gt;
&#039;nuff said.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---My favorite quotes on this Wiki---&lt;br /&gt;
You&#039;re right. And actually the Ufopaedia scientist reports on all aliens seem obsessed with reproduction and reproductive organs (!), but clearly in almost every case (bar one) the scientists are not talking about reproduction during the tactical timescale. It&#039;s more of a strategic concern for XCOM I think, and a valid one. Spike 05:47, 17 October 2012 (EDT) Celatid Talk Page&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=49758</id>
		<title>Making The Game Harder (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=49758"/>
		<updated>2013-10-06T06:45:56Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended for players who finish the game frequently on the higher difficulties (Classic/Impossible/Ironman/Second Wave) and would like to keep the challenge alive or to add a little extra spice to their games. &lt;br /&gt;
&lt;br /&gt;
Naturally it is quite easy to handicap yourself while playing the game: using only conventional weaponry, no armor, only pistols, etc. Some of these situations are detailed here, in addition to exploits/cheats/tactics that make the game easier, which you might want to refrain from using.&lt;br /&gt;
&lt;br /&gt;
Feel free to suggest more or try any of these ideas (or all of them!). Some may make the game very hard or even impossible to win. Most of these ideas are based on a [[Making_the_Game_Harder|similar page]] for the original game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Second Wave Settings==&lt;br /&gt;
[[Second Wave (EU2012)|Second Wave]] is designed to enhance the game play experience. Most settings increase the difficulty level but others have a mixed effects after players have mastered them.&lt;br /&gt;
&lt;br /&gt;
===Maximum Difficulty===&lt;br /&gt;
* &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - random damage can affect both sides in battle but it limits more the planning of the human player than the AI, specially when playing without enemy HP bars visible (one of the game options). You&#039;ll only know if that Plasma Sniper Rifle shot dealt 19 or 1 damage to that still standing Ethereal if you hit it with the next shot...&lt;br /&gt;
* &#039;&#039;&#039;More Than Human&#039;&#039;&#039; - a must have. Limits the use of Psionic soldiers to 1 or 2 on each game, instead of bringing a full Psionic squad and walking completely over the aliens. And, with &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; you may also start considering how wise it is to bring your only Psionic soldier to every fight due to the rare chance of finding another one. &lt;br /&gt;
* &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - requires a live alien to research Psionics. &lt;br /&gt;
* &#039;&#039;&#039;Red Fog&#039;&#039;&#039; - affects only XCOM soldiers. Makes prolonged fights more difficult due to the loss of stats from injuries in combat. &lt;br /&gt;
* &#039;&#039;&#039;Results Driven&#039;&#039;&#039; - funding is affected by panic level. Once full satellite coverage is achieved it becomes less effective.&lt;br /&gt;
* &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - satellite cost greatly increases after each one is build (can be double). &lt;br /&gt;
* &#039;&#039;&#039;Total Loss&#039;&#039;&#039; - losing a fully equipped soldiers will now also cost greatly in credits and material resources, besides its training. &lt;br /&gt;
* &#039;&#039;&#039;War Wariness&#039;&#039;&#039; - funding will drop each month until it reaches zero. Period. &lt;br /&gt;
* &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - HQ power costs are doubled. More credits and construction space required for Engineering. &lt;br /&gt;
&lt;br /&gt;
===Mixed Difficulty===&lt;br /&gt;
*&#039;&#039;&#039;Marathon&#039;&#039;&#039; - despite doubling or trebling the time required for injury recovery, research, etc., a player actually has more time to train soldiers because Marathon gives more missions with the same type of aliens before the next higher type of alien species or UFO appears.  &lt;br /&gt;
*&#039;&#039;&#039;New Economy&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;High Stakes&#039;&#039;&#039; - both the randomization of the countries funding and the mission rewards can work either way, either helping or challenging the player. But unlike in the battlefield it is more easy to correct any mistakes. &lt;br /&gt;
* &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - if you have the credits, you can just sack lower stat rookies and replace them with better ones. &lt;br /&gt;
* &#039;&#039;&#039;E-115&#039;&#039;&#039; - stockpiling Elerium becomes more difficult but at the same time selling it right after UFO recovery brings much needed credits in the early game. &lt;br /&gt;
*&#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - actually balances the effect of &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; due to the certainty it provides of the shot inflicting some Critical Damage. The aliens will also benefit from it but it also makes the player to use more deadly flanking maneuvers.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===Offensive Psionics===&lt;br /&gt;
* No use of psionic powers allowed.&lt;br /&gt;
* Only 1 Psionic soldier capable of using Psionics&lt;br /&gt;
* No Mind Control &lt;br /&gt;
===Defensive Psionics===&lt;br /&gt;
* No Mind Shields or Psi Armor allowed (with the exception of the Volunteer for the final mission).&lt;br /&gt;
&lt;br /&gt;
==Pacifist==&lt;br /&gt;
* You may never shoot down any UFOs (but you may assault landed ones) and you may never command any of your soldiers to fire their weapon (with the exception of the Arc Thrower since it won&#039;t kill the alien). You may however set your soldiers on Overwatch (self-defense) instead of using Firing. &lt;br /&gt;
&lt;br /&gt;
==Firepower/Technology==&lt;br /&gt;
&lt;br /&gt;
===Technophobe===&lt;br /&gt;
* You may not use or research any alien related items. All artifacts recovered from missions must be sold immediately, with the exception of those required to progress the storyline. This essentially means that you&#039;ll be restricted to only conventional weapons to fight, either on air on on the ground. Good luck.&lt;br /&gt;
* You may also never accept scientists as mission rewards or build any Labs unless the scientists comes from the satellite coverage bonus. &lt;br /&gt;
===Conventional Only===&lt;br /&gt;
* You may only use conventional weapons and/or armor throughout the entire game. &lt;br /&gt;
===Laser Squad===&lt;br /&gt;
* You may only deploy Lasers weapons and/or Carapace/Skeleton armor on any combat mission.&lt;br /&gt;
===Rise Of The Robots===&lt;br /&gt;
* After getting the Foundry (which should be your 1st priority) you&#039;ll use as many SHIVs as possible instead of human soldiers. &lt;br /&gt;
===Limited Squads===&lt;br /&gt;
* Don&#039;t purchase Squad Size I &amp;amp; II and stick to the 4 soldier squad throughout the entire campaign.&lt;br /&gt;
&lt;br /&gt;
===Gunslinger===&lt;br /&gt;
* Only use pistols throughout the entire game &lt;br /&gt;
** Heavies and several abilities become useless, together with Frag and Alien grenades.&lt;br /&gt;
** On the plus side, you&#039;ll never have to reload your weapon or worry about ammo the entire game. &lt;br /&gt;
** On the minus side, most aliens will now require at least the double of shots to eliminate them, even with a fully upgraded Plasma Pistol (and capturing and researching one should be a top priority).&lt;br /&gt;
** The key abilities to have for Pistols are: Rapid Fire and Bring &#039;Em On (Assault) and Gunslinger and Double Tap (Sniper), which have both  effects of allowing a 2nd shot and increasing the pistol&#039;s damage. The Foundry&#039;s Improved Pistol upgrades are also essential.&lt;br /&gt;
** Headshot, Snap Shot and Disabling Shot are useless for Snipers and Rifle Suppression for Supports.&lt;br /&gt;
&lt;br /&gt;
===Top Gun===&lt;br /&gt;
* Only use Ravens - don&#039;t build Firestorms&lt;br /&gt;
* Don&#039;t research advanced Air to Air weapons and stick to Avalanches&lt;br /&gt;
&lt;br /&gt;
==Classes/Abilities==&lt;br /&gt;
===Trying Something New===&lt;br /&gt;
Don&#039;t choose any of these abilities while leveling up soldiers:&lt;br /&gt;
* Squad Sight (Sniper)&lt;br /&gt;
* Field Medic (Support)&lt;br /&gt;
* Rapid Fire (Assault) &lt;br /&gt;
* HEAT Ammo (Heavy)&lt;br /&gt;
===Voluntary Retirement===&lt;br /&gt;
* Once a soldier reaches Colonel rank it is immediately retired and dismissed from service as a reward for his/her services fighting the alien invasion.&lt;br /&gt;
* Or the same as above but dismiss all commissioned officers, which means everyone from Lieutenant upwards.&lt;br /&gt;
* Or you could limit your soldiers to a single &amp;quot;tour of duty&amp;quot; comprising a set number of deployments. 10 is a challenge; 20 is close to a normal game.&lt;br /&gt;
&lt;br /&gt;
===Valkyrie Squad===&lt;br /&gt;
* Dismiss all the ugly XY mutts still alive at the Barracks after the 1st mission and only use female soldiers during the entire game. &lt;br /&gt;
===Single Class===&lt;br /&gt;
* Use only one class of soldiers during a mission or the entire game. &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
===V.I.P.s===&lt;br /&gt;
*Near the start of the game select ten soldiers to be your Very Important People. (or V.I.P.s for short) &lt;br /&gt;
*Change their armour or names to indicate that they are V.I.P.s. &lt;br /&gt;
*You must bring at least one V.I.P. along to every mission. &lt;br /&gt;
*If a V.I.P. is killed you may not replace him. &lt;br /&gt;
*If all of your V.I.P.s are dead, you must completely abandon the current campaign. &lt;br /&gt;
*In the event that all of your remaining V.I.P.s end up in the infirmary and awaiting recovery you may still play until they recover, after that you must again bring at least one V.I.P. to each mission.&lt;br /&gt;
*You may also pull a V.I.P. out of a mission if things get hairy.&lt;br /&gt;
&lt;br /&gt;
===The Few===&lt;br /&gt;
:&#039;&#039;Never was so much owed by so many to so few.&#039;&#039;&lt;br /&gt;
* Complete your game without hiring any additional soldiers.&lt;br /&gt;
* If all survivors fail the Psi test that&#039;s game over.&lt;br /&gt;
&lt;br /&gt;
==High Five==&lt;br /&gt;
* Win the game while only performing 5 missions:&lt;br /&gt;
** 1st Mission/Tutorial&lt;br /&gt;
** Capture Live Alien and an Outsider&lt;br /&gt;
** Alien Base Assault&lt;br /&gt;
** Overseer UFO&lt;br /&gt;
** Final Mission&lt;br /&gt;
* Challenges&lt;br /&gt;
** Time is NOT on XCOM&#039;s side - panic levels will raise very quickly because the aliens will be left alone to terrorize the Earth and expect whole continents to fall to the alien&#039;s influence. &lt;br /&gt;
** The only way to deal with panic levels will be with satellites but landed UFOs will pose a major risk to the satellites since you&#039;ll have to pass on these missions. &lt;br /&gt;
** Research and Engineering will take longer - no mission rewards and not much recovered alien artifacts until the Alien Base is hit.&lt;br /&gt;
** Squads will be inexperienced and lacking key abilities and using inferior weapons and armor.&lt;br /&gt;
** The choices are, the longer you wait before taking the key next mission, the bigger the odds of getting better gear for your soldiers but also of more deadlier alien species to appear and 8 countries withdrawing from the Council thus losing the game. Have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding more players==&lt;br /&gt;
This option makes the game more interesting, rather than harder, for now, there are more players, each one having a role in XCOM. Now, real-world events could effect XCOM, such as illness, marriage, jobs etc. etc. Teamwork, and cooperation are very much an important an important element now, because there is now more than one player.&lt;br /&gt;
It could make the game harder because arguments and other problems could create a rift between players, and thus, divide XCOM.&lt;br /&gt;
It could also make the game easier because one player only has to worry about one thing at once.&lt;br /&gt;
&lt;br /&gt;
*Multiple Players for the soldiers&lt;br /&gt;
**Pretty self explanatory, one player for every soldier&lt;br /&gt;
*One player as &amp;quot;Commander&amp;quot; and more players to control research and/or engineering.&lt;br /&gt;
**This requires fewer players, one to control the army, one player on research, and one player handles engineering, they can now all agree on a budget for each other, such as dividing the alloys and weapon fragments for the research team and engineering, for example. You can even have another player to control interceptors and/or satellites and seeing that country requests are fulfilled.&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=49757</id>
		<title>Making The Game Harder (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Making_The_Game_Harder_(EU2012)&amp;diff=49757"/>
		<updated>2013-10-06T06:34:11Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Second Wave Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended for players who finish the game frequently on the higher difficulties (Classic/Impossible/Ironman/Second Wave) and would like to keep the challenge alive or to add a little extra spice to their games. &lt;br /&gt;
&lt;br /&gt;
Naturally it is quite easy to handicap yourself while playing the game: using only conventional weaponry, no armor, only pistols, etc. Some of these situations are detailed here, in addition to exploits/cheats/tactics that make the game easier, which you might want to refrain from using.&lt;br /&gt;
&lt;br /&gt;
Feel free to suggest more or try any of these ideas (or all of them!). Some may make the game very hard or even impossible to win. Most of these ideas are based on a [[Making_the_Game_Harder|similar page]] for the original game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Second Wave Settings==&lt;br /&gt;
[[Second Wave (EU2012)|Second Wave]] is designed to enhance the game play experience. Most settings increase the difficulty level but others have a mixed effects after players have mastered them.&lt;br /&gt;
&lt;br /&gt;
===Maximum Difficulty===&lt;br /&gt;
* &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - random damage can affect both sides in battle but it limits more the planning of the human player than the AI, specially when playing without enemy HP bars visible (one of the game options). You&#039;ll only know if that Plasma Sniper Rifle shot dealt 19 or 1 damage to that still standing Ethereal if you hit it with the next shot...&lt;br /&gt;
* &#039;&#039;&#039;More Than Human&#039;&#039;&#039; - a must have. Limits the use of Psionic soldiers to 1 or 2 on each game, instead of bringing a full Psionic squad and walking completely over the aliens. And, with &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; you may also start considering how wise it is to bring your only Psionic soldier to every fight due to the rare chance of finding another one. &lt;br /&gt;
* &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - requires a live alien to research Psionics. &lt;br /&gt;
* &#039;&#039;&#039;Red Fog&#039;&#039;&#039; - affects only XCOM soldiers. Makes prolonged fights more difficult due to the loss of stats from injuries in combat. &lt;br /&gt;
* &#039;&#039;&#039;Results Driven&#039;&#039;&#039; - funding is affected by panic level. Once full satellite coverage is achieved it becomes less effective.&lt;br /&gt;
* &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - satellite cost greatly increases after each one is build (can be double). &lt;br /&gt;
* &#039;&#039;&#039;Total Loss&#039;&#039;&#039; - losing a fully equipped soldiers will now also cost greatly in credits and material resources, besides its training. &lt;br /&gt;
* &#039;&#039;&#039;War Wariness&#039;&#039;&#039; - funding will drop each month until it reaches zero. Period. &lt;br /&gt;
* &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - HQ power costs are doubled. More credits and construction space required for Engineering. &lt;br /&gt;
&lt;br /&gt;
===Mixed Difficulty===&lt;br /&gt;
*&#039;&#039;&#039;Marathon&#039;&#039;&#039; - despite doubling or trebling the time required for injury recovery, research, etc., a player actually has more time to train soldiers because Marathon gives more missions with the same type of aliens before the next higher type of alien species or UFO appears.  &lt;br /&gt;
*&#039;&#039;&#039;New Economy&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;High Stakes&#039;&#039;&#039; - both the randomization of the countries funding and the mission rewards can work either way, either helping or challenging the player. But unlike in the battlefield it is more easy to correct any mistakes. &lt;br /&gt;
* &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - if you have the credits, you can just sack lower stat rookies and replace them with better ones. &lt;br /&gt;
* &#039;&#039;&#039;E-115&#039;&#039;&#039; - stockpiling Elerium becomes more difficult but at the same time selling it right after UFO recovery brings much needed credits in the early game. &lt;br /&gt;
*&#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - actually balances the effect of &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; due to the certainty it provides of the shot inflicting some Critical Damage. The aliens will also benefit from it but it also makes the player to use more deadly flanking maneuvers.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===Offensive Psionics===&lt;br /&gt;
* No use of psionic powers allowed.&lt;br /&gt;
* Only 1 Psionic soldier capable of using Psionics&lt;br /&gt;
* No Mind Control &lt;br /&gt;
===Defensive Psionics===&lt;br /&gt;
* No Mind Shields or Psi Armor allowed (with the exception of the Volunteer for the final mission).&lt;br /&gt;
&lt;br /&gt;
==Pacifist==&lt;br /&gt;
* You may never shoot down any UFOs (but you may assault landed ones) and you may never command any of your soldiers to fire their weapon (with the exception of the Arc Thrower since it won&#039;t kill the alien). You may however set your soldiers on Overwatch (self-defense) instead of using Firing. &lt;br /&gt;
&lt;br /&gt;
==Firepower/Technology==&lt;br /&gt;
&lt;br /&gt;
===Technophobe===&lt;br /&gt;
* You may not use or research any alien related items. All artifacts recovered from missions must be sold immediately, with the exception of those required to progress the storyline. This essentially means that you&#039;ll be restricted to only conventional weapons to fight, either on air on on the ground. Good luck.&lt;br /&gt;
* You may also never accept scientists as mission rewards or build any Labs unless the scientists comes from the satellite coverage bonus. &lt;br /&gt;
===Conventional Only===&lt;br /&gt;
* You may only use conventional weapons and/or armor throughout the entire game. &lt;br /&gt;
===Laser Squad===&lt;br /&gt;
* You may only deploy Lasers weapons and/or Carapace/Skeleton armor on any combat mission.&lt;br /&gt;
===Rise Of The Robots===&lt;br /&gt;
* After getting the Foundry (which should be your 1st priority) you&#039;ll use as many SHIVs as possible instead of human soldiers. &lt;br /&gt;
===Limited Squads===&lt;br /&gt;
* Don&#039;t purchase Squad Size I &amp;amp; II and stick to the 4 soldier squad throughout the entire campaign.&lt;br /&gt;
&lt;br /&gt;
===Gunslinger===&lt;br /&gt;
* Only use pistols throughout the entire game &lt;br /&gt;
** Heavies and several abilities become useless, together with Frag and Alien grenades.&lt;br /&gt;
** On the plus side, you&#039;ll never have to reload your weapon or worry about ammo the entire game. &lt;br /&gt;
** On the minus side, most aliens will now require at least the double of shots to eliminate them, even with a fully upgraded Plasma Pistol (and capturing and researching one should be a top priority).&lt;br /&gt;
** The key abilities to have for Pistols are: Rapid Fire and Bring &#039;Em On (Assault) and Gunslinger and Double Tap (Sniper), which have both  effects of allowing a 2nd shot and increasing the pistol&#039;s damage. The Foundry&#039;s Improved Pistol upgrades are also essential.&lt;br /&gt;
** Headshot, Snap Shot and Disabling Shot are useless for Snipers and Rifle Suppression for Supports.&lt;br /&gt;
&lt;br /&gt;
===Top Gun===&lt;br /&gt;
* Only use Ravens - don&#039;t build Firestorms&lt;br /&gt;
* Don&#039;t research advanced Air to Air weapons and stick to Avalanches&lt;br /&gt;
&lt;br /&gt;
==Classes/Abilities==&lt;br /&gt;
===Trying Something New===&lt;br /&gt;
Don&#039;t choose any of these abilities while leveling up soldiers:&lt;br /&gt;
* Squad Sight (Sniper)&lt;br /&gt;
* Field Medic (Support)&lt;br /&gt;
* Rapid Fire (Assault) &lt;br /&gt;
* HEAT Ammo (Heavy)&lt;br /&gt;
===Voluntary Retirement===&lt;br /&gt;
* Once a soldier reaches Colonel rank it is immediately retired and dismissed from service as a reward for his/her services fighting the alien invasion.&lt;br /&gt;
* Or the same as above but dismiss all commissioned officers, which means everyone from Lieutenant upwards.&lt;br /&gt;
* Or you could limit your soldiers to a single &amp;quot;tour of duty&amp;quot; comprising a set number of deployments. 10 is a challenge; 20 is close to a normal game.&lt;br /&gt;
&lt;br /&gt;
===Valkyrie Squad===&lt;br /&gt;
* Dismiss all the ugly XY mutts still alive at the Barracks after the 1st mission and only use female soldiers during the entire game. &lt;br /&gt;
===Single Class===&lt;br /&gt;
* Use only one class of soldiers during a mission or the entire game. &lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
===V.I.P.s===&lt;br /&gt;
*Near the start of the game select ten soldiers to be your Very Important People. (or V.I.P.s for short) &lt;br /&gt;
*Change their armour or names to indicate that they are V.I.P.s. &lt;br /&gt;
*You must bring at least one V.I.P. along to every mission. &lt;br /&gt;
*If a V.I.P. is killed you may not replace him. &lt;br /&gt;
*If all of your V.I.P.s are dead, you must completely abandon the current campaign. &lt;br /&gt;
*In the event that all of your remaining V.I.P.s end up in the infirmary and awaiting recovery you may still play until they recover, after that you must again bring at least one V.I.P. to each mission.&lt;br /&gt;
*You may also pull a V.I.P. out of a mission if things get hairy.&lt;br /&gt;
&lt;br /&gt;
===The Few===&lt;br /&gt;
:&#039;&#039;Never was so much owed by so many to so few.&#039;&#039;&lt;br /&gt;
* Complete your game without hiring any additional soldiers.&lt;br /&gt;
* If all survivors fail the Psi test that&#039;s game over.&lt;br /&gt;
&lt;br /&gt;
==High Five==&lt;br /&gt;
* Win the game while only performing 5 missions:&lt;br /&gt;
** 1st Mission/Tutorial&lt;br /&gt;
** Capture Live Alien and an Outsider&lt;br /&gt;
** Alien Base Assault&lt;br /&gt;
** Overseer UFO&lt;br /&gt;
** Final Mission&lt;br /&gt;
* Challenges&lt;br /&gt;
** Time is NOT on XCOM&#039;s side - panic levels will raise very quickly because the aliens will be left alone to terrorize the Earth and expect whole continents to fall to the alien&#039;s influence. &lt;br /&gt;
** The only way to deal with panic levels will be with satellites but landed UFOs will pose a major risk to the satellites since you&#039;ll have to pass on these missions. &lt;br /&gt;
** Research and Engineering will take longer - no mission rewards and not much recovered alien artifacts until the Alien Base is hit.&lt;br /&gt;
** Squads will be inexperienced and lacking key abilities and using inferior weapons and armor.&lt;br /&gt;
** The choices are, the longer you wait before taking the key next mission, the bigger the odds of getting better gear for your soldiers but also of more deadlier alien species to appear and 8 countries withdrawing from the Council thus losing the game. Have fun.&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=49756</id>
		<title>Talk:Outsider (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=49756"/>
		<updated>2013-10-06T06:32:15Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone encountered two of these together as per the picture?--[[User:Luge|Luge]] 12:02, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Nope. I think there is two just for the trailer.--[[User:SuicidalSectoid|SuicidalSectoid]] 12:14, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I have. Two Outsiders together in an... Abductor I think. [[User:Binkyuk|Binkyuk]] 12:16, 6 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
I found three on a battleship. [[User:Brass.Dragon|Brass.Dragon]] 02:32, 6 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Pretty sure I have, possibly on one of the Scout ships. Problably more likeley on Abductors and above, and most players assault the base around or before those big UFOs start to appear (or can even take them down).&lt;br /&gt;
&lt;br /&gt;
== Outsider innate defense? ==&lt;br /&gt;
&lt;br /&gt;
Something that has been bugging me since I&#039;ve been playing, and don&#039;t know if it&#039;s due to Classic difficulty, but I&#039;ve come across Outsiders having an innate 10% defense.  At least as of the most recent patch for the console (X-Box) release.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Joke at the FPS&#039;s expense&amp;quot; ==&lt;br /&gt;
&#039;&#039;How?&#039;&#039; How early were these Outsiders developed before anyone outside 2K Marin heard of the FPS&#039;s use of &amp;quot;Outsider&amp;quot;? --[[User:Xuncu|Xuncu]] 21:57, 19 March 2013 (EDT)&lt;br /&gt;
: It&#039;s only a theory. It could just be a coincidence. I&#039;ve left it in the notes section just in case. Firaxis have also said that they had been in touch with 2K Marin, so perhaps they could have learned the name earlier.--[[User:SuicidalSectoid|SuicidalSectoid]] 18:35, 25 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I got a theoryyy~ ==&lt;br /&gt;
My current hypothesis: due to what the UberEtherial says, and various descriptions of the Hyperlink Beacon and resulting tech: the Outsiders in both this game and the upcoming FPS are one and the same. &#039;He&#039; talks several times about some &amp;quot;others&amp;quot; that have ascended beyond themselves, a sillouette in the &amp;quot;stained glass windows&amp;quot; behind the Etherial sillouette (in the Overseer UFO and the last room of the Sanctuary Ship), the descriptions repeatedly mention other dimentions, the &amp;quot;organic sillicon-based lifeform&amp;quot; feel of the Outsiders (vs the &amp;quot;machined metal grafted onto flesh&amp;quot; of the Floaters), their complete dissapearance after the Beacon&#039;s capture, and the appearance and abilities of the Outsiders of the FPS lead me to belive that both outsiders are the same &#039;race&#039;, and are the Ascended trans-dimentional beings. --[[User:Xuncu|Xuncu]] 21:57, 19 March 2013 (EDT)&lt;br /&gt;
:Very interesting! Firaxis left too many questions unanswered not to warrant a sequel. Who knows what that Ethereal was raving about? (Besides Firaxis of course.)--[[User:SuicidalSectoid|SuicidalSectoid]] 18:42, 25 March 2013 (EDT)&lt;br /&gt;
:Interesting idea, but Outsiders are early enemies, and not particularly powerful. The Ethereals consider the &amp;quot;ascended&amp;quot; &amp;quot;others&amp;quot; to be superior to themselves, so it isn&#039;t consistent for Outsiders, which serve Ethereals, to be them. It&#039;s also implied that the ascended ones ascended long ago and the Ethereals have been engineering races for years, even centuries, to duplicate their feat, while Outsiders disappeared only weeks earlier. [[User:Binkyuk|Binkyuk]] 13:27, 26 March 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Brass.Dragon&amp;diff=49738</id>
		<title>User talk:Brass.Dragon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Brass.Dragon&amp;diff=49738"/>
		<updated>2013-10-04T18:39:52Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Observing UFO Flight Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Observing UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been watching how UFOs act (I don&#039;t have a hyperwave decoder yet, so all I can do is watch them and then scout the UFO once I shoot it down)&lt;br /&gt;
&lt;br /&gt;
NOTE: These are observations, and may or may not be true, I have no way of knowing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So far I&#039;ve come to these conclusions:&lt;br /&gt;
&lt;br /&gt;
Small Scout: Flies around in a more or less circular pattern, I have no idea if it a small scout, because it dies so easily, and I have yet to see it land.&lt;br /&gt;
&lt;br /&gt;
Medium Scout: Lands in rural areas a lot, and tends to fly and land between a few points, never goes near the Alien Base I discovered, my Radars don&#039;t reach that far, so I have no solid way of knowing.&lt;br /&gt;
&lt;br /&gt;
Large Scout: Same as Medium Scout.&lt;br /&gt;
&lt;br /&gt;
Abductor: Lands a LOT in rural areas, and usually flies all over the place.&lt;br /&gt;
&lt;br /&gt;
Supply Barge: From what I have seen, this one goes the farthest out of all the other UFOs I&#039;ve seen before, and it seems to come from the Alien Base, due to it&#039;s (usually) northward trajectory, I&#039;m in the process of sending interceptors to scout areas where I think it might head.&lt;br /&gt;
&lt;br /&gt;
Battleship: From what I&#039;ve seen, spends time scouting out areas near cities, due to the position of my base in southern Europe, it is always terrifying to see a Very Large UFO, fly around that area.&lt;br /&gt;
&lt;br /&gt;
Terror Ship(?): Terror Ships are not very large, just large, so a lot of what I thought is wrong, so, I think I need to restart all of that studying.&lt;br /&gt;
&lt;br /&gt;
Harvester: I have yet to see a harvester.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please correct this if anything is wrong. I&#039;ve been studying this for months (Real time) and I think this is as close as I&#039;m going to get to real results.&lt;br /&gt;
:Dr Marazuki? Is that you? ;) [[User:Hobbes|Hobbes]] 21:29, 3 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hobbes, I am not Dr Marazuki. I am just a guy on this Ufopaedia that started playing the Enemy Unknown game and found out that it was based of off a older, really amazing game. I am also a massive fan of yours.&lt;br /&gt;
[[User:Brass.Dragon|Brass.Dragon]] 02:08, 4 October 2013 (EDT)&lt;br /&gt;
:I know, I was just a joke. Have you played the Council mission on EU2012 where you have to rescue the scientist (Dr. Marazuki) that is studying the &amp;quot;flight patterns of UFOs?&amp;quot; ;) [[User:Hobbes|Hobbes]] 08:00, 4 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I have played that mission, that map is one of my favorite maps.&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Brass.Dragon&amp;diff=49736</id>
		<title>User talk:Brass.Dragon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Brass.Dragon&amp;diff=49736"/>
		<updated>2013-10-04T17:22:30Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Observing UFO Flight Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Observing UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been watching how UFOs act (I don&#039;t have a hyperwave decoder yet, so all I can do is watch them and then scout the UFO once I shoot it down)&lt;br /&gt;
&lt;br /&gt;
NOTE: These are observations, and may or may not be true, I have no way of knowing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So far I&#039;ve come to these conclusions:&lt;br /&gt;
&lt;br /&gt;
Small Scout: Flies around in a more or less circular pattern, I have no idea if it a small scout, because it dies so easily, and I have yet to see it land.&lt;br /&gt;
&lt;br /&gt;
Medium Scout: Lands in rural areas a lot, and tends to fly and land between a few points, never goes near the Alien Base I discovered, my Radars don&#039;t reach that far, so I have no solid way of knowing.&lt;br /&gt;
&lt;br /&gt;
Large Scout: Same as Medium Scout.&lt;br /&gt;
&lt;br /&gt;
Abductor: Lands a LOT in rural areas, and usually flies all over the place.&lt;br /&gt;
&lt;br /&gt;
Supply Barge: From what I have seen, this one goes the farthest out of all the other UFOs I&#039;ve seen before, and it seems to come from the Alien Base, due to it&#039;s (usually) northward trajectory, I&#039;m in the process of sending interceptors to scout areas where I think it might head.&lt;br /&gt;
&lt;br /&gt;
Battleship: From what I&#039;ve seen, (I have yet to successfully shoot one down, so I assume that Very Large UFOs are either Terror Ships or Battleships) spends time scouting out areas near cities, due to the position of my base in southern Europe, it is always terrifying to see a Very Large UFO, fly around that area.&lt;br /&gt;
&lt;br /&gt;
Terror Ship(?): Typically a Very Large UFO will fly around for awhile, vanish, and within a few hours, a terror mission happens&lt;br /&gt;
&lt;br /&gt;
Harvester: I have yet to see a harvester.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please correct this if anything is wrong. I&#039;ve been studying this for months (Real time) and I think this is as close as I&#039;m going to get to real results.&lt;br /&gt;
:Dr Marazuki? Is that you? ;) [[User:Hobbes|Hobbes]] 21:29, 3 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hobbes, I am not Dr Marazuki. I am just a guy on this Ufopaedia that started playing the Enemy Unknown game and found out that it was based of off a older, really amazing game. I am also a massive fan of yours.&lt;br /&gt;
[[User:Brass.Dragon|Brass.Dragon]] 02:08, 4 October 2013 (EDT)&lt;br /&gt;
:I know, I was just a joke. Have you played the Council mission on EU2012 where you have to rescue the scientist (Dr. Marazuki) that is studying the &amp;quot;flight patterns of UFOs?&amp;quot; ;) [[User:Hobbes|Hobbes]] 08:00, 4 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I have played that mission, that map is one of my favorite maps.&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Brass.Dragon&amp;diff=49721</id>
		<title>User talk:Brass.Dragon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Brass.Dragon&amp;diff=49721"/>
		<updated>2013-10-04T06:08:35Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Observing UFO Flight Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Observing UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been watching how UFOs act (I don&#039;t have a hyperwave decoder yet, so all I can do is watch them and then scout the UFO once I shoot it down)&lt;br /&gt;
&lt;br /&gt;
NOTE: These are observations, and may or may not be true, I have no way of knowing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So far I&#039;ve come to these conclusions:&lt;br /&gt;
&lt;br /&gt;
Small Scout: Flies around in a more or less circular pattern, I have no idea if it a small scout, because it dies so easily, and I have yet to see it land.&lt;br /&gt;
&lt;br /&gt;
Medium Scout: Lands in rural areas a lot, and tends to fly and land between a few points, never goes near the Alien Base I discovered, my Radars don&#039;t reach that far, so I have no solid way of knowing.&lt;br /&gt;
&lt;br /&gt;
Large Scout: Same as Medium Scout.&lt;br /&gt;
&lt;br /&gt;
Abductor: Lands a LOT in rural areas, and usually flies all over the place.&lt;br /&gt;
&lt;br /&gt;
Supply Barge: From what I have seen, this one goes the farthest out of all the other UFOs I&#039;ve seen before, and it seems to come from the Alien Base, due to it&#039;s (usually) northward trajectory, I&#039;m in the process of sending interceptors to scout areas where I think it might head.&lt;br /&gt;
&lt;br /&gt;
Battleship: From what I&#039;ve seen, (I have yet to successfully shoot one down, so I assume that Very Large UFOs are either Terror Ships or Battleships) spends time scouting out areas near cities, due to the position of my base in southern Europe, it is always terrifying to see a Very Large UFO, fly around that area.&lt;br /&gt;
&lt;br /&gt;
Terror Ship(?): Typically a Very Large UFO will fly around for awhile, vanish, and within a few hours, a terror mission happens&lt;br /&gt;
&lt;br /&gt;
Harvester: I have yet to see a harvester.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please correct this if anything is wrong. I&#039;ve been studying this for months (Real time) and I think this is as close as I&#039;m going to get to real results.&lt;br /&gt;
:Dr Marazuki? Is that you? ;) [[User:Hobbes|Hobbes]] 21:29, 3 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hobbes, I am not Dr Marazuki. I am just a guy on this Ufopaedia that started playing the Enemy Unknown game and found out that it was based of off a older, really amazing game. I am also a massive fan of yours.&lt;br /&gt;
[[User:Brass.Dragon|Brass.Dragon]] 02:08, 4 October 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Brass.Dragon&amp;diff=49714</id>
		<title>User talk:Brass.Dragon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Brass.Dragon&amp;diff=49714"/>
		<updated>2013-10-03T22:23:31Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: Created page with &amp;quot; ==Observing UFO Flight Patterns==  I&amp;#039;ve been watching how UFOs act (I don&amp;#039;t have a hyperwave decoder yet, so all I can do is watch them and then scout the UFO once I shoot it do...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Observing UFO Flight Patterns==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been watching how UFOs act (I don&#039;t have a hyperwave decoder yet, so all I can do is watch them and then scout the UFO once I shoot it down)&lt;br /&gt;
&lt;br /&gt;
NOTE: These are observations, and may or may not be true, I have no way of knowing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So far I&#039;ve come to these conclusions:&lt;br /&gt;
&lt;br /&gt;
Small Scout: Flies around in a more or less circular pattern, I have no idea if it a small scout, because it dies so easily, and I have yet to see it land.&lt;br /&gt;
&lt;br /&gt;
Medium Scout: Lands in rural areas a lot, and tends to fly and land between a few points, never goes near the Alien Base I discovered, my Radars don&#039;t reach that far, so I have no solid way of knowing.&lt;br /&gt;
&lt;br /&gt;
Large Scout: Same as Medium Scout.&lt;br /&gt;
&lt;br /&gt;
Abductor: Lands a LOT in rural areas, and usually flies all over the place.&lt;br /&gt;
&lt;br /&gt;
Supply Barge: From what I have seen, this one goes the farthest out of all the other UFOs I&#039;ve seen before, and it seems to come from the Alien Base, due to it&#039;s (usually) northward trajectory, I&#039;m in the process of sending interceptors to scout areas where I think it might head.&lt;br /&gt;
&lt;br /&gt;
Battleship: From what I&#039;ve seen, (I have yet to successfully shoot one down, so I assume that Very Large UFOs are either Terror Ships or Battleships) spends time scouting out areas near cities, due to the position of my base in southern Europe, it is always terrifying to see a Very Large UFO, fly around that area.&lt;br /&gt;
&lt;br /&gt;
Terror Ship(?): Typically a Very Large UFO will fly around for awhile, vanish, and within a few hours, a terror mission happens&lt;br /&gt;
&lt;br /&gt;
Harvester: I have yet to see a harvester.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please correct this if anything is wrong. I&#039;ve been studying this for months (Real time) and I think this is as close as I&#039;m going to get to real results.&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Brass.Dragon&amp;diff=49713</id>
		<title>User:Brass.Dragon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Brass.Dragon&amp;diff=49713"/>
		<updated>2013-10-03T22:10:42Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: Created page with &amp;quot;I am just a user that plays X-COM games.  &amp;#039;nuff said.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am just a user that plays X-COM games.&lt;br /&gt;
&lt;br /&gt;
&#039;nuff said.&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=49712</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=49712"/>
		<updated>2013-10-03T19:43:53Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Soldiers */&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 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;
&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;
&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 dieing [[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;
&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;
*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;
*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;
&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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
*You will forget to capture a live Micronoid aggregate.&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;
*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;
*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 blink* Time for a Terror Mission!&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;
*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;
*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;
*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;
*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;
***********Had.&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;
*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 kickstands 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;
*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;
*Two words: naughty tentacles.&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;
[[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>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=48276</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=48276"/>
		<updated>2013-08-23T23:04:00Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Tactical (Enemy Unknown) */&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 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;
&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;
&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 dieing [[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;
&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;
*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;
*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;
&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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&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;
*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;
*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;
&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;
*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;
*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;
*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;
*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;
***********Had.&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;
*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 kickstands being visible on several weapons, your soldiers do not seem to recognise their existence for steadying and making more accurate shots.&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;
*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;
*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;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&amp;diff=46595</id>
		<title>The Mysteries of X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&amp;diff=46595"/>
		<updated>2013-06-29T05:33:57Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Motives behind the invasion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discussion page for some less clear aspects of the series&lt;br /&gt;
&lt;br /&gt;
==General issues==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;How fast can alien craft travel in space?&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some alien missions (repeated attacks on X-COM bases, for instance) come daily. This seems to imply that alien craft are able to travel the distance from Mars to Earth in a matter of hours.&lt;br /&gt;
&lt;br /&gt;
: Or maybe, as you suggest in your novels, they have a staging area near Earth, such as the dark side of the Moon. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Really fast.  Consider that they don&#039;t need to push aside atmosphere, as well as the fact that momentum is conserved in space, so they can achieve very high speeds with gravity slingshots.  (Mars DOES have 2 moons, recall.)  Also note that they may be operating a bit closer to home(the far side of the moon, perhaps?) it&#039;s simply that the command staff are at Cydonia.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Good article in last month&#039;s Scientific American pointing out we only rely on gravity slingshots because we still use chemical rockets with pathetic delta-V. Once 2nd and 3rd generation plasma engines come on line (1st gen are in flight now) the gravity slingshot will become an irrelevance. No doubt UFO drives are at least as good as our (future) 3rd gen plasma drives, probably way better since they warp space. &lt;br /&gt;
&lt;br /&gt;
(Reminds me of the old Guild Navigator joke - I just warped space from Ix, and boy is my mind tired. Oh well, you had to be there)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Also keep in mind that both Phobos and Deimos are tiny. They are basically captured asteroids. Neither would be useful in gravity assist. But yeah, the UFO&#039;s shouldn&#039;t need any assist anyway.[[User:Mannon|Mannon]] 11:35, 30 March 2011 (EDT)&lt;br /&gt;
::Case in point: http://xkcd.com/681_large/ (Deimos can be escaped with someone on a bike and a plank stacked on a brick, Phobos requires a good pitching arm). --[[User:Xuncu|Xuncu]] 16:55, 13 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Consider that many of the same aliens as UFO/EU are in X-COM Intercepter, having necessarily had to break light speed. Consider that if outside any atmoshphere a battleship could reach 4800 knots(in-game top speed) within two minutes (which is about how long it appears to take in-game) then it is accelerateing at about 18m/s/s or almost 2Gs. In 24 hours it would reach 1,555km/s. At this speed (assuming it turned it&#039;s drive off after 24h) it would travel about 134,000,000km each day. The maximum distance between Earth and mars is about 401,000,000km. &lt;br /&gt;
:For simplicity, because we have room to work with here, even if a battleship were to accelerate for 24 hours while orbiting mars, and again had to decelerate for 24 hours in orbit after reaching earth, (all while a chrysalid inside balanced two apples on each of it&#039;s mandibles) it would still only take 5 days to reach earth when both planets are at opposite orbital positions. It seems that the Ethereals can wipe out your base and not have to miss Ladies Night, assuming the club is also on earth. &#039;&#039;Ethereal Mind-Trick: &amp;quot;You don&#039;t want to &#039;blow dis joint&#039;. You want to come back to the UFO for a little abduction mhmhmhmhhmm.&#039;&#039; [[User:Darkestaxe|Darkestaxe]] 23:38, 12 April 2013 (EDT)&lt;br /&gt;
::On one hand, &amp;quot;near-constant multiple organ failure&amp;quot; problably includes THAT organ. Ouch. On the other, sheer force of will problably works on that for them (lucky them); and with Psionics, you can make any woman belive that &amp;quot;this long&amp;quot; (holds hands a few inches apart) is 1 foot, as well as literally make her forget any other man she&#039;s thought about before, as well as Algerbra. Unhooking a bra would, however, still a challenge unto itself. And, since we are given specific dates in-game, there&#039;s plenty of programs online that can calculate the distance between planets for any given time, as well as lists of Oppositions (when two plants are at their closest): http://cseligman.com/text/planets/marsoppositions.htm For example, in 1999, the in-game year of the first game, on April 24th, Mars was only 86 million Km away (though Kudos if you can beat the game THAT early into a campaign) --[[User:Xuncu|Xuncu]] 16:55, 13 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;What happens to the crashed UFO craft and its crew?&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
Downed alien craft disappear after a few days have passed. No explanation is given to this whatsoever, so what really happens to them?&lt;br /&gt;
&lt;br /&gt;
Possible answers:&lt;br /&gt;
* The UFO and its occupants are recovered by other humans.&lt;br /&gt;
* The Aliens manage to repair the craft and fly back to space. (unlikely, in the event that the power plant blew up and they have no Elerium)&lt;br /&gt;
* The Aliens self-destruct the craft and kill themselves in the process, ensuring their remains will not be recovered by humans. (This is, in fact, the in-game explination. Read the mission briefing. [[User:Darkestaxe|Darkestaxe]] 23:38, 12 April 2013 (EDT))&lt;br /&gt;
* The UFO Powerplant eventually suffers a meltdown and explodes, eliminating any vestiges of alien presence.&lt;br /&gt;
* The Aliens blow up the UFO and disappear into the countryside.&lt;br /&gt;
* Most likely answer, IMHO: The local government/ funding nations give X-COM a limited time window to launch any operation, similiar to what you see in covert ops movies: &amp;quot;Complete the mission within 36 hours, or we initiate Carpet Bombing of the area&amp;quot;. This is very likely considering that each nation actually has jurisdiction, and X-com is operating each military op with permission and cooperation by local authorities. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
*Similiarly, I assume that nations which have signed a pact with the aliens launch a rescue operation and assist their alien friends. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
: In the UFO TV show, it&#039;s stated that alien craft and bodies degrade quickly in Earth&#039;s atmosphere, disappearing completely in hours or a few days. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)&lt;br /&gt;
:: If that was the case, then one of the gases present in the atmosphere would be very toxic to the aliens. They would be restricted on their activities outside their craft, not to mention they would have to terraform the planet to be able to live here. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: As Zombie said, doesn&#039;t Alien Containment support this idea? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Those are excellent suggestions.  One of the X-COM books detailed that aliens throw up a force field around crashed UFOs to give them time to repair the craft.  This would also explain the limited size of the Battlescape (the area of the force field...the field was thrown up before the crash, thus why the craft wasn&#039;t always centered in it) as well as why the Battlescape is devoid of human life(the aliens took care of that up front.)  Similarly, large scale bombing works as well, as does the local government going in to clean it up themselves. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
:::If there&#039;s a force field around the craft what is it supposed to repel? The atmosphere? Because humans have no problem entering the field and operating inside it. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
::::Of course they do! Have you ever noticed how dumb your units can be? That&#039;s because the aliens can&#039;t live with too much nitrogen, so they turn some of it in their force field to oxygen, and excessive amounts of oxygen make you act weird. After a while, their power source runs out and the nitrogen returns, dissolving them into E-115. (What did you think it was made of?) AT least, that&#039;s what seemes logical to me, ad is a combination of many postulates here. 21:36, 18 March 2010 (EDT)&lt;br /&gt;
:::::That would require that the aliens&#039; biochemistry and the alien alloys used in the power sources reacted with nitrogen, which is a mostly inert gas on normal temperature and pressure and a . It&#039;s kinda of weird that the aliens didn&#039;t bothered with fixing that vulnerability with their craft and bodies during millions of years (what happens if the force field malfunctions while capturing cattle? ooops!) but ok. The increase in the amount of oxygen would probably also turn any kind of fire into large explosions throughtout the force field. [[User:Hobbes|Hobbes]] 21:24, 19 March 2010 (EDT)&lt;br /&gt;
::The force field was intended to keep humans out so the aliens were undisturbed. The first major hurdle X-COM had was figuring out a way to bypass those fields so they COULD get troops and aircraft inside. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)&lt;br /&gt;
*I&#039;d guess that the aliens would eventually mount their own rescue missions, especially once they realized that XCOM is farming their ships for resources (they must know we don&#039;t have ready access to their alloys and Elerium) and co-opting their technology. In the Firaxis game, when idling in the Situation Room screen, Central&#039;s (often amusing) radio chatter implies that there are many more UFO&#039;s and reports that don&#039;t go into the globe. Additionally: only 16 countries are covered, and there are over 150 countries on earth, plus all the oceans. After all, if we were shooting down every last ship, then the alien collective shouldn&#039;t be able to land so many aliens for Terror Missions. --[[User:Xuncu|Xuncu]] 02:48, 26 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===How do the aliens carry their equipment?===&lt;br /&gt;
Like human soldiers, aliens can carry weapons and equipment in locations like legs, belt, shoulders and backpack, regardless of the fact that some of their races even lack those anatomical features.&lt;br /&gt;
&lt;br /&gt;
:Potentially a sticky gel-like area on the limb.  Though really, since we were never intended to access alien inventories and the AI does all inventory management internally, this may simply be something that was never considered.  Speaking from a slightly different standard, most aliens do not carry excessive amounts of gear; often their equipment would be able to fit in both hands.  Also recall that Floaters and Ethereals have capes and robes(which may have inside pockets, or the Floaters could store them in the anti-grav/life support unit or inside surgically created body cavities during the installation, while Ethereals could support their excess gear with telekinesis), Mutons have armor(which may have external straps or adhesive areas), and Snakemen have an armor plate(which could have straps, adhesive, inside pockets, or even a backpack.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:We already know the answer to this one - they cheat! ;) [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
===Are X-COM transport craft piloted?===&lt;br /&gt;
&lt;br /&gt;
:Almost certainly, since a remotely-piloted craft could be returned to base when the mission was aborted or failed.  It&#039;s entirely possible that all X-COM soldiers are qualified pilots of the appropriate craft, since it would make no sense for X-COM to waste space on the plane for a noncombatant, or to have a single-point of failure on the mission like that.  (The aliens could screw over the entire op by killing the pilot).  It also explains why the craft is lost when the mission fails or is aborted with no one inside(lacking a pilot, the aliens are able to easily destroy it.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: On the other hand, even a tank/hovertank is capable of getting the craft back to base. Perhaps there is an autopilot function. X-com craft are also infamous for choosing strange and bizarre intercept paths, based on latitude lines... almost as if they followed some a few simple lines of code from 1993 programming (bit of 4th wall breakage there...) -[[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
:Of course, given the tanks seem to be remotely piloted from an X-COM base, its possible that the tank being in the craft allows the Tank pilot to reroute into the control systems for the dropship and take it over.  Limiting this to having the tank inside is a rather good idea.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I recall that the various cutscenes in the PSX version had a pilot, most notably in the &amp;quot;Mission Failure&amp;quot; scene, where it shows the pilot being killed. --[[User:Mabmoro|Mabmoro]] 16:06, 13 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
===What sort of physical process is used to increase human stats over time?===&lt;br /&gt;
&lt;br /&gt;
The increases in some stats are easy explained by experience gained on missions (firing abiility, reactions, etc.). However, in the cases of physical stats (TUs, stamina, strength) the increase must be augmented by an artificial process, since it isn&#039;t easily explainable that humans can significantly increase body mass/speed/endurance just by physical activity/exercise. &lt;br /&gt;
&lt;br /&gt;
:Lifting weights will increase strength.  Running and cardio exercise will increase endurance, and performing the same task multiple times will allow you to perform it faster.  I see no reason natural increase doesn&#039;t work.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
::I assume that it is possible to a human to use those methods to double its physical condition, but that being the case why are X-COM recruits so... undeveloped? Maybe this is a more intriguing aspect. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
What I don&#039;t get is that when someone gets blasted that they gain a lot of extra health. For crying out loud, the aliens are throwing around plasma and ridicoulously HUGE explosions. Shouldn&#039;t they be suffering from third-degree burns? I would expect them to at least have a major sore spot where they got hit. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] September 24&lt;br /&gt;
&lt;br /&gt;
:There&#039;s been arguments over whether the soldiers in X-COM are the Green Berets or equivalents of their various militaries, just average soldiers that volunteered for the job, or if the Council of Funding Nations is corrupt and is using this as an excuse to foist off their most useless soldiers onto the X-COM project.  If the latter, it would easily explain their rather poor early stats.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Maybe the stat increases relate to the troops getting more comfortable performing all operations - lifting, running, combat actions - when the aliens no longer scare the cr*p out of them so much. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: I know what you mean... if this were Jagged Alliance, it&#039;d be like trying to hire Mike and getting Gumpy instead... ouch! ... IMHO, it looks as if the COFN is being funny about this. Clearly, the troops assigned to X-com have had extensive weapons training... each and every one of them can use just about any standard weapon, including Rocket Launchers, incindieries, auto Cannons, etc. However, NONE of them have any combat experience, coming to you as fresh rookies. And their stats look as if they were selected based on a pot luck basis rather than screening among the elite troops... [[User:Jasonred]]&lt;br /&gt;
&lt;br /&gt;
:Health isn&#039;t gained from getting shot. But as for the &amp;quot;ludicrously low stats&amp;quot; issue, maybe they&#039;re being selected on some other basis, or there&#039;s a real shortage of volunteers. [[User:Magic9mushroom|Magic9mushroom]] 04:56, 25 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think that the X-COM&#039;s soldiers have big responsibilities, can&#039;t have children. They are sworn in and only then go to the field - if someone can&#039;t be trusted to keep a secret, he&#039;s getting sacked, given a shitty job (ever wondered who maintained the General Stores?) or worse. - n, 16:47, 16 August 2010 (GMT+2)&lt;br /&gt;
&lt;br /&gt;
In Hotpoint&#039;s [http://www.tthfanfic.org/Story-16092/Hotpoint+XSGCOM+Goa+uld+Defence.htm| XSGCOM: Goa&#039;uld Defense], his explanation is that after a few missions of watching their fellow newbies die, the survivors give in and volunteer for an experimental regimen of performance-enhancing drugs. IRL, steroids and such don&#039;t result in instant strength enhancement, they just encourage accelerated development of muscles. [[User:Kalaong|Kalaong]] 03:16, 28 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
Heh: http://www.nerfnow.com/comic/901 --[[User:Xuncu|Xuncu]] 02:52, 26 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Enemy Unknown/UFO Defence issues==&lt;br /&gt;
===&#039;&#039;&#039;Why isn&#039;t Earth overrun by Snakeman/Chryssalids?&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
According to the UFOPaedia, Snakemen&#039;s &amp;quot;Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time&amp;quot; adding the ominious conclusion: &amp;quot;Left to its own devices this species would be a severe threat to life on earth.&amp;quot;&lt;br /&gt;
Moreover, this species is usually accompanied by the Chryssalids, which have a capacity to reproduce themselves very quickly using humans. So, any survivors of crash sites or terror attacks could start reproducing themselves hidden, resulting in large areas being overrun by those aliens later on. &lt;br /&gt;
&lt;br /&gt;
Possible answers:&lt;br /&gt;
* Both races have a self-destruct mechanism incorporated into their psysiology to prevent this. &lt;br /&gt;
* The entire area is purged by large scale bombing. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::One thing suggested in fan data was that Snakemen have air tablets in their stomach...which may be different from earth&#039;s atmosphere, which would limit their lifespan in earth&#039;s atmosphere, also making egg-laying pointless, since the offspring wouldn&#039;t be able to breathe or survive.  It has also been suggested that Chryssalids have a very rapid metabolism.  Though Chryssalids are likely just as, if not more useful, as a threat or a bargaining tool.  When attempting to get a nation to capitulate to their demands, the aliens could threaten to employ Chryssalids en masse, or offer to remove a mass infestation in exchange for the government&#039;s cooperation.  Or even further, it&#039;s possible that Chryssalids are under Ethereal control and maintaining the control link at that distance is taxing, thus eliminating mass use of the creatures. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Two words: [[Alien Containment]]. That answers everything except for the UFOPaedia articles for the aliens themselves which contradict it. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)&lt;br /&gt;
: For captured aliens, yes. But what survivors of uninvestigated crash sites? [[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
::Zombie is commenting that based on the need for an Alien Containment unit, the aliens cannot survive in earth&#039;s atmosphere for extended periods, needing special atmospheric blends and/or nutrient pools which earth is unable to provide naturally, thus limiting their operations outside of the craft. (If the aliens won the war, it&#039;s likely this would be one of the first things that they would &#039;correct&#039;.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What is the propose of the &#039;disco balls&#039; found inside some UFOs?===&lt;br /&gt;
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:Given that they explode, they could be storage reservoirs for coolant for the computers or other systems.  They could also be circuit breakers or electrical junction boxes, or even a component of the UFO&#039;s particle beam they use to fry X-COM Interception craft.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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Here again, two words: [[Alien Entertainment]]. Even though the spheres are not set to Alien Entertainment in the MCD files, they are almost certainly related to the process somehow. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)&lt;br /&gt;
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:Maybe they are for having discos? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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:Presumably [[Alien Entertainment]] is psionic in some way, maybe they&#039;re Psi-Emitters or something? -[[User:magic9mushroom|magic9mushroom]]&lt;br /&gt;
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::&#039;Disco balls&#039; = Alien &#039;LSD&#039; emitters. Travelling through space to go on almost-suicide missions force aliens to develop POWERFUL relaxing devices to entertain themselves and not go insane :P. --[[User:Nekrocow|Nekrocow]] 20:10, 24 June 2012 (EDT)&lt;br /&gt;
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===Who buys those alien bodies/equipment from X-COM?===&lt;br /&gt;
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:Equipment likely goes to the funding nations or the international black market.  No rebel group is going to ask too many questions about being offered guns that can [[Heavy Plasma|slice through the hull of an MBT]] or [[Alien Grenade|grenades that can level a building]] or [[Blaster Launcher|man-portable guided missiles]]; it&#039;d just be cash-and-carry.  Similarly, scientists would likely be interested in looking at much of this stuff for their own research.  This would also explain the lack of market forces; the funding nations could have a set price for each item, or if X-COM is selling them under the table to rebels and rogue scientists, they can set the price and refuse to budge.  The money on corpses could also be an &amp;quot;Alien Bounty&amp;quot; paid by the Funding Nations, as a reward for each alien that X-COM can prove they killed.  Or it could be bought by other groups...rumor has it that some fast food restaurants have processes that can make ANY meat, no matter the source, look and taste the same, and a Muton would make a LOT of McBurgers.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
From the USO (Kasey Chang): XARQUID SUSHI.&lt;br /&gt;
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===How did the aliens got to Mars?===&lt;br /&gt;
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There are no indications that UFOs are capable of faster than light speed. So how did they get to Mars in the first place?&lt;br /&gt;
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:The UFOs are mission craft, used for the legwork.  The fighters; we never see the carriers.  Given the aliens have been proven to be interstellar, they either Clone-A-Crew as needed when coming the long way to keep the UFOs crewed, or its far more likely that the aliens did have or still do have larger &amp;quot;Carrier&amp;quot; ships, which are capable of FTL travel, that were/are further out in the Solar System that store and dispatch UFOs to mission locations.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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:: One word: TFTD. The entire city of T&#039;leth was put into cryogenic suspended animation? Or look at X-com Interceptor. X-com and the aliens show the ability to enter hyperspace or whatever it is.&lt;br /&gt;
::: T&#039;Leth is another mystery of its own. More to that later on :) [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
::... there are no indications that the UFOs are INcapable of FTL... I don&#039;t think you would want to perform FTL travel within Earth&#039;s planetary atmosphere!&lt;br /&gt;
::: There are no indications that they are capable as well. And X-COM scientists don&#039;t seem to detect any FTL capabilities in UFOs during their research. And after the war the Elerium stocks dwindled, and it would make sense to perform some sort of interstellar missions to detect and harvest Elerium, however none are mentioned. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
:::: Unless you count the events of X-com Interceptor? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 21:15, 26 February 2009 (CST)&lt;br /&gt;
::::: I am refering to the events between Enemy Unknown and TFTD. There is clearly a big distinction between the alien craft on EU and those of Interceptor. [[User:Hobbes|Hobbes]] 09:38, 27 February 2009 (CST)&lt;br /&gt;
::::: Enemy Unknown is set in 1999, TFTD in 2040, Interceptor in 2067... looks entirely plausible that they DID begin research into space exploration immediately after the events of Enemy Unknown. These things take time you know. Remember that the universe is a huge place, and Earth had rather limited Elerium Reserves by the end of EU. It takes... what, 30 Elerium just to fly an Avenger halfway across Earth? They could hardly afford to fly around randomly in space HOPING to come across elerium, they had to figure out detections methods, then scan the galaxy sector by sector, possibly partially using non-Elerium based propulsion at times... I can&#039;t remember if it&#039;s canon or fanfic, but I remember reading that all Elerium on Earth was reserved for space exploration.&lt;br /&gt;
As for FTL, Earth does get it for sure sometime between 1999 and 2067. And I&#039;m pretty certain the technology is Elerium based. It&#039;s not a huge logic jump to assume that the aliens have access to FTL Elerium based tech.&lt;br /&gt;
Though I&#039;m a bit puzzled why all T&#039;leth technology is based on Zrbrite, when the aliens uniformly use Elerium, all the way from Earth to Cydonia to the far reaches of space. -[[User:Jasonred|Jasonred]]&lt;br /&gt;
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:It takes 12 Elerium to fuel an Avenger, though how much 1 Elerium is is an ongoing debate.  As for Elerium, it was reserved for propulsion research when the funding nations divvied up X-COM&#039;s resources, and then they blew it all without learning anything more than the original X-COM scientists.  And yes, Earth clearly gets FTL after TFTD but before Interceptor.  The reason Elerium is not used in TFTD is because Elerium becomes inert and useless upon contact with seawater.  Similarly, seawater aggressively corrodes Alien Alloys and eventually completely dissolves them.  Zrbite functions similar to Elerium, being gold mixed with alien bio-material.  Unfortunately, Zrbite only works when supported by a massive energy grid created by T&#039;leth and becomes inert upon its destruction. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)&lt;br /&gt;
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OK... take the UNIT of elerium out of the equation... let&#039;s say that Earth had 5000 units of elerium, so 6 units get&#039;s an Avenger halfway around the world, and 12 units is sufficient to reach Mars. Hardly enough fuel reserves for intergalactic travel then.&lt;br /&gt;
2065 On October the 27th, the probe &#039;Tombstone 1&#039; returns reports to Earth. It&#039;s data show that the globular star cluster where it rests, one hundred light-years from Earth, contains many life-supporting planets. Many of the planet&#039;s within the probe&#039;s scanning range also apparently possess great mineral wealth, including trace veins of elerium-115.&lt;br /&gt;
Hmm... So, mankind discovers FTL technology on their own in those 65 years? ah... come to think of it, if they&#039;ve got non-Elerium based space travel and FTL, and more powerful weapons too, what&#039;s the big deal about Elerium in the Frontier? Does mankind even need it anymore?&lt;br /&gt;
As for T&#039;leth, it is meant to be over 65 million years old, and CRASHLANDED on Earth due to a solar flare. Was the Ultimate Alien a prophet, thus chose to base T&#039;leth on aqua plastics and Zrbite when T&#039;lth was first constructed? Or did T&#039;leth crash land, followed by frenzied activity where the entire city was replaced part by part, the alien alloys swapped for Aqua Plastics?&lt;br /&gt;
...&lt;br /&gt;
Actually, come to think of it, it&#039;s obviously a massive plothole due to limited timeframe, no point in discussing too deeply. Sigh... [[User:Jasonred|Jasonred]] 13:50, 27 February 2009 (CST)&lt;br /&gt;
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:It&#039;s implied that despite the loss of ability to use the alien technology from the First and Second alien wars, simply being able to see and examine their designs catapulted earth&#039;s technology forward at least a few decades...which really is entirely reasonable.  Much of the technology can be replicated on earth, and the principles and designs can be reapplied.&lt;br /&gt;
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:As for the deal with Elerium, its needed to power stronger weapons and is also wonderful for power generation; its efficiency in power generation is what allows Mega Primus to even exist.&lt;br /&gt;
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:And was there anywhere that specifically said that T&#039;Leth was made of Aqua Plastics?  I don&#039;t recall.  Yes, the rest of their subs are made of aqua plastics, but I&#039;m wondering if something the size of a medium city might perhaps be made of something a bit more durable.  PS: Thanks for signing your post!  :D  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:17, 27 February 2009 (CST)&lt;br /&gt;
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It&#039;s not a plothole at all. There is no Elerium on Earth, whereas the aliens can manufacture Zrbite on Earth, since there&#039;s gold here. Therefore it&#039;s obvious why they used Zrbite. Also, there&#039;s the fact that it was an Aquatoid colony mission, intended to produce an &amp;quot;aquatic paradise&amp;quot;, so using Aqua Plastics instead of Alien Alloys is perfectly justified. [[User:magic9mushroom]]&lt;br /&gt;
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:I think that the use of Aqua Plastics instead of Alien Alloys is perfectly justified by the fact that T&#039;leth crashed million of years ago while the aliens that came to take a shot or two at earth were two million years ahead technologically. So Aqua plastics was some plastic that was used by aliens before they&#039;ve got the Alloys. You might argue - it&#039;s Aqua Plastics, so Aqua =/= Space. Well, Aliens weren&#039;t calling them aqua, and there wasn&#039;t anything saying that Aqua Plastics is not suitable for Space Travel. --[[User:Domenique|Domenique]] 11:10, 19 May 2010 (EDT)&lt;br /&gt;
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... I think Alien Alloys alone would catapult earth&#039;s technology forward a decade, and there&#039;s no reason humanity can&#039;t use those anymore, just not in water. According to timeline, some space pirates manage to make the decommisioned Avengers run on non-Elerium fuel... a large technological step.&lt;br /&gt;
By the time of Interceptor, Elerium weapons aren&#039;t that powerful. Good point about power generation though.&lt;br /&gt;
I would assume that T&#039;leth SHOULD have been constructed out of Alien Alloys, since it was originially an interplanetary vessel? Generally, everything in EU was made of Alien Alloys, everything in TFTD was made out of Aqua plastics. Both of which seemed plenty durable.&lt;br /&gt;
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::Have you noticed that the UFOs fly however their mission parameters tell them to? The UFOs pretty much IGNORE interceptions by X-com craft... if their mission tells them to make 3 passes, speed up, slow down, speed up... they will follow that pattern exactly, whether X-com craft are firing on them or not.&lt;br /&gt;
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::Question: How long does it take the Avenger to reach Mars from Earth?  [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)&lt;br /&gt;
:::No longer than a week, in my opinion.  Probably less than 2 days.  Since canonically, the design of the Avenger had the Cydonia mission in mind, it would be capable of very high interplanetary speeds.  (You could choose to burn 40% of the Elerium in one blast to get to high speed.  Or you could burn even more and refuel while it&#039;s landed...or it could be a mission with no guaranteed escape for the crew.  The lives of the many over those of the few and all that, especially since the war hinges on the mission.)  In addition, you can fit a full complement of soldiers on board with no real excess room for supplies, and the longer it takes to get to Mars, the greater the chance the aliens will spot it coming for them and mount a serious defense.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:20, 26 February 2009 (CST)&lt;br /&gt;
:::If you&#039;d burn that much fuel to accelerate the craft then you&#039;d have to use as much again to decelerate it and attain a planetary orbit, otherwise you&#039;ll simply overshoot the planet and head towards outer space. This is also another aspect to take into account when thinking about the speed of UFOs. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
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::: UFO drives are non-Newtonian so those sort of rocket equations don&#039;t necessarily apply. I think filling up a car with gas is a closer analogy. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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::: Well, they could put a mini mind shield on the Avenger, shoot down a UFO roughly their size, and then fly to Cydonia when the UFO they shot down was supposed to return based on the instructions found by the hyper-wave decoder. Basically taking the place of the UFO. Shouldn&#039;t be too hard since the UFO&#039;s are pretty common by the time you research Cydonia or Bust. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] 14 February 2010 (MST)&lt;br /&gt;
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::That would leave 20% of the fuel to take off the Avenger and land it.  Not really that unreasonable.  While they&#039;re landed, they could potentially refuel the Avenger, or the mission might have been planned as a 1-way trip from the get-go.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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Perhaps Elerium-based drives are a bit like Ramjet engines, where they&#039;re actually useless or inefficient &#039;&#039;below&#039;&#039; a certain threshold speed? --[[User:Xuncu|Xuncu]] 03:02, 26 January 2013 (EST)&lt;br /&gt;
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===What happened to Mars and the alien civilization there?===&lt;br /&gt;
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According to the Brain, Mars was blooming with life had a alien civilization millions of years ago. However, Mars nowadays is a barren world and the alien civilization seems reduced to the area on Cydonia. &lt;br /&gt;
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:That may well have been before Mars lost the majority of its atmosphere due to its weak magnetic field.  As the atmosphere dissipated, the aliens left or died off.  It&#039;s also possible that the aliens, shown in the game over to have little respect for planets other than as sites for slaves and resources, they strip-mined the planet dry(and the rust from the machines created the red coloring), and then seeded Earth so that the slave workforce would grow for future extraction of Earth&#039;s resources.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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===Where are the human-alien hybrids referred to on the UFOPaedia?===&lt;br /&gt;
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:For the ones on earth, probably in hiding or in laboratories for research.  For the ones the aliens have, potentially improving the Sectoid gene pool or being used as food or menial tasks.  Cloning is alot easier than making genetic hybrids and there&#039;s nothing that says their first-generation experiments would be suitable for combat.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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:: They are babies at the time of X-com, and few in number. Their aren&#039;t even that many of them by the time of X-com Apocalypse. [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)&lt;br /&gt;
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:Not to mention the ones in X-COM: Apocalypse are less-than-fit for battle before extensive training. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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===Why did the aliens only activate T&#039;Leth after they were defeated?===&lt;br /&gt;
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On TFTD T&#039;Leth is shown as an entity/city of major power that is capable of conducting a war on its own. But the aliens leave it dormant although they could have used it to speed the process of taking control of Earth. &lt;br /&gt;
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:Perhaps the Enemy Unknown aliens are legitimately scared of the TFTD aliens and are unsure how long they could trust them.  Evil is not monolithic; the TFTD aliens may be more interested in themselves than the alien empire, so they were kept as an ace-in-the-hole.  This is the same reason (canonically) that SKYNET did not originally send the T-1000 to assassinate Sarah Connor; SKYNET was scared of what the T-1000 could do and had only a bare minimum of control over it, so it only used it as an option when it had nothing left to lose.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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T&#039;Leth is in fact so powerful that all it has to do is surface, in order for X-com to be considered to have lost the war.&lt;br /&gt;
In fact, looking at the timelines, it takes 40 years for T&#039;leth to wake up from it&#039;s slumber... that&#039;s one good reason not to use it. By the time it activated, the war would already be over. [[User:Jasonred]]&lt;br /&gt;
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Because the whole purpose of the Enemy Unknown aliens was to rescue the TFTD aliens from T&#039;leth, and there was no way of seeing whether the T&#039;leth-based invasion in TFTD would even work - from their perspective it&#039;s possible that getting T&#039;leth to bootstrap itself could have caused a catastrophe (they don&#039;t know whether or how badly it&#039;s damaged). Presumably the aliens planned to mount a proper rescue operation after locking down Earth and readying it for the aquatic paradise that was the entire point of the T&#039;leth expedition in the first place. [[User:magic9mushroom]]&lt;br /&gt;
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T&#039;Leth was a coleny ship sent by the Sectoid/Aquatoid&#039;s millions of years earlier. This is why the Aquatoids use electronics to augment there control over other creatures, while there progeny are genetically modified to gain the same control. In TFTD it&#039;s implied that the T&#039;Leth had been partialy active for a long time. Thawing out aliens in small groups but never going in full production. UFO aliens may have not intended to start the full awakening cycle until they had a chance to prepare the planet. &lt;br /&gt;
OR, given the Ultimate Alien was aquatoid in origin by his looks and there was no other races from the first game involved. And the fact that Sectoid/Aqutoid&#039;s are not the top of the food chain with the Ethereal and Brain being more powerful it&#039;s possible the brain had decided that the Ultimate Alien was a threat to it&#039;s power. It was not until it&#039;s death that they tried send the signal. --[[User:BladeFireLight|BladeFireLight]] 17:19, 22 March 2010 (EDT)&lt;br /&gt;
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===Why did the aliens use limited force during the First Alien War?===&lt;br /&gt;
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Imagine Independence Day or War of the Worlds: UFO above the major Earth cities destroying the national leadership and any resistance. Or simply announce to Earth that they are now a part of their empire and resistence is futile. Instead, they go 1 mission each day, allowing humans to capture their craft, research their technology, discover their intentions and mount a successful defense. Don&#039;t the aliens watch sci-fi movies to see how it should be done?&lt;br /&gt;
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:Perhaps they don&#039;t have the standing forces to do so, and are in the process of building up the forces needed to do so.  Perhaps they don&#039;t want to wipe out the entire power structure too fast; they want to leave some pieces in place for when they rebuild.  Perhaps they&#039;re too condescending to think that humanity ever really has a chance; they&#039;ve probably conquered thousands of other planets without anyone ever successfully resisting them.  Perhaps they consider the X-COM project to be a rearguard action that, while a valiant effort and a credible threat, is ultimately doomed to failure because they simply cannot win in the end, which is why they undermine it.  Indeed, the reason you need to launch the Cydonia mission in order to win is because X-COM simply cannot stop the aliens in a ground war; the aliens have an effectively infinite supply line and standing forces(though nothing says they&#039;re all waiting to swamp the earth), and the only way to win is to kill the command staff(which the aliens believe X-COM will not be able to do, lacking both knowledge of where the Brain is and any practical means to get there.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
::The most plausible explanation seems to be the one employed in the Worldwar series, by Harry Turtledove, but that does not seem to mesh with what the Brain says about having been on Mars for a while, since then they could watch the Earthlings perpetually. Of course, what it says is probably a bunch of lies. Thinking about what it says for too long also raises the question of why the aliens attacked when they did, of course... [[User:Vizzydix1|Vizzydix1]] 21:52, 18 March 2010 (EDT)&lt;br /&gt;
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The aliens are completely lacking in weapons of mass destruction. When you get right down to it, their aircraft are very fast, manuevarable and durable, but they have rotten firepower. Even the battleship is unable to bring down an Interceptor in 1 shot.&lt;br /&gt;
The terror missions and X-com Base Defences prove that the Aliens are unable to simply launch orbital bombardments... in fact, they appear to have no Air to Land weapons whatsoever...&lt;br /&gt;
When you get right down to it, the aliens are pretty stupid. Also, their scientists seem inferior to Earth&#039;s. Seems to me that they only had the advantage of Elerium deposits and thus elerium based research.&lt;br /&gt;
X-COM was unable to win in an all-out war with the aliens, but remember that X-com is a small little covert group with several dozen soldiers and a handful of aircraft. Can you imagine the result if the aliens had caused a joint war effort by the UN? You would have Lockheed factories converted to Avenger production, several platoons of soldiers outfitted with Flying Suits, Lasers, Heavy Plasma, thousands upon thousands of Laser Tanks...&lt;br /&gt;
I would say that keeping the fight to covert action on both sides was actually beneficial to the aliens, really. [[User:Jasonred]]&lt;br /&gt;
* Nope, the aliens could just invoke John&#039;s Law and blow up the planet with a kamikaze battleship at .9c. Even failing that, the alien battlefleet could come in numbers sufficent to blot out the sun.--[[User:(name here)|(name here)]] 14:39, 8 November 2009 (EST)&lt;br /&gt;
** Lest we forget, X-Com is essentially the Spartans to the aliens&#039; Persian Empire. So they&#039;d just fight in the shade (which would be a blessing in desert missions). --[[User:Guido Talbot|Guido Talbot]] 13:58, 16 July 2010 (EDT)&lt;br /&gt;
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Aliens first began with smal scouting missions, so maybe all we expirience in X-Com is initial attacks by aliens, maybe the whole base was begining scouting and waiting for the invasion fleet? Aliens problably could be in sense dumber than humans, humans are adaptable and thinking, our technology advances fast, and we are fast and smart enough to stop the invasion before it begins. Aliens problably were not used to it so they thought  &amp;quot;oh well, another invasion...&amp;quot;.  --[[User:Domenique|Domenique]] 11:10, 19 May 2010 (EDT)&lt;br /&gt;
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Mankind, as a whole, is incredibly cunning and full of guile.  We are also incredibly aggressive.  A trait that the most of the Aliens can barely concieve.  Though we are weaker physically, mentally, etc, we are overly developed when it comes to strategem and war.  The aliens are, in essence, have come to an inverse of Flatland.  Though they are advanced, it is they who are 2D to our 3D approach to fighting.  They return to earth, and through extensive research and testing, determine that inferior are strategically to humans.  So...they use their advances to what they percieve as the most full advantage, and call for reinforcements over the initial months of the First Alien War.  For eons, only the Sectoid make arrivals to earth.  When the Brain finally realizes the situation, that mankind has woke up and is dealing with them most directly, it begins to get desperate, it sends reinforcements, but only incrementally.  (Its always focused on peak efficiency).  The concept of overwhelming force is illogical and some how, disdainful, to it.  It prefers nuance, interogation, politics, and assessment.  The Brain determine that its more effective to eliminate allies of XCOM than to face it directly.  The concept of obliterating anything from orbit is reprehensible.  Everything must be examined, especially the dead creatures you leave behind.  Over time, it would learn man&#039;s tactics and assimilate.  In fact, each race called in is an example of the Brain adapting.  The Floaters bring forth an extra dimension to combat.  The snakemen aggressiveness and accuracy.  Mutons a culmination of superior warrior breeding, raw physical power, and determination not unlike the so called human soul.  Finally, the Ethereals enter, with capacity to bring overwhelming force.  In time, as they do on Mars base, they might begin joint force attacks with Mutons backed by Ethereals, supported by a mix of terror weapons.  Fortunately, the First Alien War is ended before they fully develop such cunning.  Hence the desperate act of T&#039;Leth.  The Brain has learned the power of anger fueled by vengeance and desperation.&lt;br /&gt;
--[[User:BlackLibrary|BlackLibrary]] 11:10, 29 May 2011 (EDT)&lt;br /&gt;
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:I&#039;ve always viewed it as primarily a lack of resources. Even if you get a UFO every single day and shoot them all down so that there&#039;s no possible chance of any of them being the same UFO that&#039;s still only several hundred to perhaps a thousand or few UFO&#039;s over the course of several years. And most of those are quite small and not too difficult to take out with regular old interceptors and human armaments. If used all at once it might be enough to achieve air superiority, particularly if the Battleships do all the heavy lifting. But it also might not. It certainly would NOT provide enough soldiers to mount a worldwide ground offensive. The crews on those ships aren&#039;t all that big. There&#039;s also no reason to assume that all those craft, weapons, soldiers, and more importantly... elerium are all available at the same time. It&#039;s quite likely that the aliens are cloning new soldiers, building new weapons and UFO&#039;s, and possibly receiving supplies (particularly of elerium) from deep space. Elerium is needed to manufacture a lot of their stuff as well, and we already know it&#039;s a limited resource in our solar system. Consider on top of that how much get&#039;s used up as fuel every time a UFO visits Earth. If they sent all their UFO&#039;s they would use up their reserves of Elerium all at once for a 1 day attack that ultimately would fail. Instead of conquering the Earth wholesale they are trying to influence governments into signing secret pacts with them so that they can control the population of the Earth rather than wipe us out. They do this by using terrorism to intimidate the public and inserting clones to infiltrate governments while holding secret negotiations. A steady stream of UFO missions keeps up the pressure until governments break. Lucky for us they never expected us to bring the fight to the command center on mars. Just imagine if they had built base defenses like we can for our bases. heh Lord would it be aggravating building up a crew of top notch soldiers, constructing an Avenger from scratch, scrapping together all the gear, sending it to Mars, and then watching it get blown to bits before it even lands... O,o Also consider that their UFO&#039;s have operated with relative impunity for a very long time. Presumably XCom is the first organization to shoot down a UFO? As for Earth ramping up for a full scale war, it&#039;d be unlikely that we could really produce enough alien technology in any reasonable timescale to actually outfit whole nations armies, especially with limited Elerium. Perhaps the tech that doesn&#039;t require Elerium, but then again shifting an entire army from one weapon system to another is not as simple as merely producing all the weapons. It&#039;s an extremely long, arcane, and baffling process. Getting just the branches of the US military to switch to laser weapons would probably take at least a decade. I think that limited resources and the intent to control and dominate rather than eliminate the population of the Earth explain it. For that matter they would see the human population it-self as a resource. Hence the use of small scale terrorism rather than attempting to use any weapons of mass destruction. A bunch of aliens walking around shooting people is still pretty damn scary stuff.[[User:Mannon|Mannon]] 13:12, 30 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would have thought that the simplest answer here is best. The aliens are manifestly unable to survive outside containment or bases for prolonged periods. Further, their clearest technological advantage over the humans (at least, prior to X-Com research) is mind control. Therefore, their primary method of offence is not to get bogged down in a ground war, but to engage in the overthrow of governments by infiltration, coercion, corruption and bribery, and achieve complaisance by terrorisation of the general populace. It is for this reason that standard combat tactics involving large hierarchies are ineffectual against the aliens (when the government/command can be mind controlled and the theatre can be defined by a mobile alien force). A decentralised, partly cellular, covert approach like X-Com is preferable, but unable to win an outright ground war either (being composed of, at maximum, 250 soldiers). Of course in reality, the irony is that the aliens/bourgeoisie/Fox network have Mind Controlled you, the X-Com commander into wasting your time with retro video games instead of doing anything about their societal control!&lt;br /&gt;
--[[User:Oogleshay|Oogleshay]] 16:16, 18 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
My theory is that the aliens are deliberately trying to be low-key because they know once the UN can no longer keep the invasion a secret, they will have no reason to pull their punches at defending Earth. The aliens want to make it so that once humanity at large fully realizes what&#039;s going on, it&#039;s already too late - they&#039;re poking the sleeping giant but take care not to awaken it before amputating all limbs to make it unable to defend itself once awake.--[[User:Amitakartok|amitakartok]] 06:33, 14 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==TFTD issues==&lt;br /&gt;
===What was the relationship between the aliens from the 1st and 2nd wars?===&lt;br /&gt;
&lt;br /&gt;
Quoting from the UFOPaedia regarding Alien Origins: &#039;Deep in the oceans there lie ancient&lt;br /&gt;
sites used by the Aliens to contact their stellar cousins.&#039; This also has some implications regarding the issue of why T&#039;Leth was only activated when the Sectoids were defeated. &lt;br /&gt;
&lt;br /&gt;
*Gill Men are coopted Terran creatures, Aquatoids are a differently-modified Sectoid breed, Lobstermen are machine soldiers that are manufactured, Tasoths are clone soldiers that are grown.&lt;br /&gt;
&lt;br /&gt;
Aquatoids are the ancestors of the Sectoids. The colony ship was sent out slowing than light hundreds of millions of years ago. Sectoids are a more genetically advanced race. The rest of UFO aliens were picked up after that point. The Brain and Ethereals probably conquered the Sectoids and don&#039;t regard them highly. While the Aquatoids that were thawed over the years created, conquered (Gill Man) or manufactured the rest of the allies over time. I picture the Tasoth as probably something they brought with them and have been working on. Since most of the Aquatoids come from suspended animation they have not tinkered with genes much. Instead modifying and using electronics (MC Chip) to control. --[[User:BladeFireLight|BladeFireLight]] 17:28, 22 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===What kind of materials were &#039;synomium&#039; and &#039;adamantium&#039;?===&lt;br /&gt;
&lt;br /&gt;
The first one is mentioned on the name of the alien communication devices and the second one appears at the end when T&#039;Leth is destroyed: &#039;he twisting hugeness of T&#039;leth begins to rupture.&lt;br /&gt;
Flames and smoke spew from its gleaming spires and adamantium halls.&#039;&lt;br /&gt;
&lt;br /&gt;
:Synomium is probably a special material used in the comm. devices, like Stargate&#039;s naquadah (universal stuff), naquadria (unstable power source), trinium (hull material) and neutronium (superdense metal). Adamantium is a legendary material in ancient literature that is said to be indestructible, similarly to mithril.--[[User:Amitakartok|amitakartok]] 10:55, 3 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Adamantium is said to be one of the strongest elements in many books and films such as X-men. --[[User:St.froppelie|St.froppelie]] 19:45, 23 October 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
*See also Wikipedia article on Adamantium: [http://en.wikipedia.org/wiki/Adamantium]&lt;br /&gt;
&lt;br /&gt;
===How deep were X-COM bases located on the seas?===&lt;br /&gt;
&lt;br /&gt;
*Floating bases would be easier to build, repair and supply. However they would have to be tethered to the ocean bed or possess some sort of propulsion to prevent them from drifing with the ocean currents. But it would also allow for easy redeployment of the base. &lt;br /&gt;
*Submersible bases could allow for better sonar detection. Same problems regarding ocean currents would apply. In case of hull breaches entire modules would be quickly flooded and any crew present would be crushed by water pressure or drown. Base could be built and then submerged (requires depth control)&lt;br /&gt;
*Seabed bases would be the hardest to build and supply. Several other factors could limit their deployment, such as unstable areas (underwater volcanoes, prone to seaquakes, rock avalanches, etc.) and depths.&lt;br /&gt;
*Given that the Alien Retaliation missions in TFTD are called &amp;quot;Floating Base Attack&amp;quot;, I&#039;d say floating. Also remember that your starting sonar can&#039;t see Very Deep, which rules out seabed bases. [[User:magic9mushroom]]&lt;br /&gt;
** Floating doesn&#039;t always happen on the surface. The surface has to deal with large waves ad bobbing up and down, submerged only has the currents it could be stabilized easier. --[[User:BladeFireLight|BladeFireLight]] 11:57, 14 January 2010 (EST)&lt;br /&gt;
* I was recently researching how far you have to be down to not be effected by surface conditions. You have to be submerged 1/2 of a waves lenght (measured crest to crest) Best I can find is that the average wave is 150 yards accross. To not be effected by the waves you have to be 75 Yards below. This is way below the depth needed to not be effected by the bends when surfaceing. I figure they are probably right at the limit of what can be safe for quick surfacing and well anchored to avoid getting [http://www.youtube.com/watch?v=LwKXfc_a4Ag tossed in a storm].  --[[User:BladeFireLight|BladeFireLight]] 17:37, 22 March 2010 (EDT) &lt;br /&gt;
**Something else to consider - these &#039;floating bases&#039; could be large modular submarines/submersibles. If memory serves, submarines basically maintain sea-level pressure regardless of the depth, so that could explain why they&#039;d be able to be 75+ feet below sea level and not suffer the bends when surfacing.&lt;br /&gt;
::(Or, y&#039;know, we could just say &amp;quot;a wizard did it&amp;quot;.) --[[User:Guido Talbot|Guido Talbot]] 14:13, 16 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XCOM: Enemy Unknown (2012) issues==&lt;br /&gt;
===Motives behind the invasion===&lt;br /&gt;
Now, the UberEtherial pretty much spells out the whole point of the invasion, as well as of their use &amp;amp; control of all the other aliens: they &#039;&#039;wanted&#039;&#039; humanity to evolve and become powerful, because they needed a species that was both high in physical prowess, and a powerful psychic warrior. He (presuming gender) freely admits that their bodies suck (and that the other races suck in body and/or mind even more), and the 1st-3rd-1st person pronoun switch in ONE sentence (&amp;quot;We who failed to ascend as &#039;&#039;they&#039;&#039; thought we would&amp;quot;) and &amp;quot;preparation for what lies ahead&amp;quot;, as well as his descriptions of the other alien races in the Temple Ship imply a number of things:&lt;br /&gt;
*The other races are enslaved races, perhaps from earlier invasions (possibly starting with Sectoids and Etherials being different castes of the same species?), themselves having been enhanced by their own resistances, before becoming enslaved on the degree of being puppets.&lt;br /&gt;
*The whole point of the invasion is enslavement of humans, not extermination, for the perfect warrior-- any Metroid fans can think of the Chozo also becoming masters of Psionics and energy manipulation, at the cost of becoming physically frail and infertile, and entrusting the Power Suit -- and their legacy -- to Samus.&lt;br /&gt;
*The alien surgeries (which greatly resemble Sensory Deprivation tanks-- you can even zoom in to see captive humans twitch sporadically) are their version of XCOM&#039;s Psi Lab (which &#039;&#039;also&#039;&#039; greatly resemble Sensory Deprivation tanks): they are &#039;farming&#039; humans for Psi potential, similar to how us, the player, may farm soldiers for our own Psi Squad&lt;br /&gt;
*Which then makes XCOM almost as much the &#039;&#039;Etherial&#039;s&#039;&#039; project as it is the Council&#039;s (hence why they do not invade or attack XCOM HQ or Interceptor bases)&lt;br /&gt;
*Someone/thing &#039;&#039;else&#039;&#039; is involved, someone the Etherials are in some way subservient to: notice in the Temple Ship and in the Overseer UFO, the strange, Cathedral-like &amp;quot;Stained Glass Windows&amp;quot;. To me, there appear to be &#039;&#039;two&#039;&#039; figures in each: the much more visible 4-armed Etherial silhouette, and in a transparent, but slightly darker shade of lavender, some other 6-8 limbed creature, with a larger body and a very different head-shape behind the first.&lt;br /&gt;
*&amp;quot;What lies ahead&amp;quot; may mean some coming disaster, or merely a challenge and testing from this sequel-hook of &amp;quot;They&amp;quot;&lt;br /&gt;
*Additionaly: the description of the Hyperwave device implies contact with an alternate dimension. The organic-metallic (silicon based, perhaps?) form of the Outsiders (as opposed to the rather obvious &amp;quot;manufactured and machined parts grafted onto flesh&amp;quot; Cyborg attachments of both Floater varieties), and their absence (especially from the Temple Ship) after the device&#039;s capture, as well as released screenshots of the upcoming FPS XCOM game (mentioning Outsiders AND being placed several decades ago)-- all this suggests alternate timelines as well as alternate dimensions (in quantum physics, these are practically the same thing anyways), as well as some species native to this &#039;&#039;Outside&#039;&#039; dimension that are the ones, this &amp;quot;They&amp;quot;, whom are actually calling the shots.&lt;br /&gt;
--[[User:Xuncu|Xuncu]] 03:56, 26 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
*Just to verify the point about the Outsiders, they are called OUTSIDERS, which pretty much means not native, so possibly they are not native to this dimension, also, &amp;quot;What lies ahead&amp;quot; Could possibly be foreshadowing a TFTD remake? And the Outsiders are merely, prototypes of the Ultimate Alien?&lt;br /&gt;
[[User:XBrassxDragonX|XBrassxDragonX]] 22:59, 25 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
*The UberEthereal is a rebel against &amp;quot;They&amp;quot; he/she/it united a group of Ethereals, and left &amp;quot;They&amp;quot; Then, he/she/it proceeded to search for the Ultimate Race, a race that was as tough as a Muton, and as Psionically Powerful as an Ethereal, these were the Humans. This Ultimate Race would overthrow &amp;quot;They&amp;quot; and thus, complete the Ethereal&#039;s legacy, it could also be, that through the use of implants, and sacrificing physical strength for Psionic Power, the Humans could walk the same path as the Ethereals, and be contacted by whatever was left of &amp;quot;They&amp;quot; then, the Humans would help &amp;quot;They&amp;quot; rebuild, and realize the sinister motivations behind &amp;quot;They&#039;s&amp;quot; plan, and thus, repeat the story in a never-ending cycle.&lt;br /&gt;
&lt;br /&gt;
===How is it possible for Psionic soldiers to exist?===&lt;br /&gt;
After capturing a Psi-capable enemy and dissecting it: does XCOM reverse-engineer the implants and insert them into troops (whether they test positive (capable of using them) or not)? Or, is the testing just digging for a Psi signal that &#039;&#039;is already there&#039;&#039;? In which case, it&#039;s a human-evolved trait, but from where, and why wasn&#039;t it found before? Vahlen&#039;s reasearch implies similar genetic struture between aliens and humans: do humans and Etherials/Sectoids have a common Psi-capable ancestor, or have the Etherials been interfereing with human evolution for at least 20-30 years (or however old troopers tend to be, with Shaojie Zhang and his advanced age, equally possible to have Psi-Abilites), if no longer? At least in Apocalypse, there&#039;s the excuse of Sectoid/Human Hybrids. How do humans use a power just discovered that year, and only a few months of practice, end up with the capacity to potentially mind-control Etherials, each of which who have several thousand years of personal experience with Psi abilites? --[[User:Xuncu|Xuncu]] 05:28, 11 April 2013 (EDT)&lt;br /&gt;
:It&#039;s implied that humans were always latent psionics (it&#039;s possible that if we weren&#039;t, the Ethereals would never have bothered us at all). The cutscene where your first psionic is found suggests the testee is immersed in some sort of purple gas, which presumably causes some physiological change to make them operant psionics. As for how human psionics get so good so quickly, good question, though bear in mind that psionic humans are implied to be an Ethereal&#039;s equal in raw power, but while an Ethereal has to expend psionic power all the time just to stay alive and standing, a human can devote it all to his psionic attacks. This could explain why humans are on an equal footing with Ethereals despite having comparatively little practice. More simply, it could just be that humans are badass compared to aliens; we certainly seem to be able to reverse engineer their technology in record time AND then make improvements to it, suggesting we&#039;re frankly just &amp;quot;better&amp;quot; than them. [[User:Binkyuk|Binkyuk]] 09:07, 12 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Another possibility could be that Elerium exposure maybe one of the factors. While Doctor Vahlen stated that she found a correlation with high will power and psychic ability, gameplay mechanics aside there are cases where a very high willed soldier came back from the Psionic Labs who had displayed no psychic prowess whatsoever. Elerium is used in the alien technologies and it was only after the Alien attack that XCOM was able to &#039;make&#039; psionic soldiers. Another piece of evidence is that pieces of equipment such as the Psi Armor and the Mind Shield require a large quantity of Elerium in order to manufacture and that it &#039;enhances&#039; the Psychic abilities of the wearer. While it is true that Elerium is used as a power source for the armor, unlike the hulking Titan armor the Psi armor is essentially a skinsuit/catsuit/muscle suit that has no visible heavy pieces of armor but yet the Elerium requirements for a set of Psi Armor exceed the Elerium requirements for the larger, heavier Titan armor. Logically (again, gameplay mechanics aside) speaking the lighter Ghost armor could perform the same if it used the same amount of Elerium for the Titan armor yet it requires more to function. Combined with the fact that the Psionic Labs and the Gallop Chamber (Both facilities that involve Psionic&#039;s) are the only XCOM facilities outside of the Elerium Generator that requires Elerium in their construction means that Elerium maybe linked to the manifestation of Psychic phenomena.&lt;br /&gt;
[[User:GMPilot0079|GMPilot0079]] 3:56, 13 May 2013 (CST)&lt;br /&gt;
&lt;br /&gt;
[[Category: Fiction]]&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=46594</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=46594"/>
		<updated>2013-06-29T05:19:09Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Tactical (Enemy Unknown) */&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 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;
&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;
&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 dieing [[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;
&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;
*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;
*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;
&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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&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;
*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;
*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;
&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;
*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;
*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;
*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;
*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;
***********Had.&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;
*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 kickstands being visible on several weapons, your soldiers do not seem to recognise their existence for steadying and making more accurate shots.&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;
*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;
&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;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Ethereal&amp;diff=46593</id>
		<title>Talk:Ethereal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Ethereal&amp;diff=46593"/>
		<updated>2013-06-29T04:54:44Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Flying Ethereals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rarely seen? I see nothing but these after half to three quarters of a year.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Agreed, they don&#039;t seem rarer than any other race. We also should think about removing this statement:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If X-COM ground forces encounter Ethereals on Earth, it will usually be at an Alien Base, or terror site.&amp;quot;--[[User:Trotsky|Trotsky]] 00:33, 4 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
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Etherals are not common until later in the game. By the time you&#039;re seeing them on a regular basis, you should be ready to head off to Cydonia.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
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&lt;br /&gt;
True. But there is no reason why they should appear more often in terror sites or bases than in crafts.--[[User:Trotsky|Trotsky]] 02:54, 4 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
==Ethereals &amp;quot;wake up&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
So, I had just shot down a large scout, nothing special, all my guys in flying armor, heavy plasmas, and blaster launchers, etc. etc. However, I had yet to capture a Psionic Alien, let alone an Ethereal, but I forgot my stun bombs. So anyways, I saw an Ethereal, pumped it full of plasma, and watched it die. So, I turned my guys around (I split up my group to chase down this guy) and walked to the UFO. Suddenly, my rear guard, (Who I had left behind in case I missed any Ethereals) had not moved, so they would have TUs to react. Unfortunately, the Ethereal I had just killed got a really good look at them, so suddenly, one of them got MCed, and tried (but hardly failed) to kill the other guy in my rear guard. The other soldier in my rear guard was low on ammo after killing the weakling who dared had himself MCed, so I went to grab the dead Ethereal&#039;s ammo. The corpse was gone. I did not know what to do at all, I swear it was as dead as a doornail. So, I investigated a nearby building (a multi-story structure)and I walked right in, and pew pew pew, my guy was dead from several direct hits from a Plasma Pistol. I sent in three more guys (I now have six left to storm the UFO, I brought a plasma hovertank in a Skyranger) I walked one up right up the stairs, he died, and on the next turn, a grenade popped down, killed the gal who was covering, so all what was left was one guy in that building, for the rest were storming the UFO by now, and being way successful. Luckily, he was quick enough to kill it before it got him. All it had on it was a Plasma Pistol, missing three shots in it. This time, I made sure it was dead, with a mind probe. But hot damn, why did it get up? Did it fall unconscious and get back up without it weapons to wreak vengeance? What the hell happened?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flying Ethereals==&lt;br /&gt;
&lt;br /&gt;
Ethereals fly half of everywhere on the later levels.  It&#039;s NOT uncommon to have an Ethereal on L1(above the ground) floating in midair waiting to peg your troops with reaction fire. [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:40, 16 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Personally I&#039;ve only ever seen them fly once, maybe even twice... And that was to hop straight onto a building that was next to them. You say they tend to do it more often as the game progresses?&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 18:24, 16 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I misspoke slightly.  While I do see them set up midair sniping positions fairly often(Especially at night!), I meant to say I see them fly more often on higher difficulty levels.  I should also note that I tend to wait around for significant periods before launching Cydonia, often a few years, so I see a lot of Ethereals. [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:43, 16 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I never found they fly when play with &#039;&#039;beginner&#039;&#039; difficulty though. [[User:L-Zwei|L-Zwei]] 21:44, 16 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Happens to me.  Dunno, really.  Just saying in my experience they do actually fly an awful lot, or more generally hover to snipe(over cornfields is most annoying but a close second is using flight to leave through the hole that used to be the roof of the crashed UFO.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:47, 16 May 2008 (PDT)&lt;br /&gt;
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&lt;br /&gt;
I don&#039;t see ethereals very often, but on the rare occasions i do, they fly a lot. this is why fighting any number of etherals at night is a recipe for disaster. i once wiped hitting a small scout at night because it turned out the guy in the back with a heavy plasma was psi-weak, plus i didn&#039;t want to have to kill anyone off - [[User:(name here)|(name here)]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
This sounds like a good excuse to try out the special [[Talk:Exercising_The_AI|debug flag]] Seb76 found.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 20:44, 17 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;d be willing to bet they fly as often, and for the same reasons, as Floaters.--[[User:Ethereal Cereal|Ethereal Cereal]] 11:55, 1 June 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Any plans for adding a tactics section on how to deal with them? As it stands, they are one of the most powerful encounters out there on account of their massive indirect combat abilities and sectopod support.&lt;br /&gt;
&lt;br /&gt;
: No harm in creating a section to assist in defeating them. It&#039;s the early meeting with them before you&#039;ve screened your troops that often proves to be the hardest time for players. Some strategies on how to cope during this time would be welcome. However, since Ethereals merely have more than others rather than being truly unique (like the Chryssalids) it may be at the risk of duplicating information that is already elsewhere (like understanding psi mechanics and how to defend against it - and using more firepower to take down the Sectopod). But again, no harm in adding such a section. - [[User:NKF|NKF]] 22:54, 29 July 2008 (PDT)&lt;br /&gt;
: P. S: You can sign your discussion posts by entering three or four tilde&#039;s (&amp;lt;nowiki&amp;gt; ~~~~ &amp;lt;/nowiki&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If ALL the ethereals are cleverly flying around level 9 of the map at night, you will DEFINITELY have to abort. (if you still can) [[User:Jasonred|Jasonred]] 01:49, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: I suspect that this would not happen, as Alien placement is more or less pre-determined by the route and map files. But yes, it would be even harder than having one Ethereal spotter up in the sky outside human sighting range. [[User:Spike|Spike]] 06:36, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Weapon Rankings Vs. Ethereals ==&lt;br /&gt;
&lt;br /&gt;
%TUs per kill (average; FA=50):&lt;br /&gt;
&lt;br /&gt;
 HvyPlas	 31&lt;br /&gt;
 Blast Bmb	 33&lt;br /&gt;
 PlasmaR	 49&lt;br /&gt;
 HE Pack(XCU)	 51&lt;br /&gt;
 HvyLas (XCU)	 55&lt;br /&gt;
 Stun Rod	 72&lt;br /&gt;
 LaserR	         90&lt;br /&gt;
 PlasmaP	 96&lt;br /&gt;
 HE Pack	113&lt;br /&gt;
 HvyLas	        135&lt;br /&gt;
 RocketLg	147&lt;br /&gt;
 Alien Grd	154&lt;br /&gt;
 LaserP	        185&lt;br /&gt;
 HC - AP	229&lt;br /&gt;
 RocketSm	239&lt;br /&gt;
 Prox Grd	242&lt;br /&gt;
 Stun Bmb	242&lt;br /&gt;
 AC - AP	321&lt;br /&gt;
 HC - HE	340&lt;br /&gt;
 AC - HE	420&lt;br /&gt;
 Grenade	529&lt;br /&gt;
 Rifle	        704&lt;br /&gt;
 Pistol        1188&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 21:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
During my time of playing, I always had the impression that Ethereals were very resilient to explosives, incendiary and AP rounds and even plasma - however, they were practically one-shot-kills to lasers. I never really went into the math but I was surprised that laser/heat was not mentioned. Was this a false impression of mine? I&#039;d still be confused because, foremost, a buddy and I used to play this day and night and we learned our lesson to have at least one laser rifle in the craft in late game.&lt;br /&gt;
&lt;br /&gt;
[[User:Sparki|Sparki]] 16:56, 21 November 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Lasers beat plasma?  ==&lt;br /&gt;
&lt;br /&gt;
Well I don&#039;t think so but I could be wrong. My table above agrees with your memory, apart from lasers being better than plasma. That might be true vs the accompanying Sectopods, or if plasma ammo was short. Or if the stats I based my table on were wrong, perhaps. [[User:Spike|Spike]] 20:59, 21 November 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: Damage multipliers aren&#039;t an issue here as they both do 100% vs. Ethereals, so Plasma weapons have the edge numerically. Still, the randomness of the damage dealt and difficulty/rank of the Ethereal can influence the outcomes a bit. -[[User:NKF|NKF]]&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Missile_Defences&amp;diff=46592</id>
		<title>Talk:Missile Defences</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Missile_Defences&amp;diff=46592"/>
		<updated>2013-06-29T04:15:54Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Missile Defenses in Minecraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Missile Defenses in Minecraft ==&lt;br /&gt;
&lt;br /&gt;
I am building an X-COM Base in Minecraft (From the older game) and I need to find a way to make missile defenses for it, of course, the base has an Avenger craft in it, so Missile Defenses would be useless at that phase of the game, but still, I would like to build a Missile Defense Module. Does anyone know how I could do it? Daylight Sensors on the tips of rocket-shaped structures of Iron Blocks sound good, but, I don&#039;t know any other way to make a Missile Defense in Minecraft? Are there any suggestions?&lt;br /&gt;
&lt;br /&gt;
== Are Missile Defences worth building? ==&lt;br /&gt;
&lt;br /&gt;
I cannot recall the last time I built those. Laser Defences come quite early, and for the gap between I find it better to rely on a garrison with a couple rocket HWP&#039;s.--[[User:Trotsky|Trotsky]] 03:39, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It&#039;s arguable that none of the defence modules are worth building - except the mind shields. Well, that&#039;s not entirely true. Defences don&#039;t stop an attack. They just slow them down. &lt;br /&gt;
&lt;br /&gt;
The aliens will just send another battleship continuously until one gets through. You can only suffer so many battleships that you&#039;ll end up dismantling your defences just to let them through. Also damage to the battleship has no control on the aliens that actually enter the base. &lt;br /&gt;
&lt;br /&gt;
But for the missile module... Let&#039;s see. The main one would be to build a huge battery of missiles. This is cheap (in relation to a huge battery of fusion modules) and can be incredibly effective when coupled with a grav shield. It unnecessarily expands your base, but with so many missiles firing, it&#039;ll be very hard for any battleship to break through. It also makes each ufo attack take a long time to complete, and as the aliens will just send another battleship, it&#039;s never ending. &lt;br /&gt;
&lt;br /&gt;
Now, its other use, check the lower level corridor layout of the missile defence module. It&#039;s quite unique when compared to most of the other modules. With careful planning, you can use this to control movement through the base. &lt;br /&gt;
&lt;br /&gt;
It&#039;s sad, but the missile module is more useful in a purpose other than what it&#039;s there fore. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Thanks for confirming that damage upon incoming battleships has no effect on the tactical battle - I have been wondering about that.&lt;br /&gt;
As for defences not being worth building: I agree with the idea of defences being only useful as slowing the aliens down (I remember playing a TFTD game in which they would send more than a ship an hour - I would love an option to &amp;quot;turn defences off&amp;quot;, so that one could just put an invasion off until ready to face it). However, missile denfences are double worthless, since not only they are only capable of delaying an invading force, but also very poor at doing so.&lt;br /&gt;
I found that bit about the module being valuable in tactical combat quite interesting - perhaps it should be added to the main article?--[[User:Trotsky|Trotsky]] 06:33, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
------------------&lt;br /&gt;
&lt;br /&gt;
I had frequent crashes when running base defence missions with missile defences built. I now don&#039;t use them and don&#039;t miss them. I heard a rumour that base defences reduced the number of attacking aliens when they hit but since I don&#039;t use missiles any more I can&#039;t confirm that. Egor&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There can be any number of reasons for a base crash, and it&#039;s hardly just the missile defence module that&#039;s at fault. But this will vary from player to player. &lt;br /&gt;
&lt;br /&gt;
As for the number of aliens - don&#039;t worry about it. This has already been tested and confirmed that the damage done to the battleship doesn&#039;t affect alien numbers. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Notes about missiles in comparison with other modules ==&lt;br /&gt;
&lt;br /&gt;
I did a few calculations and found that you need 7 missile modules + grav shield to have the same effect as 2 fusion ball defences + grav shield (in terms of chance to destroy a battleship). This makes it less economically viable to build missiles for defences than fusion balls. In fact, fusion ball defences are by a small margin, the cheapest defences structures to set up. The following is a table of chances to kill a battleship&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
| {{StdDescTable_Heading}} | Structure &lt;br /&gt;
| {{StdDescTable_Heading}} | Min&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 1&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 2&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 3&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 4&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 5&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 6&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 7&lt;br /&gt;
|-&lt;br /&gt;
| Missile || 7 || 0.39% || 1.95% || 5.47% || 11.33% || 19.38% || 29.05% || 39.53%&lt;br /&gt;
|-&lt;br /&gt;
| Laser || 6 || 3.80% || 10.64% || 23.18% || 38.23% || 53.28% || 66.52% || 77.12%&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || 4 || 16.81% || 42.02% || 64.71% || 80.59% || 90.12% || 95.27% || 97.84%&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || 3 || 40.96% || 73.73% || 90.11% || 96.67% || 98.96% || 99.69% || 99.91%&lt;br /&gt;
|}&lt;br /&gt;
(Min is the minimum required to kill a battleship -- the chance of these succeeding are virtually 0).&lt;br /&gt;
&lt;br /&gt;
Clearly, you a lot less fusion ball defences to get to the same level of protection as with missiles. With 14 (Min + 7: costs $70.000/month) missile structures you have a slightly worse chance of killing a battleship than you do with only 4 (Min + 1: costs $56.000/month) Fusion ball defences. Even factoring in that missiles need only 7 modules ($35.000/month) and a grav shield ($15.000/month for a total of $50.000/month) and that fusion ball only need 2 modules ($28.000/month) and a grav shield (for a total of $43.000/month) for the equivelant protection level, the economy is definetly on the side of fusion ball (and all the XCOM games are basicaly just economy), especially considering that just having 3 fusion ball defences and a grav shield, costing 4 base slots and $57.000/month, the aliens will have a chance of less than 10% that a battleship will get through.&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Missile_Defences&amp;diff=46591</id>
		<title>Talk:Missile Defences</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Missile_Defences&amp;diff=46591"/>
		<updated>2013-06-29T04:15:37Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Missile Defenses in Minecraft ==&lt;br /&gt;
 I am building an X-COM Base in Minecraft (From the older game) and I need to find a way to make missile defenses for it, of course, the base has an Avenger craft in it, so Missile Defenses would be useless at that phase of the game, but still, I would like to build a Missile Defense Module. Does anyone know how I could do it? Daylight Sensors on the tips of rocket-shaped structures of Iron Blocks sound good, but, I don&#039;t know any other way to make a Missile Defense in Minecraft? Are there any suggestions?&lt;br /&gt;
&lt;br /&gt;
== Are Missile Defences worth building? ==&lt;br /&gt;
&lt;br /&gt;
I cannot recall the last time I built those. Laser Defences come quite early, and for the gap between I find it better to rely on a garrison with a couple rocket HWP&#039;s.--[[User:Trotsky|Trotsky]] 03:39, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
It&#039;s arguable that none of the defence modules are worth building - except the mind shields. Well, that&#039;s not entirely true. Defences don&#039;t stop an attack. They just slow them down. &lt;br /&gt;
&lt;br /&gt;
The aliens will just send another battleship continuously until one gets through. You can only suffer so many battleships that you&#039;ll end up dismantling your defences just to let them through. Also damage to the battleship has no control on the aliens that actually enter the base. &lt;br /&gt;
&lt;br /&gt;
But for the missile module... Let&#039;s see. The main one would be to build a huge battery of missiles. This is cheap (in relation to a huge battery of fusion modules) and can be incredibly effective when coupled with a grav shield. It unnecessarily expands your base, but with so many missiles firing, it&#039;ll be very hard for any battleship to break through. It also makes each ufo attack take a long time to complete, and as the aliens will just send another battleship, it&#039;s never ending. &lt;br /&gt;
&lt;br /&gt;
Now, its other use, check the lower level corridor layout of the missile defence module. It&#039;s quite unique when compared to most of the other modules. With careful planning, you can use this to control movement through the base. &lt;br /&gt;
&lt;br /&gt;
It&#039;s sad, but the missile module is more useful in a purpose other than what it&#039;s there fore. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Thanks for confirming that damage upon incoming battleships has no effect on the tactical battle - I have been wondering about that.&lt;br /&gt;
As for defences not being worth building: I agree with the idea of defences being only useful as slowing the aliens down (I remember playing a TFTD game in which they would send more than a ship an hour - I would love an option to &amp;quot;turn defences off&amp;quot;, so that one could just put an invasion off until ready to face it). However, missile denfences are double worthless, since not only they are only capable of delaying an invading force, but also very poor at doing so.&lt;br /&gt;
I found that bit about the module being valuable in tactical combat quite interesting - perhaps it should be added to the main article?--[[User:Trotsky|Trotsky]] 06:33, 26 June 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
------------------&lt;br /&gt;
&lt;br /&gt;
I had frequent crashes when running base defence missions with missile defences built. I now don&#039;t use them and don&#039;t miss them. I heard a rumour that base defences reduced the number of attacking aliens when they hit but since I don&#039;t use missiles any more I can&#039;t confirm that. Egor&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There can be any number of reasons for a base crash, and it&#039;s hardly just the missile defence module that&#039;s at fault. But this will vary from player to player. &lt;br /&gt;
&lt;br /&gt;
As for the number of aliens - don&#039;t worry about it. This has already been tested and confirmed that the damage done to the battleship doesn&#039;t affect alien numbers. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
== Notes about missiles in comparison with other modules ==&lt;br /&gt;
&lt;br /&gt;
I did a few calculations and found that you need 7 missile modules + grav shield to have the same effect as 2 fusion ball defences + grav shield (in terms of chance to destroy a battleship). This makes it less economically viable to build missiles for defences than fusion balls. In fact, fusion ball defences are by a small margin, the cheapest defences structures to set up. The following is a table of chances to kill a battleship&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
| {{StdDescTable_Heading}} | Structure &lt;br /&gt;
| {{StdDescTable_Heading}} | Min&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 1&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 2&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 3&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 4&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 5&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 6&lt;br /&gt;
| {{StdDescTable_Heading}} | Min + 7&lt;br /&gt;
|-&lt;br /&gt;
| Missile || 7 || 0.39% || 1.95% || 5.47% || 11.33% || 19.38% || 29.05% || 39.53%&lt;br /&gt;
|-&lt;br /&gt;
| Laser || 6 || 3.80% || 10.64% || 23.18% || 38.23% || 53.28% || 66.52% || 77.12%&lt;br /&gt;
|-&lt;br /&gt;
| Plasma || 4 || 16.81% || 42.02% || 64.71% || 80.59% || 90.12% || 95.27% || 97.84%&lt;br /&gt;
|-&lt;br /&gt;
| Fusion || 3 || 40.96% || 73.73% || 90.11% || 96.67% || 98.96% || 99.69% || 99.91%&lt;br /&gt;
|}&lt;br /&gt;
(Min is the minimum required to kill a battleship -- the chance of these succeeding are virtually 0).&lt;br /&gt;
&lt;br /&gt;
Clearly, you a lot less fusion ball defences to get to the same level of protection as with missiles. With 14 (Min + 7: costs $70.000/month) missile structures you have a slightly worse chance of killing a battleship than you do with only 4 (Min + 1: costs $56.000/month) Fusion ball defences. Even factoring in that missiles need only 7 modules ($35.000/month) and a grav shield ($15.000/month for a total of $50.000/month) and that fusion ball only need 2 modules ($28.000/month) and a grav shield (for a total of $43.000/month) for the equivelant protection level, the economy is definetly on the side of fusion ball (and all the XCOM games are basicaly just economy), especially considering that just having 3 fusion ball defences and a grav shield, costing 4 base slots and $57.000/month, the aliens will have a chance of less than 10% that a battleship will get through.&lt;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=41881</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=41881"/>
		<updated>2012-11-22T20:49:06Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Tactical (Enemy Unknown) */&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, it will.&lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**If your soldier holds a primed [[Proximity Grenade]] and panics he&#039;ll drop it and start running &lt;br /&gt;
***If holding any other weapons he&#039;ll drop them and run right next to an alien &lt;br /&gt;
*If a soldier is armed, it will get MCed.&lt;br /&gt;
*When a member of your squad is mind controlled, his/her accuracy and reactions increase. &lt;br /&gt;
**The opposite is true when you mind control an alien&lt;br /&gt;
*The soldier with the most powerful weapon is surely the one with the worst morale / MC resistance.&lt;br /&gt;
*If a soldier can hit an alien, it won&#039;t&lt;br /&gt;
*If a soldier goes berserk, he/she will turn to face your nearest soldier and autofire&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 die 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 land where they cannot be picked up&lt;br /&gt;
*If your base is attacked, you will always get flares instead of [[Heavy Plasma|Heavy Plasmas]]&lt;br /&gt;
*You will always end up short of 1 TU to perform the action you wanted to do&lt;br /&gt;
**You will prime a grenade at 1 turn then be 1 TU short of throwing it&lt;br /&gt;
*If an alien grenade can explode and take out half or all of your squad, it will&lt;br /&gt;
*The soldiers with the worst stats will always be promoted&lt;br /&gt;
**When you build the [[Psi Lab]] you will always discover that your officers are psi weaklings&lt;br /&gt;
*On [[Ethereal]] [[Terror Mission]]s, you will always get the most [[Sectopod]]s as possible.&lt;br /&gt;
*If you can not remember, do not use Proximity/Particle Disturbance Grenades.&lt;br /&gt;
**All Five Second Grenades are Three Seconds&lt;br /&gt;
*If there is a civilian near the enemy you want to kill, your soldiers will always kill that civilian instead.&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&#039;ll move right next to it&lt;br /&gt;
*If a civilian can block your line of fire to an alien he will do that&lt;br /&gt;
*Civilians will always be attracted towards dropped primed proximity grenades&lt;br /&gt;
*Civilians block doorways if you run out of time units before you can reach them&lt;br /&gt;
*Civilians will always run towards the aliens&lt;br /&gt;
&lt;br /&gt;
===[[Alien Life Forms|Aliens]]===&lt;br /&gt;
*If an alien can miss, it won&#039;t&lt;br /&gt;
*If an alien can MC you, it will&lt;br /&gt;
*Alien commanders will always kill themselves (with their [[Blaster Launcher|Blaster Launchers]]) to avoid capture &lt;br /&gt;
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier&lt;br /&gt;
*You&#039;ll never want to know the answer to &amp;quot;why did the Chryssalid cross the road?&amp;quot;&lt;br /&gt;
*If a [[Reaper]] can get stuck, it will &lt;br /&gt;
*If a [[Cyberdisk]] can explode on one of your men, it will.&lt;br /&gt;
*Unconscious aliens capable of melee attacks wake up when you least expect them to&lt;br /&gt;
*If you opened a door and turned left, the aliens are all on the right&lt;br /&gt;
*[[Sectopod|Sectopods]] will always reaction fire to you&lt;br /&gt;
*Aliens are smarter than they look&lt;br /&gt;
&lt;br /&gt;
==[[Geoscape|Geoscape (UFO Defense)]]==&lt;br /&gt;
*When you need money the most, some of your funders will stop funding you.&lt;br /&gt;
*As soon as you get a new base online, it will be attacked&lt;br /&gt;
*As soon as you get lots of money, the aliens will make you spend it all&lt;br /&gt;
*[[Alien Terror|Terror sites]] always appear only at night&lt;br /&gt;
*Seas always appear below a crashing UFO&lt;br /&gt;
*The first country to drop funding always gave the most money&lt;br /&gt;
*X-COM bases are always attacked when the squads are out&lt;br /&gt;
*Crashed UFO&#039;s never have [[Elerium]]&lt;br /&gt;
*Landed UFO&#039;s will take off before you can get to them&lt;br /&gt;
*UFO&#039;s will always arrive after 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 you launch a craft fully equipped for night fighting it will arrive at its intended location during daytime&lt;br /&gt;
*If you launch a craft fully equipped for day fighting it will arrive at its intended location during nighttime&lt;br /&gt;
*When a base becames operational UFO activity on that area will cease to zero immediately afterwards&lt;br /&gt;
*If your craft only has 1 missile left when it shoots it will miss&lt;br /&gt;
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]]&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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&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;
*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;
*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;
*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;
*Research or Foundry upgrades will be completed one day after a critical mission appears.&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;
*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 an alien&#039;s chance to hit is &amp;gt;1%, he will hit.&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;
*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;
*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;
*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 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;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=41766</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=41766"/>
		<updated>2012-11-22T06:18:48Z</updated>

		<summary type="html">&lt;p&gt;Brass.Dragon: /* Tactical (Enemy Unknown) */&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, it will.&lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**If your soldier holds a primed [[Proximity Grenade]] and panics he&#039;ll drop it and start running &lt;br /&gt;
***If holding any other weapons he&#039;ll drop them and run right next to an alien &lt;br /&gt;
*If a soldier is armed, it will get MCed.&lt;br /&gt;
*When a member of your squad is mind controlled, his/her accuracy and reactions increase. &lt;br /&gt;
**The opposite is true when you mind control an alien&lt;br /&gt;
*The soldier with the most powerful weapon is surely the one with the worst morale / MC resistance.&lt;br /&gt;
*If a soldier can hit an alien, it won&#039;t&lt;br /&gt;
*If a soldier goes berserk, he/she will turn to face your nearest soldier and autofire&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 die 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 land where they cannot be picked up&lt;br /&gt;
*If your base is attacked, you will always get flares instead of [[Heavy Plasma|Heavy Plasmas]]&lt;br /&gt;
*You will always end up short of 1 TU to perform the action you wanted to do&lt;br /&gt;
**You will prime a grenade at 1 turn then be 1 TU short of throwing it&lt;br /&gt;
*If an alien grenade can explode and take out half or all of your squad, it will&lt;br /&gt;
*The soldiers with the worst stats will always be promoted&lt;br /&gt;
**When you build the [[Psi Lab]] you will always discover that your officers are psi weaklings&lt;br /&gt;
*On [[Ethereal]] [[Terror Mission]]s, you will always get the most [[Sectopod]]s as possible.&lt;br /&gt;
*If you can not remember, do not use Proximity/Particle Disturbance Grenades.&lt;br /&gt;
**All Five Second Grenades are Three Seconds&lt;br /&gt;
*If there is a civilian near the enemy you want to kill, your soldiers will always kill that civilian instead.&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&#039;ll move right next to it&lt;br /&gt;
*If a civilian can block your line of fire to an alien he will do that&lt;br /&gt;
*Civilians will always be attracted towards dropped primed proximity grenades&lt;br /&gt;
*Civilians block doorways if you run out of time units before you can reach them&lt;br /&gt;
*Civilians will always run towards the aliens&lt;br /&gt;
&lt;br /&gt;
===[[Alien Life Forms|Aliens]]===&lt;br /&gt;
*If an alien can miss, it won&#039;t&lt;br /&gt;
*If an alien can MC you, it will&lt;br /&gt;
*Alien commanders will always kill themselves (with their [[Blaster Launcher|Blaster Launchers]]) to avoid capture &lt;br /&gt;
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier&lt;br /&gt;
*You&#039;ll never want to know the answer to &amp;quot;why did the Chryssalid cross the road?&amp;quot;&lt;br /&gt;
*If a [[Reaper]] can get stuck, it will &lt;br /&gt;
*If a [[Cyberdisk]] can explode on one of your men, it will.&lt;br /&gt;
*Unconscious aliens capable of melee attacks wake up when you least expect them to&lt;br /&gt;
*If you opened a door and turned left, the aliens are all on the right&lt;br /&gt;
*[[Sectopod|Sectopods]] will always reaction fire to you&lt;br /&gt;
*Aliens are smarter than they look&lt;br /&gt;
&lt;br /&gt;
==[[Geoscape|Geoscape (UFO Defense)]]==&lt;br /&gt;
*When you need money the most, some of your funders will stop funding you.&lt;br /&gt;
*As soon as you get a new base online, it will be attacked&lt;br /&gt;
*As soon as you get lots of money, the aliens will make you spend it all&lt;br /&gt;
*[[Alien Terror|Terror sites]] always appear only at night&lt;br /&gt;
*Seas always appear below a crashing UFO&lt;br /&gt;
*The first country to drop funding always gave the most money&lt;br /&gt;
*X-COM bases are always attacked when the squads are out&lt;br /&gt;
*Crashed UFO&#039;s never have [[Elerium]]&lt;br /&gt;
*Landed UFO&#039;s will take off before you can get to them&lt;br /&gt;
*UFO&#039;s will always arrive after 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 you launch a craft fully equipped for night fighting it will arrive at its intended location during daytime&lt;br /&gt;
*If you launch a craft fully equipped for day fighting it will arrive at its intended location during nighttime&lt;br /&gt;
*When a base becames operational UFO activity on that area will cease to zero immediately afterwards&lt;br /&gt;
*If your craft only has 1 missile left when it shoots it will miss&lt;br /&gt;
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]]&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,after paying the overhead, 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;
*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, EVER 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 or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&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 WILL forget to not to move the XCOM 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 retard 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;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies 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;
*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, he&#039;ll die before you can stun it.&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;
*Good stuff always comes too late.&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 property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&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;
*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;
*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;
*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;
*Research or Foundry upgrades will be completed one day after a critical mission appears.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==&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;
***You are always one buck away from building a new firestorm at said contient&lt;br /&gt;
****You WILL intercept the Overseer. And you will die.&lt;br /&gt;
*If a soldier&#039;s chance to hit is &amp;lt;99%, he will miss.&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 an alien&#039;s chance to hit is &amp;gt;1%, he will hit.&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;
*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;
*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;
*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 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;/div&gt;</summary>
		<author><name>Brass.Dragon</name></author>
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