<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ComradeChryssalid</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ComradeChryssalid"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/ComradeChryssalid"/>
	<updated>2026-05-01T08:10:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=89979</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=89979"/>
		<updated>2019-12-08T00:13:43Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: /* General Details */ dollar sign goes before&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|450px|Enemy Within poster]]&lt;br /&gt;
[[Image:Devil&#039;s Toys.png|right|450px|]]&lt;br /&gt;
[[Image:XCOM Enemy Within Icons.png|right|450px|Gene Mods and MEC Troopers insignias]]&lt;br /&gt;
[[Image:EW Menu.png|right|450px|Enemy Within Game Menu]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It is available also for consoles and was released on November 12th, 2013 on the US, and November 15th internationally. Enemy Within came to the iOS App Store one year later on November 12, 2014&lt;br /&gt;
&lt;br /&gt;
An initial list of details was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]. For the latest details check the official Enemy Within FAQ thread on the 2K&#039;s forums [http://forums.2kgames.com/showthread.php?266846-XCOM-Enemy-Within-FAQ]. For what looks like a tutorial on the various new components see [http://www.youtube.com/watch?v=buW1FtMOTwI].&lt;br /&gt;
&lt;br /&gt;
You can also take part in an interactive trailer [http://www.xcom.com/enemywithin/us/ivideo.php here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: this page is being updated as new info is gathered from the game. ***SPOILERS AHEAD*** - Read at your own risk!&lt;br /&gt;
&lt;br /&gt;
==General Details==&lt;br /&gt;
* The PC version costs $30 and the Console $40&lt;br /&gt;
* The PC edition is sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Enemy Within is available for iPhone and iPad on iOS. iTunes link: [https://itunes.apple.com/us/app/xcom-enemy-within/id881270303?mt=8]&lt;br /&gt;
* When launching the game it is possible to select between playing vanilla Enemy Unknown or the new Enemy Within.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
{{main|Meld (EU2012)}}&lt;br /&gt;
{{:Meld (EU2012)}}&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=2&amp;gt;&lt;br /&gt;
Image:Meld (EU2012).png|Meld Canister with 5 turns remaining&lt;br /&gt;
Image:Meld 2 (EU2012).png|Meld Molecule&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gene Mods===&lt;br /&gt;
{{main|Gene Mods (EU2012)}}&lt;br /&gt;
{{:Gene Mods (EU2012)}}&lt;br /&gt;
====Projects====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Body Part&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;7%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Neural Damping|Neural Damping]]&amp;lt;br&amp;gt; [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align=&amp;quot;center&amp;quot; | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 20 Meld ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | BRAIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]]&amp;lt;br&amp;gt; [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align=&amp;quot;center&amp;quot; | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align=&amp;quot;center&amp;quot; |§35, 10 Meld ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] &#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. This effect does not reduce the attacker&#039;s chance of success.&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Hyper Reactive Pupils|Hyper Reactive Pupils]]&amp;lt;br&amp;gt;[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | EYES || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Depth Perception|Depth Perception]]&amp;lt;br&amp;gt;[[File:Depth Perception (EU2012).png|64px|Depth Perception]] ||  align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] ||  align=&amp;quot;center&amp;quot; |§15, 5 Meld ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]]&amp;lt;br&amp;gt;[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] ||  align=&amp;quot;center&amp;quot; | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 15 Meld ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] &#039;&#039;Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | CHEST || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&amp;lt;br&amp;gt;[[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] ||  align=&amp;quot;center&amp;quot; | [[Muton Autopsy (EU2012)|Muton Autopsy]] ||  align=&amp;quot;center&amp;quot; |§10, 25 Meld ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] &#039;&#039;Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]&amp;lt;br&amp;gt;[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] ||  align=&amp;quot;center&amp;quot; |  [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] ||  align=&amp;quot;center&amp;quot; |§35, 15 Meld ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] &#039;&#039;The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | SKIN || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]&amp;lt;br&amp;gt;[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] ||  align=&amp;quot;center&amp;quot; | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] ||  align=&amp;quot;center&amp;quot; |§75, 35 [[Meld (EU2012)|Meld]] &amp;lt;small&amp;gt;(Pre-[[Patches (EU2012)#2014-02-26|1.6 Patch]])&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;§150, 65 [[Meld (EU2012)|Meld]]||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] &#039;&#039;Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier&#039;s starting position. Leaving cover or firing will break this concealment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]]&amp;lt;br&amp;gt;[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] ||  align=&amp;quot;center&amp;quot; | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] ||  align=&amp;quot;center&amp;quot; |§60, 25 Meld ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] &#039;&#039;Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LEGS || align=&amp;quot;center&amp;quot; | [[Gene Mods (EU2012)#Adaptive Bone Marrow|Adaptive Bone Marrow]]&amp;lt;br&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align=&amp;quot;center&amp;quot; | [[Meld Recombination (EU2012)|Meld Recombination]] || align=&amp;quot;center&amp;quot; |§30, 15 Meld ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] &#039;&#039;Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MEC Trooper===&lt;br /&gt;
{{main|MEC Trooper (EU2012)}}&lt;br /&gt;
{{:MEC Trooper (EU2012)}}&lt;br /&gt;
====MEC Trooper Rank Progression====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS MECH.png|left|24px]]&#039;&#039;&#039;MEC Trooper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 0&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Primary Weapons====&lt;br /&gt;
{{main|Minigun (EU2012)}}&lt;br /&gt;
{{:Minigun (EU2012)}}&lt;br /&gt;
{{main|Railgun (EU2012)}}&lt;br /&gt;
{{:Railgun (EU2012)}}&lt;br /&gt;
{{main|Particle Cannon (EU2012)}}&lt;br /&gt;
{{:Particle Cannon (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====MEC Suits====&lt;br /&gt;
{{main|MEC Suit (EU2012)}}&lt;br /&gt;
{{:MEC Suit (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=====MEC-1 Warden=====&lt;br /&gt;
{{main|MEC-1 Warden (EU2012)}}&lt;br /&gt;
{{:MEC-1 Warden (EU2012)}}&lt;br /&gt;
=====MEC-2 Sentinel=====&lt;br /&gt;
{{main|MEC-2 Sentinel (EU2012)}}&lt;br /&gt;
{{:MEC-2 Sentinel (EU2012)}}&lt;br /&gt;
=====MEC-3 Paladin=====&lt;br /&gt;
{{main|MEC-3 Paladin (EU2012)}}&lt;br /&gt;
{{:MEC-3 Paladin (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The MEC Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
{{main|Mechtoid (EU2012)}}&lt;br /&gt;
{{:Mechtoid (EU2012)}}&lt;br /&gt;
===Seeker===&lt;br /&gt;
{{main|Seeker (EU2012)}}&lt;br /&gt;
{{:Seeker (EU2012)}}&lt;br /&gt;
===Other Alien Changes===&lt;br /&gt;
* [[Muton Elite (EU2012)|Muton Elite]]s Health Points have been increased to 18 on Classic (from previous 14) and 20 on Impossible difficulties (up from 18).&lt;br /&gt;
* The first Mech [[Aliens (EU2012)|alien]] was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the Muton&#039;s already big size.&lt;br /&gt;
* [[Sectopod (EU2012)|Sectopods]] have also been improved to balance the addition of the new features. Sectopod get a new passive [[Abilities (EU2012)|ability]] called &#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; which will cut all incoming damage in half. Additionally, the tactic of having an MC&#039;ed alien suicidally stand right next to a Sectopod no longer works: it will not receive the splash damage.&lt;br /&gt;
** The Sectopod&#039;s Cannon has been also changed to remove the Area of Effect (AoE) damage: upon hitting the shot will not deal additional damage to any units close to its intended target. &lt;br /&gt;
* Additionally, AI for old enemy types has been slightly tweaked.&lt;br /&gt;
* Existing aliens are getting more &amp;quot;death&amp;quot; animations as development team had to create a new set of [[MEC Trooper (EU2012)|MEC]] related death sequences&lt;br /&gt;
**Berserker: brawl and Achievement.&lt;br /&gt;
**Mechtoid: headgrab&lt;br /&gt;
**Sectopod: Donkey Kong&#039;s Smash Bros attacks, basically. (warning, Sectopod explosion now does 5 damage)&lt;br /&gt;
* Sectoids (normally phased out within a few months) and Sectoid Commanders (normally only in UFOs after the Alien Base Assault, but before capturing the Ethereal Device) will now be regularly fielded alongside Mechtoids (the Commanders, of course, only after the assault).&lt;br /&gt;
* No change to the Temple Ship&#039;s layout or enemy composition, except that the Uber Ethereal&#039;s cutscene has &#039;&#039;Inception&#039;&#039;-esque music that apparently had been missing, and the apparent glitch of the sight of the altar and Volunteer flashing before the credits, has been fixed.&lt;br /&gt;
&lt;br /&gt;
==EXALT (New Faction)==&lt;br /&gt;
{{main|EXALT (EU2012)}}&lt;br /&gt;
{{:EXALT (EU2012)}}&lt;br /&gt;
===EXALT Units===&lt;br /&gt;
{{main|EXALT Units (EU2012)}}&lt;br /&gt;
{{:EXALT Units (EU2012)}}&lt;br /&gt;
===EXALT Weapons===&lt;br /&gt;
{{main|EXALT Weapons (EU2012)}}&lt;br /&gt;
{{:EXALT Weapons (EU2012)}}&lt;br /&gt;
===Covert Operations===&lt;br /&gt;
{{main|Covert Operations (EU2012)}}&lt;br /&gt;
{{:Covert Operations (EU2012)}}&lt;br /&gt;
====Covert Operative====&lt;br /&gt;
{{main|Covert Operative (EU2012)}}&lt;br /&gt;
{{:Covert Operative (EU2012)}}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
{{main|Covert Extraction (EU2012)}}&lt;br /&gt;
{{:Covert Extraction (EU2012)}}&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
{{main|Covert Data Recovery (EU2012)}}&lt;br /&gt;
{{:Covert Data Recovery (EU2012)}}&lt;br /&gt;
===EXALT Base Raid===&lt;br /&gt;
{{main|EXALT Base Raid (EU2012)}}&lt;br /&gt;
{{:EXALT Base Raid (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==XCOM Changes==&lt;br /&gt;
===Soldiers/S.H.I.V.s===&lt;br /&gt;
* Barracks capacity is now limited to 70 soldiers instead of the 99 possible on EU.&lt;br /&gt;
* [[S.H.I.V. (EU2012)|S.H.I.V.s]] can also be further [[Foundry (EU2012)|upgraded]], based on the new MEC [[Abilities (EU2012)|abilities]].&lt;br /&gt;
====Classes/Abilities====&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; has now been redesigned to - &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into [[Cover (EU2012)|cover]].&lt;br /&gt;
**The free shot can only happen once per turn, if a soldier is within range of multiple enemies the soldier does not get multiple free shots.&lt;br /&gt;
**Cannot always be combined with Rapid Fire (unpredictable).&lt;br /&gt;
* Assault&#039;s &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; HP bonus has been changed. The new values are +1 for Body Armor, +4 for Carapace, +2 for Skeleton Suit, +4 for Titan, +4 for Archangel and +2 HPs for Ghost (and presumably for Psi Armor as well). &lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now allows the unit to fire before the enemy uses its weapon.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; now gives 2 extra uses of smoke grenade instead of 2. &lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now reads: &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
**Applies to all grenades, [[Arc Thrower (EU2012)|Arc Thrower]] and [[Medikit (EU2012)|Medikits]]. Does not apply to abilities like Smoke Grenades, Rockets or Battle Scanner. No info if it affects [[Combat Stims (EU2012)|Combat Stims]].&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; now reads: &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
** Penalty reduced from -20 to -10 Aim. &lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squadsight&#039;&#039;&#039; now reads: &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.&#039;&#039;&lt;br /&gt;
* [[Heavy (EU2012)|Heavy&#039;s]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; now reduced to 50% extra damage, it reads: &#039;&#039;Confers +50% damage against robotic enemies.&#039;&#039;&lt;br /&gt;
* Heavy&#039;s &#039;&#039;&#039;Grenadier&#039;&#039;&#039; changed to: &#039;&#039;Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Soldier Rank Progression====&lt;br /&gt;
[[Soldiers (EU2012)|Soldier]] rank progression has been delayed to balance the new MECs and [[Gene Mods (EU2012)|GMods]]. &lt;br /&gt;
&lt;br /&gt;
In general, Experience Points (XP) requirements have been increased from 20 to 30%. MEC soldiers gain only 50% of the normal experience points received through kills. Psionic XP requirements have not been changed. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ XP Required per Rank&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Rank !! width=&amp;quot;120px&amp;quot; | Points Required || Points Required (EW DLC)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK ROOKIE.png|24px]] Rookie || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90 || 90&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CORPORAL.png|24px]] Corporal || 300 || 480&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SERGEANT.png|24px]] Sergeant || 510 || 700&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745 || 925&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CAPTAIN.png|24px]] Captain  || 1100 || 1380&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK MAJOR.png|24px]] Major  || 1560 || 1840&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK COLONEL.png|24px]] Colonel || 2150 || 2550&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Specialist || 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Operative || 120 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Medals====&lt;br /&gt;
{{main|Medals (EU2012)}}&lt;br /&gt;
{{:Medals (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===New Items===&lt;br /&gt;
====Needle Grenade====&lt;br /&gt;
{{main|Needle Grenade (EU2012)}}&lt;br /&gt;
{{:Needle Grenade (EU2012)}}&lt;br /&gt;
====Flashbang Grenade====&lt;br /&gt;
{{main|Flashbang Grenade (EU2012)}}&lt;br /&gt;
{{:Flashbang Grenade (EU2012)}}&lt;br /&gt;
====Gas Grenade====&lt;br /&gt;
{{main|Gas Grenade (EU2012)}}&lt;br /&gt;
{{:Gas Grenade (EU2012)}}&lt;br /&gt;
====Ghost Grenade====&lt;br /&gt;
{{main|Ghost Grenade (EU2012)}}&lt;br /&gt;
{{:Ghost Grenade (EU2012)}}&lt;br /&gt;
====Mimic Beacon====&lt;br /&gt;
{{main|Mimic Beacon (EU2012)}}&lt;br /&gt;
{{:Mimic Beacon (EU2012)}}&lt;br /&gt;
====Reaper Rounds====&lt;br /&gt;
{{main|Reaper Rounds (EU2012)}}&lt;br /&gt;
{{:Reaper Rounds (EU2012)}}&lt;br /&gt;
====Respirator Implant====&lt;br /&gt;
{{main|Respirator Implant (EU2012)}}&lt;br /&gt;
{{:Respirator Implant (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===[[Foundry (EU2012)|Foundry]] Changes===&lt;br /&gt;
* The Foundry now gives adjacency bonus if built near a Workshop or the Cybernetics Lab. &lt;br /&gt;
====New Projects====&lt;br /&gt;
[[Image:SENTINEL DRONE FOUNDRY (EU2012).png|right|128px|Sentinel Drone]]&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;We&#039;ve been able to adapt an alien drone into a repair module for the SHIV. While we had to sacrifice its autonomous movement functions, we&#039;ve been able to retain its repair capability and use its spare AI cycles to improve the SHIV&#039;s situational firing heuristics.&#039;&#039;&lt;br /&gt;
** Requires [[Drone Autopsy (EU2012)|Drone Autopsy]] Research.&lt;br /&gt;
** Cost: §80, 10 Engineers, 20 Alloys, 10 Elerium, 7 days. &lt;br /&gt;
** Repairs 2hp per turn.&lt;br /&gt;
**Gives [[S.H.I.V. (EU2012)|S.H.I.V.s]] an [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:TACTICAL RIGGING FOUNDRY (EU2012).png|right|128px|Tactical Rigging]]&lt;br /&gt;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Increasing need for tactical flexibility has driven us to develop tactical rigs that apply to all of XCOM&#039;s individual soldier protection systems. These will enable soldiers to bring a second item into battle.&#039;&#039;&lt;br /&gt;
** Requires [[Experimental Warfare (EU2012)|Experimental Warfare]] Research.&lt;br /&gt;
** Cost: §200, 5 Engineers, 4 Days&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:SHAPED ARMOR FOUNDRY (EU2012).png|right|128px|Shaped Armor]]&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;The invaders&#039; mechanized cybersuits are of course somewhat more advanced than our own; by examining the interfaces between the armored shells and the cores, we could improve our overall armor design. This has the potential to increase tactical survivability for all of our mechanized forces.&#039;&#039;&lt;br /&gt;
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.&lt;br /&gt;
** Cost: §300, 20 Engineers, 40 Alloys, 20 Elerium, 14 days. &lt;br /&gt;
** Increases MEC stats by 3 HP. S.H.I.V. HP increase unknown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:ADVANCED SERVOMOTORS FOUNDRY (EU2012).png|right|128px|Advanced Servomotors]]&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;After a careful examination we&#039;ve been able to replicate the articulated joints of the Mechtoid, allowing for mobility improvements on both our cybersuits and SHIV Units.&#039;&#039;&lt;br /&gt;
** Requires [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] Research.&lt;br /&gt;
** Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers, 10 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:ELERIUM JELLY FOUNDRY (EU2012).png|right|128px|Elerium Jelly]]&lt;br /&gt;
* &#039;&#039;&#039;Elerium Jelly&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Using Elerium in tactical situations is quite risky; in the absence of a full sized craft&#039;s regulator and fuel management systems, adding it to our flamethrowers would be too dangerous. With some additional investment, though, we could devise a formula to increase flamethrower effectiveness without risking our soldiers.&#039;&#039;&lt;br /&gt;
** Requires [[Elerium (EU2012)|Elerium]] Research.&lt;br /&gt;
** Cost: §200, 50 Elerium, 15 Engineers, 10 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:MEC CLOSE COMBAT FOUNDRY (EU2012).png|right|128px|MEC Close Combat]]&lt;br /&gt;
* &#039;&#039;&#039;MEC Close Combat&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Our advancements in heavy armor technology have enabled us to install better actuators and support structures in the Kinetic Strike Module. This should increase its force output by 50%.&#039;&#039;&lt;br /&gt;
** Requires [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|Heavy Weapons Platform]] Foundry project.&lt;br /&gt;
** Cost: §200, 30 Alloys, 5 Engineers, 7 days.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Officer Training School===&lt;br /&gt;
* The &#039;&#039;&#039;Iron Will&#039;&#039;&#039; perk now only requires Sergeant rank instead of Major.&lt;br /&gt;
* The &#039;&#039;&#039;Don&#039;t Die On Me&#039;&#039;&#039; perk has been removed, due to the addition of the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; Gene Mod.&lt;br /&gt;
[[File:OTS LEAD BY EXAMPLE (EU2012).png|right|Lead By Example]]&lt;br /&gt;
* Instead there&#039;s a new ability: &#039;&#039;&#039;Lead By Example&#039;&#039;&#039; (§50 cost, Lieutenant rank required) - &#039;&#039;The squad leader substitutes his or her Will for that of all nearby lower Will squadmates&#039;&#039;.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
===Difficulty===&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty]] in Classic and Impossible modes has been slightly increased. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties.&lt;br /&gt;
* Eliminating the Alien Base now only removes 1 point of panic in all countries rather than 2 on Classic and Impossible difficulties.&lt;br /&gt;
* The Tutorial cannot be toggled without toggling the Meld Tutorial as well.&lt;br /&gt;
** The Meld Tutorial is named Gateway.&lt;br /&gt;
====Research Times====&lt;br /&gt;
*Research times have been increased by +40% on Classic and by 70% on Impossible difficulties.&lt;br /&gt;
*This applies to all techs, except:&lt;br /&gt;
** Xenobiology&lt;br /&gt;
** Weapon Fragments&lt;br /&gt;
** Alien Materials&lt;br /&gt;
** Experimental Warfare&lt;br /&gt;
** Meld&lt;br /&gt;
====Satellite Uplink and Nexus Costs====&lt;br /&gt;
* The cost of the [[Satellite Uplink (EU2012)|Satellite Uplink]] has been decreased to §100 (from §150) and the [[Satellite Nexus (EU2012)|Satellite Nexus]] to §250 (from §300).&lt;br /&gt;
====Workshop adjacency bonus====&lt;br /&gt;
* The adjacency bonus for workshops has been increased from 7% to 10% when building vehicles, Foundry projects and facilities.&lt;br /&gt;
** Thus: six Workshops, plus the MEC Lab and the Foundry also providing a bonus, all set in a solid block (minus one corner from making it 3x3) provides a 99% refund rate.&lt;br /&gt;
&lt;br /&gt;
====Plasma Weapons Cost====&lt;br /&gt;
* Building Costs for all plasma weapons have been increased, with the exception of the Plasma Pistol, in the Classic/Impossible difficulties:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Plasma Light Rifle !! Plasma Rifle !! Alloy Cannon !! Heavy Plasma !! Plasma Sniper Rifle !! Blaster Launcher&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
 &lt;br /&gt;
*Old: §125, 15 Elerium, 20 Alloys&lt;br /&gt;
*New: §180, 30 Elerium, 30 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §200, 20 Elerium, 30 Alloys&lt;br /&gt;
* New: §300, 40 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §200, 20 Elerium, 50 Alloys&lt;br /&gt;
* New: §300, 40 Elerium, 75 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §250, 30 Elerium, 30 Alloys&lt;br /&gt;
* New: §375, 60 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §250, 25 Elerium, 30 Alloys&lt;br /&gt;
* New: §375, 60 Elerium, 50 Alloys&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
* Old: §275, 65 Elerium, 50 Alloys&lt;br /&gt;
* New: §400, 120 Elerium, 75 Alloys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====New [[Second Wave (EU2012)|Second Wave]] options====&lt;br /&gt;
The Second Wave settings can be consulted during a game but it can&#039;t be changed. Second Wave also has new options:&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – &#039;&#039;Loading a save game will reset the random number seed, so taking an identical action may yield different results.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – &#039;&#039;Units receive an aim bonus the closer they are to flanking an enemy.&#039;&#039;&lt;br /&gt;
**Works also against your soldiers: the closer an enemy gets to [[Flanking (EU2012)|flanking]] a [[Soldiers (EU2012)|soldier]], the less [[Cover (EU2012)|cover]] bonus the soldier receives.&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - &#039;&#039;Upon being revealed, some aliens may attempt to shoot at soldiers instead of moving or going into Overwatch.&#039;&#039;&lt;br /&gt;
** This applies to aliens with ranged attack which doesn&#039;t take cover, namely [[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
* &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - &#039;&#039;Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modifications.&#039;&#039;&lt;br /&gt;
=====Training Roulette=====&lt;br /&gt;
{{main|Training Roulette (EU2012)}}&lt;br /&gt;
{{:Training Roulette (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
===Tactical===&lt;br /&gt;
* Non-Cover Aliens ([[Sectopod (EU2012)|Sectopod]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Mechtoid (EU2012)|Mechtoid]]) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* [[Critical Hits (EU2012)|Critical bonus]] of stealth attacks reduced from 100 to 30, likely to balance out the [[Ghost Grenade (EU2012)|Ghost Grenade]].&lt;br /&gt;
* Panicked soldiers will have [[Chance to Hit (EU2012)|chance to hit]] decreased, so friendly fire is less deadly.&lt;br /&gt;
* Alien starting areas have been changed.&lt;br /&gt;
* The orange sound wave has been replaced with a blue one, while the orange one is now used to indicate Meld locations.&lt;br /&gt;
* On Terror missions, AoE attacks will have the &amp;quot;Friendly Fire&amp;quot; warning for civillians.&lt;br /&gt;
* While opening doors or deactivating power nodes and the like still do not cost any Actions, a soldier still needs to &#039;&#039;have&#039;&#039; available actions in order to do them: no dashing, and then manual selection of the soldier to trigger a device. Case in point; if a Meld Canister has a timer of 1, your soldier needs to have it within range of 1 move to make it (Assaults activating Run and Gun can still get it). NOTE: You cannot collect Meld on a diagonal, there are only four squares around each Meld canister that allows collection.&lt;br /&gt;
* [[Civilian (EU2012)|Civilians]] (including those on Council missions) now have the following HPs on the different difficulty levels (E/N/C/I): 3/3/3/2. They won&#039;t be automatically killed if hit by hostile fire that deals less that 3 (or 2 on Impossible) damage.&lt;br /&gt;
&lt;br /&gt;
===New Maps===&lt;br /&gt;
* Some of the old EU [[Maps (EU2012)|maps]] have been slightly tweaked, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]] such as [[StreetOverpass (EU2012)|Street Overpass]]. &lt;br /&gt;
* There are 44 maps included with Enemy Within. These are broken down in 14 entirely new maps, 6 new maps based on existing ones, 4 old maps with different starting areas, and 20 Covert Operations maps (10 [[Covert Data Recovery (EU2012)|Covert Data Recovery]] and 10 [[Covert Extraction (EU2012)|Covert Extraction]]), that reuse both old and new maps. &lt;br /&gt;
* The old and new maps are mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay.&lt;br /&gt;
* There are 8 new maps available for [[Multiplayer (EU2012)|Multiplayer]], including a different version of XCOM HQ.&lt;br /&gt;
* There&#039;s four new maps that deal with crashed [[UFOs (EU2012)|UFOs]]. 3 of those are in a destroyed city environments and one in a Farm, in homage to the [[X-COM|original game]]. &lt;br /&gt;
* The [[Progeny (EU2012)|Progeny]] campaign adds 3 new maps. One ([[Deluge (EU2012)|Deluge]]) takes place in a dam, while the [[Furies (EU2012)|Furies]] map takes place in the Alps (with a snowy environment) and is centered around an [[Abductor (EU2012)|Abductor]] UFO. &lt;br /&gt;
* One of the new Council missions ([[Site Recon (EU2012)|Site Recon]]) takes place on a coastal whaling station.  &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] has now also a Terror site version, along with the old version.&lt;br /&gt;
* There are more ways for soldiers to enter battlefield (for example they can use ropes instead of slowly walking out of [[Skyranger (EU2012)|Skyranger]]). &lt;br /&gt;
* The [[Museum (EU2012)|Museum]] map has been removed for both [[Alien Abductions (EU2012)|Abductions]] and the Council mission. The  Terror version of [[StreetHurricane (EU2012)|Street Hurricane]] replaces the Museum map for the Thomas Hutch [[Extraction (EU2012)|extraction]] mission.&lt;br /&gt;
* [[GasStation (EU2012)|GasStation]] and [[Demolition (EU2012)|Demolition]] maps have been replaced by new versions.&lt;br /&gt;
* The [[HighwayFallen (EU2012)|HighwayFallen]] map can now be played as a Terror mission. &lt;br /&gt;
&lt;br /&gt;
====List of New Maps====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! &#039;&#039;&#039;New Maps&#039;&#039;&#039;!! &#039;&#039;&#039;Redesigned Maps&#039;&#039;&#039; !! &#039;&#039;&#039;Different Starting Areas&#039;&#039;&#039; !! &#039;&#039;&#039;Covert Extraction&#039;&#039;&#039; !! &#039;&#039;&#039;Covert Data Recovery&#039;&#039;&#039; !! &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Small Scout Farm&lt;br /&gt;
*Small Scout Nuked City&lt;br /&gt;
*Small Scout Roadhouse&lt;br /&gt;
*Large Scout City&lt;br /&gt;
*Pier A Terror&lt;br /&gt;
*Office Paper Terror&lt;br /&gt;
*Portent (Progeny)&lt;br /&gt;
*Deluge (Progeny)&lt;br /&gt;
*Furies (Progeny)&lt;br /&gt;
*EXALT HQ Assault&lt;br /&gt;
*XCOM HQ Assault&lt;br /&gt;
*XCOM HQ Multiplayer &lt;br /&gt;
*Meld Tutorial - a.k.a. Ice Cream Shop&lt;br /&gt;
*Chryssalid Hive&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Demolition (EWI)&lt;br /&gt;
*Fast Food (EWI) - a.k.a. Bank&lt;br /&gt;
*Office Paper (EWI) - a.k.a. Tire Shop&lt;br /&gt;
*Highway Construction (EWI)&lt;br /&gt;
*Street Overpass (EWI)&lt;br /&gt;
*Gas Station (EWI)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Research Outpost (EWI)&lt;br /&gt;
*Convienience Store (EWI)&lt;br /&gt;
*Truck Stop (EWI)&lt;br /&gt;
*Commercial Alley (EWI)&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Military Ammo&lt;br /&gt;
*Liquor Store&lt;br /&gt;
*Trainyard&lt;br /&gt;
*Highway Construction (EWI)&lt;br /&gt;
*Convienience Store (EWI)&lt;br /&gt;
*PierA Terror&lt;br /&gt;
*Street Overpass (EWI)&lt;br /&gt;
*Commercial Alley (EWI)&lt;br /&gt;
*Research Outpost (EWI)&lt;br /&gt;
*Portent&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
*Industrial Office&lt;br /&gt;
*Rooftops Const&lt;br /&gt;
*Boulevard&lt;br /&gt;
*Gas Station (EWI)&lt;br /&gt;
*Truck Stop (EWI)&lt;br /&gt;
*Demolition (EWI)&lt;br /&gt;
*Highway Construction&lt;br /&gt;
*Office Paper (EWI)&lt;br /&gt;
*Police Station&lt;br /&gt;
*Commercial Restaurant&lt;br /&gt;
|&lt;br /&gt;
*Rooftops Construction&lt;br /&gt;
*Observatory - Research Outpost (EWI)&lt;br /&gt;
*Stop &#039;N Gulp - Gas Station (EWI)&lt;br /&gt;
*Ruined Fishing Village - Chryssalid Hive&lt;br /&gt;
*Back Alley - Commercial Alley (EWI)&lt;br /&gt;
*Fast Food Joint&lt;br /&gt;
*XCom HQ&lt;br /&gt;
*Wrecked Pier - PierA Terror&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg|Small Scout Farm&lt;br /&gt;
File:XCOM Enemy_Within 2.png|Deluge&lt;br /&gt;
File:XCOM Enemy_Within 4.png|Small Scout Farm&lt;br /&gt;
File:New Map EW (EU2012).jpg|Small Scout Farm&lt;br /&gt;
File:XCOM Enemy_Within 6.png|Furies&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Missions===&lt;br /&gt;
====Operation Progeny====&lt;br /&gt;
{{main|Progeny (EU2012)}}&lt;br /&gt;
{{:Progeny (EU2012)}}&lt;br /&gt;
=====Portent=====&lt;br /&gt;
{{main|Portent (EU2012)}}&lt;br /&gt;
{{:Portent (EU2012)}}&lt;br /&gt;
=====Deluge=====&lt;br /&gt;
{{main|Deluge (EU2012)}}&lt;br /&gt;
{{:Deluge (EU2012)}}&lt;br /&gt;
=====Furies=====&lt;br /&gt;
{{main|Furies (EU2012)}}&lt;br /&gt;
{{:Furies (EU2012)}}&lt;br /&gt;
====XCOM HQ Base Defense====&lt;br /&gt;
{{main|XCOM Base Defense (EU2012)}}&lt;br /&gt;
{{:XCOM Base Defense (EU2012)}}&lt;br /&gt;
====Site Recon====&lt;br /&gt;
{{main|Site Recon (EU2012)}}&lt;br /&gt;
{{:Site Recon (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
* There is an inventory button to strip away all items from [[soldiers (EU2012)|Soldiers]] not in the [[Squads (EU2012)|squad]] lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalisation applies to soldiers [[Nicknames (EU2012)|nicknames]] as well.&lt;br /&gt;
* As part of the previous, Saudi Arabia has been replaced with Poland in the list of countries where you can recruit your soldiers. &lt;br /&gt;
* [[Memorial (EU2012)|Memorial]] (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Color customization options now apply also to [[Weapons (EU2012)|weapons]] being carried by the soldier, as well as [[Armor (EU2012)|armor]].&lt;br /&gt;
** [[MEC Trooper (EU2012)|MEC Troopers]] have a new customization feature allowing to choose between tiger stripes, flames, or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors.&lt;br /&gt;
===Advanced Options===&lt;br /&gt;
Before starting a game it is possible to choose between a number of options:&lt;br /&gt;
*&#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Meld Tutorial&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Operation Slingshot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Operation Progeny&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ironman&#039;&#039;&#039; - Single save, no reloading when something goes wrong. Some people play &amp;quot;Honestman&amp;quot; a no-reloads campaign, but with the possibility to reload in case of bugs, misclicks, glitches, etc.&lt;br /&gt;
*&#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039; - To shut up Drs. [[Vahlen (EU2012)|Vahlen]] and [[Raymond Shen (EU2012)|Shen]]. &lt;br /&gt;
** Disables: warning about blowing up aliens, new UFO type comment, new armor &#039;demonstration&#039;, new alien type comment, &lt;br /&gt;
** Does not disable: Generator &amp;quot;watch your fire&amp;quot; comment, Computer &amp;quot;Bring it back&amp;quot; comment, Stasis Tank comment in Alien Base, comments at start of Council Missions&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Achievements==&lt;br /&gt;
{{Main|Achievements (EU2012)}}&lt;br /&gt;
The following [[Achievements (EU2012)|achievements]] are available on all platforms.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; | Image  &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Xbox Gamerscore&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | PS3 Trophy&lt;br /&gt;
! width=&amp;quot;auto&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
|-&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|[[Image:Anger Management (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Anger Management&lt;br /&gt;
|Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. &#039;Pheromones&#039; have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Rise of the Machines (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Rise of the Machines&lt;br /&gt;
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mutatis Mutandis (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mutatis Mutandis&lt;br /&gt;
|Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mental Minefield (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mental Minefield&lt;br /&gt;
|Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Neural Feedback&#039;s base damage is 7. Weaken it before the Sectoid Commander&#039;s/Ethereal&#039;s turn.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Tingling Sensation (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Tingling Sensation&lt;br /&gt;
|Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it&#039;s a low-HP alien) is the easiest way to get this.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Steel Martyr (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Steel Martyr&lt;br /&gt;
|Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Fully upgrade a MEC unit&#039;s Power Armor&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Enemy Within (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Enemy Within&lt;br /&gt;
|Get a Soldier to have 5 modifications in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Who Needs Limbs (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Who Needs Limbs?&lt;br /&gt;
|Augment a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:A Little Bit Alien (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
A Little Bit Alien&lt;br /&gt;
|Modify a soldier in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Mind the Step (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Mind the Step&lt;br /&gt;
|Jump two stories in one move in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Muscle Fiber Density Gen Mod&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Someone Your Own Size (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Someone Your Own Size&lt;br /&gt;
|Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| MEC unit with Kinetic Punch&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:The Meld Squad (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
The Meld Squad&lt;br /&gt;
|Field a fully enhanced squad and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:By Our Powers Combined (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
By Our Powers Combined&lt;br /&gt;
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Nice Cover (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Nice Cover&lt;br /&gt;
|Use Collateral Damage to blow up a car in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Requires a MEC soldier&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Taking A Load Off (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Taking A Load Off&lt;br /&gt;
|Stop a squad member from suffocating in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Shieldbuster (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Shieldbuster&lt;br /&gt;
|Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Guardian of Earth (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Guardian of Earth&lt;br /&gt;
|Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.&amp;lt;br&amp;gt;Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Pain in the Neck (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Pain in the Neck&lt;br /&gt;
|Cause an enemy to suicide&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|This is done by successfully stunning an EXALT enemy using an Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:An Army Of Four (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
An Army Of Four&lt;br /&gt;
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Solid Prospect (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Solid Prospect&lt;br /&gt;
|Complete Deluge&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|Progeny (Slingshot type Council mission)&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Ours are the Furies&lt;br /&gt;
|Complete Furies&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Progeny (Slingshot type Council mission)&amp;lt;br&amp;gt;A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge&#039;s door. Destroy or deactivate it.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Remington (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Remington… Max Remington&lt;br /&gt;
|Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Flanking and grenades help, especially if, with Training Roulette, they&#039;re a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Elite Defense (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Elite Defense&lt;br /&gt;
|Beat a new special mission without losing any assets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:G’day (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
G’day&lt;br /&gt;
|Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Regenerate This (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Regenerate This&lt;br /&gt;
|Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Elite Medics will be carrying the EXALT Laser Assault Rifle&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:All Hands on Deck (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
All Hands on Deck&lt;br /&gt;
|Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Security are in blue-tint armor. They&#039;re essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they&#039;re 1 point less useless than what you&#039;re saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Apotheosis Denied (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Apotheosis Denied&lt;br /&gt;
|Deal with the newest global threat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| After &amp;quot;Where In The World&amp;quot;, clear out the EXALT base&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:They Shall Not Pass (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
They Shall Not Pass&lt;br /&gt;
|Eliminate all alien waves&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zom-B-Gone (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Zom-B-Gone&lt;br /&gt;
|Eradicate the infestation&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Complete [[Site Recon (EU2012)|Site Recon]], aka &amp;quot;Operation: Run Like A Bitch&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Where in The World (EU2012).jpg]]&lt;br /&gt;
!&lt;br /&gt;
Where in the World&lt;br /&gt;
|Make certain of the new threat&#039;s location&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40 [[FIle:Gamescore.png]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Bugs (EU2012)|Bug]] Fixes==&lt;br /&gt;
Several issues have been fixed, including Line of Sight.&lt;br /&gt;
* Teleporting of aliens has been removed.&lt;br /&gt;
* Flanking bugs have been fixed.&lt;br /&gt;
** This includes the &#039;glitch&#039; of a cornered alien that&#039;s flanked and being Overwatched going into &amp;quot;panic&amp;quot; (a.k.a. &amp;quot;Overwatch Freeze&amp;quot;) and no longer taking actions.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help [[Mods (EU2012)|modders]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more [[Maps (EU2012)|maps]] for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced.&lt;br /&gt;
* EXALT units can be used.&lt;br /&gt;
&lt;br /&gt;
==Easter Eggs==&lt;br /&gt;
===[[The Bureau: XCOM Declassified]]===&lt;br /&gt;
====William Carter====&lt;br /&gt;
{{Main|William Carter (EU2012)}}&lt;br /&gt;
{{Main|William Carter (Bureau)}}&lt;br /&gt;
* Giving a soldier the name &#039;&#039;&#039;[[William Carter (Bureau)|William Carter]]&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]] in homage to the main character on the Bureau.&lt;br /&gt;
* Carter&#039;s fedora hat is now available as a new hair style.&lt;br /&gt;
{{:William Carter (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
* The [[Meld Recombination (EU2012)|Meld Recombination]] research project states on the project results description: &amp;quot;While searching our records for any references to a material with similar properties, I uncovered a number of redacted data stores created in the 1960s, but much of that information appears to be lost&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===[[TFTD|X-COM: Terror From The Deep]]===&lt;br /&gt;
* During the mission on the Chryssalid Hive, which takes place on a small fishing village off Canada, [[Bradford (EU2012)|Bradford]] will comment &amp;quot;That ship didn&#039;t just run aground... it looks like it was overrun. I&#039;d say that&#039;s the likely source of our Chryssalid problem... I guess we should just be thankful it wasn&#039;t a [[Shipping_Lane_Mission|cruise liner]].&amp;quot;&lt;br /&gt;
* Afterwards, if the mission is successful, the debriefing will say: &amp;quot;We&#039;ve got a hint of how at least one of the aliens would transform the Earth, if given the chance. We&#039;ll have to assess future risk to the world&#039;s oceans from the Chryssalid reproductive processes the squad documented.&amp;quot;&lt;br /&gt;
===Firaxis Games/Sid Meier===&lt;br /&gt;
[[File:DeAngelis Bank Picture.png|128px|right|DeAngelis game image]]&lt;br /&gt;
* A picture of Garth DeAngelis, Lead Producer on Enemy Unknown and Associate Producer on Enemy Within, can be seen on the FastFood EWI map, a.k.a Bank.&lt;br /&gt;
* One EW achievement is called &#039;&#039;&#039;Remington... Max Remington&#039;&#039;&#039; (&#039;&#039;Sid Meier&#039;s Covert Action&#039;&#039;)&lt;br /&gt;
* Two new lines of dialogue have been added to Bradford:&lt;br /&gt;
** &amp;quot;Don&#039;t patch that through - No....we&#039;re here to track alien activity, not investigate haunted houses.&amp;quot; (&#039;&#039;Haunted Hollow&#039;&#039;)&lt;br /&gt;
** &amp;quot;I don&#039;t want to hear anything else about forming an ace patrol... we don&#039;t have time for alien dogfights.&amp;quot; (&#039;&#039;Sid Meier&#039;s Ace Patrol&#039;&#039;)&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid&amp;diff=89978</id>
		<title>Chryssalid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid&amp;diff=89978"/>
		<updated>2019-12-08T00:08:19Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Chryssalid}}&lt;br /&gt;
[[Image:chryssalid.gif|right|Chryssalid]]&lt;br /&gt;
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it sped and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking zombie. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Chryssalid Autopsy}}&lt;br /&gt;
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]&lt;br /&gt;
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. The creature is a very effective terror weapons.&lt;br /&gt;
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; are the alien [[Terror Units|Terror Unit]] that accompany [[Snakeman|Snakemen]]. &lt;br /&gt;
&lt;br /&gt;
The Chryssalid is a fast moving monster with strong armour. Its most prominent feature that sets it apart from every other alien is its melee attack. Chryssalid attacks can cause instantaneous death to civilians and soldiers  by planting an egg in them and injecting them with a venom that turns them into a [[Zombie]]. The attacks ignore body armour. &lt;br /&gt;
&lt;br /&gt;
A zombie created by a Chryssalid will shuffle towards X-COM forces and attempt to batter the soldiers to death. If the zombie is killed, a new Chryssalid will hatch from its carcass. Essentially, a single Chryssalid left to its own devices in a terror site will quickly multiply and populate the city with other Chryssalids. &lt;br /&gt;
&lt;br /&gt;
This unique ability is the reason the Chryssalid is treated with feared reverence amongst many players. It has even been awarded the most terrifying video-game monster on several on-line gaming magazine polls a few years in succession. &lt;br /&gt;
&lt;br /&gt;
The chryssalid does have several weaknesses. First and foremost, the Chryssalid is strictly a land bound alien. Flying units are able to keep well out of reach of their lethal attacks by hovering at least one level above the plane the Chryssalid is on. In open combat situations, this renders them harmless. &lt;br /&gt;
&lt;br /&gt;
Like [[Reaper | Reapers]] and other melee units, they can sometimes be put off their attacks or switch targets if they are attacked with reaction fire. &lt;br /&gt;
&lt;br /&gt;
In a prolonged battle, Chryssalids have a bad habit of exhausting their energy, as they can spend more energy per turn than what they can regenerate. This impacts heavily on their maximum travel distance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   110-127&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;                96&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;                140-162&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;             70-86&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;              110-118&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;               100&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;             N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;          50-69&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;                110-118&lt;br /&gt;
 &#039;&#039;&#039;Damage Type:&#039;&#039;&#039;           &amp;lt;i&amp;gt;???&amp;lt;/i&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Close Combat Accuracy:&#039;&#039;&#039; 80-92&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   15* (See Discussion page)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* While the level of popular hysteria regarding these creatures is somewhat excessive, they still deserve a high degree of caution and respect.  Maintain range at all times, and have multiple units supporting each other.  A chryssalid has been observed which required six heavy plasma rounds before dying, at a distance of around four meters.&lt;br /&gt;
* The few speedrunners on YouTube who play this game, generally avoid terror missions.  Because terror missions usually only happen once a month or so, if your overall score in the game is high enough, then while you must land, you can hit the abort button immediately after, without the penalty being catastrophic.  This means that other than during base assaults and the final mission, fighting Chryssalids is mostly optional.&lt;br /&gt;
*Beginner level Chryssalids have 110TU, and each melee attack costs 15TU. This means they can be out of visual range at the beginning of the turn and cross the 23 intervening tiles and still attack you in the same turn! But sometimes the Chryssalid will pop out of a building, run a few tiles, take a look at your soldiers, and the pop back into the cover it had before. This makes them susceptible to reaction fire since they do this several times, as long as you don&#039;t move up any further to get a better angle.&lt;br /&gt;
*They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.&lt;br /&gt;
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren&#039;t particularly susceptible to anything, despite the &amp;quot;vulnerability to explosives&amp;quot; mentioned above. &lt;br /&gt;
*[[Unconscious]] Chryssalids are as vulnerable to ordinary Grenades as any other object (which is a good thing, seeing that leaving stunned Chryssalids alive is generally a bad idea unless you can stun them again in case they get up). &lt;br /&gt;
**Alternately, revive it with stimulants from a [[Medi-Kit (EU)|Medi-kit]] and then finish it off with a weapon. &lt;br /&gt;
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs. This works too if you just sit on the next level the stairs are on and block the way up since a Chryssalid is considered to still be on the bottom level. Sitting at the top of Transport aircraft ramps works too.&lt;br /&gt;
*If you&#039;re afraid of a Chryssalid popping out of a corner while you&#039;re assaulting a base or a big UFO, place yourself below or above the Chryssalid&#039;s level and then pop out and blast it on your next turn.&lt;br /&gt;
*If you find a lone Chryssalid in your area and you&#039;re still using human rifles or laser pistols, you&#039;ll have to do the unthinkable, get in its face and unload the entire clip into it! It&#039;s probably not going to die even from point-blank full-auto Rifle fire, but it&#039;s sure better than shooting wildly and missing or waiting for a reaction shot that never comes.&lt;br /&gt;
*[[Heavy Weapons Platforms|HWP]]&#039;s can&#039;t be turned into Zombies but a Chryssalid attack can still make a mess of them. The HWP may survive the attack but will have a serious damage.&lt;br /&gt;
*Chryssalids usually dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them. A flying suited soldier can potentially distract a Chryssalid to an extent since a Chryssalid next to a flying soldier will stare angrily at it as long as there aren&#039;t any other ground units running amok nearby.&lt;br /&gt;
*Their lack of ranged attack or flying ability makes them easy meat once you have flying armor. &lt;br /&gt;
*AP works but you may want to skip the rifles and go straight to Heavy Cannon or Autocannons. Human weapons don&#039;t work very well unless it&#039;s a rocket launcher or something stronger than a laser pistol. Laser Rifles are reasonably effective as long as you have about 2 soldiers firing at each Chryssalid.&lt;br /&gt;
*All-round armour means Chryssalids are relatively quite HE-resistant, unless the Chryssalid was spawned from a Zombie that had its under armour damaged (this carries over to the Chryssalid form). Making it a good idea to kill Zombies with ground-zero explosions. &lt;br /&gt;
*A horrible way to meet one is shooting a Zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and sprints at you, turning your squad into more zombies. &lt;br /&gt;
*The only known way to prevent a Chryssalid hatching is to land killing blows on zombies with [[Incendiary]] rounds.&lt;br /&gt;
*Usually Chryssalids are unarmed, so they&#039;re sitting ducks during X-Com&#039;s turn. If you have a chance to kill one you should take it before it&#039;s too late. &lt;br /&gt;
*If one of your soldiers was Zombified alive, and so didn&#039;t drop all its weapons, the resulting Zombie and Chryssalid will reaction fire at you aggressively (if inaccurately).&lt;br /&gt;
*Listen during the alien turn closely. Chryssalids howl when they spot a target. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As with all terror units, they can be encountered in the following mission types:&lt;br /&gt;
* [[Terror Mission]]&lt;br /&gt;
* [[Base Defence]]&lt;br /&gt;
* [[UFO Ground Assault]] ([[Terror ship|Terror Ship]] or [[Battleship]])&lt;br /&gt;
* [[Alien Base Assault]]&lt;br /&gt;
* [[Cydonia]]&lt;br /&gt;
&lt;br /&gt;
==Zombification==&lt;br /&gt;
&lt;br /&gt;
If a human unit (or Chryssalid under permanent control) is attacked by a Chryssalid - even once - it will become a [[Zombie]]. This happens regardless of what the other effects of the attack are, including death.&lt;br /&gt;
&lt;br /&gt;
Zombification occurs at the end of a Chryssalid&#039;s series of attacks on that particular opponent. So, even though only one attack is sufficient for zombification, a Chryssalid will keep attacking the same target until it dies, is stunned, or they run out of TU.&lt;br /&gt;
This means that armor causes a major difference in Chryssalid attack patterns. An unarmored soldier will often die in just one hit, so a single Chryssalid will often run up to soldier A, kill and Zombify him, run to soldier B, kill and Zombify, and repeat this many times. For grounded soldiers in Flying Suits, it will often take many more hits to kill it&#039;s target, often not leaving it enough TU to go after a fresh target.&lt;br /&gt;
&lt;br /&gt;
If the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop its weapons in the usual way before &amp;quot;resurrecting&amp;quot; as a Zombie. Regardless there&#039;ll be no corpse left behind.&lt;br /&gt;
&lt;br /&gt;
In the second case, Zombification without death, being &amp;quot;Zombified alive&amp;quot;, is special, in that it does not cause units to scream or drop their weapons. No morale loss for unit death will occur, and no points for killed soldiers  will be lost in this case. Armed Zombies can only use their equipment via [[Reaction Fire]], and when killed, change to armed Chryssalids (which have the same limitation).&lt;br /&gt;
&lt;br /&gt;
This scenario usually occurs in the case of a Chryssalid which has been reduced to critically low Health, and will very often be a Chryssalid that was previously knocked unconscious by bonus stun damage from conventional weapon fire. This is because Chryssalid melee accuracy is affected by Health %, so a critically wounded Chryssalid will often flail away and not be able to get a single hit in. Nonetheless, even a single missed attack has 100% chance of causing Zombification.&lt;br /&gt;
&lt;br /&gt;
The third option is if the attacks ended up [[Stun|stunning]] the unit. The unconscious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (conscious) alien.&lt;br /&gt;
&lt;br /&gt;
Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will always have their core stats, unadjusted by difficulty level.  In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039;, if playing in Beginner mode, armor of units is adjusted to 50% of core for all units.  This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids!  So if you&#039;re playing on Beginner, make sure you are prepared to kill a Chryssalid significantly stronger than what you have been facing normally!&lt;br /&gt;
&lt;br /&gt;
Any damage done to the Zombie&#039;s armor will carry over to the resulting Chryssalid, in % terms! So, if you shoot the zombie in a certain location a few times, say the rear (it doesn&#039;t matter since zombies have 4 armor all over on Superhuman), and it gets reduced to zero, the resulting Chryssalid will have zero armor in that location when it spawns! Since Chryssalids have 34 armor on all sides on difficulty above Beginner, a reduction to 0 armor is very very significant.&lt;br /&gt;
&lt;br /&gt;
Zombies created during (for example) Alien Turn 3 will only be able to move and attack during (for example) Alien Turn 4.&lt;br /&gt;
&lt;br /&gt;
As noted under [[Zombie]], Zombie research teams under controlled conditions have never seen a spontaneous Chryssalid hatching while the Zombie is still mobile and unharmed. &lt;br /&gt;
So although the Zombie packs a wallop in melee, don&#039;t shoot them if you aren&#039;t prepared to deal with the Chryssalid immediately afterwards. Run away until you can bring to bear enough firepower to deal with both the Zombie and the Chryssalid.&lt;br /&gt;
&lt;br /&gt;
Chryssalids left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.&lt;br /&gt;
&lt;br /&gt;
However, the newly raised civilian zombies, as well as the accompanying Snakemen, tend to attack first before the chryssalid so there tend to be quite a few deaths before another zombie comes into play. So now the question is, death by plasma, strangling, and/or zombification or death by bullets, lasers, and explosives?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Tentaculat]]&lt;br /&gt;
*[[Data Canister: Chryssalid]]&lt;br /&gt;
*[[Gaining_permanent_control_of_a_Chryssalid/Tentaculat|Exploit: gaining permanent control via psionics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Snakeman&amp;diff=89977</id>
		<title>Snakeman</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Snakeman&amp;diff=89977"/>
		<updated>2019-12-08T00:06:33Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: Changed style of lead paragraph to be more in line with articles of other aliens (present tense description)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:snakeman.png|right|Snakeman]]&lt;br /&gt;
&#039;&#039;&#039;Snakemen&#039;&#039;&#039;, as their name suggests, are a reptilian-like alien species. They become quite a common sight on Earth after a few months of fighting during the First Alien War, after many missions of [[Sectoid]]s and [[Floater]]s.&lt;br /&gt;
&lt;br /&gt;
Snakemen by themselves don&#039;t pose much of a threat. They are slow and can be readily dealt with using alien weaponry such as [[Heavy Plasma]] rifles.  However, Snakemen are also frequent terror agents, and are accompanied at terror sites by the fearsome [[Chryssalid]]. This association means that X-COM squads attending Snakemen terror sites should be well prepared.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               40-52&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            45-55&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            80-97&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         45-80&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          47-50&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   29-71&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 65&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      40-58&lt;br /&gt;
&lt;br /&gt;
== Live specimen ==&lt;br /&gt;
This race developed in an extremely hostile environment. They are extremely tough and can resist extreme temperature variations.&lt;br /&gt;
&lt;br /&gt;
Their mobility depends on a snake-like giant &amp;quot;foot&amp;quot; which protects all the vital organs.&lt;br /&gt;
&lt;br /&gt;
Their objectives appear to be purely predatory and they appear to be under the command of some other Intelligence which directs their military-style incursions on earth.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:snakemanautopsy.png|right|Snakeman - Autopsy]]&lt;br /&gt;
The skin is extremely tough and heat resistant.&lt;br /&gt;
&lt;br /&gt;
The cardio-vascular system is part of the muscular system which uses the hydraulic principle to create motion. The only true muscle is the &amp;quot;heart&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The reproductive system appears to be very efficient. Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time.&lt;br /&gt;
&lt;br /&gt;
Left to its own devices this species would be a severe threat to life on earth.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Snakeman:&lt;br /&gt;
* The Snakeman takes 0.7x damage from [[Incendiary|fire]]. &lt;br /&gt;
* High Firing and Throwing Accuracy.&lt;br /&gt;
* High Psi Strength.&lt;br /&gt;
* Average Health.&lt;br /&gt;
* Average Strength.&lt;br /&gt;
* Is very slow (very low TUs).&lt;br /&gt;
* Very low Energy.&lt;br /&gt;
* Very low Reactions (except Leader and Commander).&lt;br /&gt;
* Snakemen don&#039;t have Medics.  Snakeman soldiers will be used in their place.&lt;br /&gt;
* They don&#039;t lay eggs during the mission, despite their flavour text, probably too busy.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Data Canister: Snakemen]]&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&amp;diff=89975</id>
		<title>Talk:Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&amp;diff=89975"/>
		<updated>2019-12-07T23:03:05Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: ComradeChryssalid moved page Talk:Alien Colony Attack Mission to Talk:Alien Colony Assault over redirect: Most links (such as on the Mission Types page) refer to this mission as an Alien Colony Assault, not an &amp;quot;attack mission&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Evil or Awesome? ==&lt;br /&gt;
&lt;br /&gt;
===Evil!===&lt;br /&gt;
&lt;br /&gt;
Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
*If you don&#039;t have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen&#039;s line of sight, and whack them from behind with the Thermal Tazers if you can. Also, &#039;&#039;&#039;Ion Armour&#039;&#039;&#039;. Bare minimum protection, Ion Armour.&lt;br /&gt;
: Depending on the Difficulty level, it is do-able at reasonable Difficulty levels with only Plastic Aqua Armour, no offensive MC, no drills, no DPLs and no Thermal Shok launchers. It is possible (though hard) to do this on Superhuman. However extreme caution must always be taken with troops who are not already proven as M.C.-resistant. But the Colony seabed raids themselves offer a great opportunity to screen troops for M.C.-resistance. (Yes, it is a lot less hassle if you have M.C. Labs). See below... [[User:Spike|Spike]] 07:42, 24 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Awesome! ===&lt;br /&gt;
&lt;br /&gt;
Alien Colony Assault? Awesome!&lt;br /&gt;
&lt;br /&gt;
The presence of an Alien Colony can be a great boon to a Commander with the determination and nerve to exploit the situation. No longer is X-COM at the mercy of the aliens schedule, or X-COM&#039;s detection ability, base coverage, craft interception capabilities, and strike team reaction time. The Commander can generate a Colony raid mission whenever it is required. As soon as a strike team has recovered from the previous mission you can launch a new one. Multiple strike teams can easily engage in back to back missions. Strategically, this offers X-COM an unending source of (real, hazardous) experience training, loot to use or sell for cash, in-field testing of M.C. resistance, and improved standing with the funding nations (i.e. extra score). A few successful or even semi-successful raids per month will easily compensate for the negative score the Colony generates: 5 points per day to the aliens, plus 50 to them for founding the Colony, plus the alien score for running its supply missions - call it a few hundred a month, which you can easily achieve in a single raid. Colony raids can even supply a fair proportion of the specimens and items you will need for research. But for as long as the Colony continues to exist, X-COM are assured of a tactical mission every few days, or as often as daily if there are no casualties, for every strike team. In fact, if you can perform the mission with low or no casualties, it is financially viable to hire a second transport simply to decrease mission turnover time and increase the rate of missions per month. It is definitely advisable to move your primary strike team to the base closest to the Colony, and it may be appropriate to build a new forward strike base close to the Colony, depending on how long you plan on keeping the Colony around. When you finally decide to destroy the Colony (probably due to pressure from higher up the X-COM chain of command), it may be a bittersweet moment. [[User:Spike|Spike]] 07:42, 24 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Low Tech Colony Raiding ==&lt;br /&gt;
&lt;br /&gt;
OK, so I am replaying the game on Veteran with no battlescape game-saving. I&#039;ve lost 10 killed so far on about 6 missions. It&#039;s March and my only alien technology is the Sonic Pulser. &lt;br /&gt;
&lt;br /&gt;
I&#039;ve detected Alien Colony 1 in the Barents Sea. If I want to attack this colony, I will for the first time in this campaign be going up against Tasoths, Flying Cauliflowers, and Lobstermen. My guys will be armed only with gas cannon and sonic pulsers. I have no armour.  &lt;br /&gt;
&lt;br /&gt;
It is probably impossible to load / carry enough GC ammunition to destroy all the aliens I&#039;ll encounter. My options appear to be: &lt;br /&gt;
&lt;br /&gt;
1/ attack the top level, loot it, and retire. Repeat when short of money.  &lt;br /&gt;
2/ attack the top level, access the lower level, ignore everything except the Synomium Device, destroy it and retire.&lt;br /&gt;
3/ don&#039;t attempt this mission yet. &lt;br /&gt;
&lt;br /&gt;
Tactically I think all I can do is try to get into one or other of the access tunnels that leads into the exit area. This would mean the one to the north, south, or east. Once in there, any oncoming melee attackers will face four shooters, two kneeling two standing. Any attacking from behind will have to cross the minefield of PD grenades they will drop behind themselves. Of course, the risk of MC attack is there all the way through, and very dangerous in a confined space. &lt;br /&gt;
&lt;br /&gt;
Once on the exit grid, I then go to the second level. I would need to send 2 or 3 guys to find the Synomium Device and to destroy it. The other soldiers would provide a moving defensive perimeter, secured with reaction fire and PD grenades. Once the SD is destroyed the whole force would then need to retreat the same way they came. &lt;br /&gt;
&lt;br /&gt;
What does the panel suggest? [[User:4th Cuirassier|4th Cuirassier]] 09:05, 29 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been in the same situation and it&#039;s a rough ride. I would suggest option 1, loot &#039;n assault the top level, withdraw &#039;n repeat until you&#039;ve built up the extra capability to assault the lower base. But, if you go for it, attacking the Synomium level with just Gas Cannon, Sonic Pulsers, and wetsuits - then I salute you, Sir! [[User:Spike|Spike]] 16:23, 29 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I am retrying this in early March with a Colony founded at the end of Feb. So the only advances I have on starting equipment are Plastic Aqua Armour, Gauss Rifles (not much use here) and Sonic Pulsers. &lt;br /&gt;
&lt;br /&gt;
The key tactical differences this early in the game, versus the suggestions on the main page, are what to do when you lack offensive MC and DPLs. These are the two biggest tactical equalisers with the aliens (tactical advantages over the aliens, really). My mix and tactics look something like this:&lt;br /&gt;
&lt;br /&gt;
*Loadout: GC-HE, Tazers for everyone, 2 HJC and a lot of HJC-P (6 reloads?) for illumination, some GC-AP. Don&#039;t bother with Gauss Rifles, they are not the best way to kill anything you need to worry about down here. Sonic Pulsers are your main kill mechanism, bring plenty. GC-HE is also good vs Tentaculats/Hallucinoids/Aquatoids.&lt;br /&gt;
*Initially disarm everyone and stay in the transport holding only tazers. Peek out to expose to MC attacks, as this is the first encounter with any major MC. If there are aliens outside the transport doors to be dispatched, firers must return to the transport after firing and drop any lethal weapons on the transport floor. Anyone who succumbs to an MC attack is stunned, dragged back inside if necessary, and left on the transport floor. They will be labelled psi-weak in their name, and sacked or relegated after the mission. Be sure to make an immediate note of the full name of anyone who succumbed, and what effect they succumbed to (Mind Control, Berserk, Panic). &lt;br /&gt;
*If you have enough MC-strong survivors, continue. If not, return to base, hire some more Aquanauts, and come back.&lt;br /&gt;
*Once you have a stable group of survivors who can resist MC at this range, cautiously move out. Don&#039;t move out too far too fast as you will be getting closer to the MC aliens and so becoming more susceptible. At this stage you do need to carry lethal weapons but be sure everyone is also carrying tazers, so if one aquanaut freaks out his buddies can stun him asap. Auto weapons are not a good idea. It might be smart not to use GC-HE yet either. &lt;br /&gt;
*First of all try to clear the area in front of the transport doors, and just post high-reaction guards at the front and back of the transport, hiding behind it. They will need GC-HE but you will also need to be firing HJC-P as well to provide illumination. The terrain never burns for more than a couple of turns, so you will need quite a bit of ammunition. Some fires on the ground will also help you see Hallucinoids or Tentaculats above you. Work your way carefully back from the transport doors with small movements and lots of covering fire. Use illumination rounds to reveal aliens and then engage them with Sonic Pulsers or GC-HE. Your firepower is weak, so hold most of it in reserve, using only a few expendable scouts and everyone else ready to fire. Don&#039;t bunch up!&lt;br /&gt;
*Now clear the other side(s) of the transport in the same fashion. &lt;br /&gt;
*If you are just attempting a raid, carefully retrieve loot, just one or two strong and expendable gophers, with everyone else covering. Just do one sector at a time, don&#039;t risk becoming engaged on more than one front. &lt;br /&gt;
*Approach any cover deliberately and carefully. Use Sonic Pulsers into any concealed areas before you move up. Use a lot of cover and stay down, concealed as much as possible. &lt;br /&gt;
*If anyone else succumbs to MC, stun them, pull back, get the stunned body in the transport, re-evaluate whether you are strong enough to continue, or should abort to go and get more troops. &lt;br /&gt;
*Sweep the outer areas of the map so you are sure of your escape routes if you need to fall back to the transport. &lt;br /&gt;
*You are now ready to assault the Colony buildings, IF you still have sufficient troops and ammunition. If not, abort, and come back next time. Eventually you will have a full complement of MC-resistant troops to tackle this mission. Until you are strong enough to enter the lower levels of the Colony and destroy it, the score from a steady series of successful raids will hopefully offset the score penalty for leaving an Alien Colony active. &lt;br /&gt;
*I&#039;m not sure how it&#039;s going to work out, assaulting the Colony buildings on the sea bed, so I will let you know if and when I&#039;ve done it. ;)&lt;br /&gt;
*Any other suggestions?&lt;br /&gt;
[[User:Spike|Spike]] 10:13, 25 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
With an MC-resistant squad proven on the first raid, since I have Plastic Aqua Armour all round I&#039;m going to go for HJC-HE as the standard weapon for assaulting into the seabed buildings, especially given that HE is a good choice for pretty much all the enemies on the Seabed level of a colony. Safe firing distance against my own front armour is 2-3 squares with HJC-HE. With GC-HE I need 5 squares of safe distance, which is slightly trickier to achieve inside the alien structures. Of course, I still stick to the policy of no HE weapons, much less HE auto weapons, for aquanauts who have not previously been shown to be resistant to MC. Newbies carry Tazers, period.&lt;br /&gt;
&lt;br /&gt;
In practice this worked pretty well. I was able to test the MC resistance of the newbies while sweeping outside the alien structures. The alien structures were entered by the stronger newbies carrying HJC-HE and Tazers. More experienced troops remained outside, sniping through the openings in the T-shaped structures, and the doors. Rookies then entered to retrieve loot. Overall I lost 3 rookies but captured valuable research material such as a live Aquatoid Squad Leader (and assorted new Corpse types) and about a million dollars of other loot. And by the end of it I had a confirmed strong squad of 11 MC resistant Aquanauts. The HJC-HE was very effective inside the structures, while the GC-HE was more effective outside the structures and for sniping into the structures. Sonic Pulsers in the hands of strong aquanauts with good throwing accuracy were the best way of dealing with aliens detected in the terrain outside the structures. Most Pulsers had to remain on the transport due to the danger of having them in the hands of MC&#039;d aquanauts, so the rear commander also had the function of starting off the sonic pulser relays. &lt;br /&gt;
&lt;br /&gt;
HJC-HE was not so helpful with Zombies / Tentaculats, so I may experiment with some kind of Phosphor weapon in the mix. Having said that, HJC-HE was fine for &#039;&#039;killing&#039;&#039; them, it just didn&#039;t prevent Temtaculats from spawning from Zombies. Maybe it&#039;s better to have a weapon that will definitely kill the spawned Tentaculat, rather than a weapon that &#039;&#039;might&#039;&#039; prevent one from spawning?&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 09:57, 30 September 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Repeatable and safe Colony Raiding of the Seabed level with low-tech weapons is definitely feasible. Aqua Armour works very well with a mix of HJC-HE for general use and GC-HE for harder targets (Tasoths). Sonic Pulsers are really only necessary for tricky situations. Lacking Aqua Armour, a lot more care would be needed, but the offensive firepower is still sufficient. Also, it&#039;s not necessary to field DPLs to be able to create new entry points into the seabed buildings, as for some reason they are much weaker than USO hulls. Sonic Pulsers or Sonic Cannon are certainly sufficient to create breaches in the outer building walls, and probably lesser weapons such as Magna-packs or even Large Torpedos (to be tested). After a number of raids I have a very psi-hardened squad and can complete a full sweep of the Seabed level with only one or two Rookie casualties, netting a million dollars in loot and several hundred points of positive score per raid. As an existent Colony only costs 150 per month in negative score, this is a winning proposition. In fact, while I would not relish it, and a considerable amount of painstaking caution would be required, I believe that effective Colony raiding on the Seabed level could be conducted using only starting weapons &amp;amp; equipment - meaning no Aqua Armour and no Sonic Pulsers. &lt;br /&gt;
[[User:Spike|Spike]] 20:27, 13 October 2012 (EDT)&lt;br /&gt;
----&lt;br /&gt;
The diagonal wall sections of the main Seabed building that face &#039;&#039;southwest&#039;&#039; (i.e. facing bottom left in map view) can be destroyed reliably by Large Torpedo, 90 HE (and therefore also by Magna-pack Explosive, 100 HE). This then gives direct access to the interior double doors of the main grav lift area, which can also be destroyed easily by Large Torpedo / Magna-pack Explosive. Most of the other exterior wall tiles seem immune to starting weapons (but not Sonic Pulsers). &lt;br /&gt;
&lt;br /&gt;
Most of the towers have openings at L1 above the seabed, through which rounds can be fired (i.e. HE) or grenades etc thrown. There are similar openings on L1 of the T-shaped secondary part of the main Seabed building, allowing rounds / grenades to be directed at aliens waiting above that T-shaped area&#039;s grav lift. Grenades etc can also be thrown up into the L1 gallery above the central grav lift in the main building, without entering line of sight of that gallery, by approaching within the building from the southeast.   [[User:Spike|Spike]] 22:16, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Low Tech Colony Destruction ==&lt;br /&gt;
&lt;br /&gt;
There comes a time when you have to bite the bullet and stop raiding the Alien Colony, and actually destroy it. This is bittersweet, since by the time you are able to contemplate destroying the Colony you will have become adept at &#039;milking&#039; it for artefacts, experience, and score. But sometimes you gotta do what you gotta do. &lt;br /&gt;
&lt;br /&gt;
To tangle with the lower level, the Alien Base proper, is a tough challenge if using only low tech equipment. While the HE weapons that you used on the seabed level work fine against the Tentaculats, they are almost completely ineffective against the Lobstermen. The best starting weapons against Lobstermen are Thermal Tazers, and the next best starting weapon is possibly a Large Torpedo. Both of these weapons have significant tactical challenges to their use. You are looking at 4 to 5 direct hits from a Large Torpedo to bring down an ordinary Lobsterman soldier. That&#039;s an exhausting logistical requirement if nothing else - it would require having around 50 Large Torpedoes left, &#039;&#039;after&#039;&#039; completing the Seabed level. Thermal Tazers are far superior as they don&#039;t use ammunition, and should take down a Lobsterman or Tentaculat in two hits. But of course the tactical challenges in getting into melee range with either of these two aliens are considerable. Nonetheless, the Tazer is the best weapon to use against the Lobstermen, you don&#039;t really have time to kill them with any form of HE unless you&#039;re just encountering a single alien with a large squad. &lt;br /&gt;
&lt;br /&gt;
Out of the low-tech non-starting weapons, Sonic Pulsers will make the fight against the Lobstermen easier, though it can still take 2-3 direct hits for a kill, with or without &#039;finishing&#039; fire from direct fire HE weapons. The Thermal Shok Launcher of course is the weapon of choice - taking an Alien Base armed with Thermal Shok Launchers does not qualify as a &amp;quot;low tech&amp;quot; option, it&#039;s practically the preferred option (much less property damage and collateral damage than DPLs). Some Medi-Kits are very useful on this level because of the use of Thermal Shok Launchers by the aliens, and the need to awaken stunned Aquanauts. This can also be caused by friendly fire or aiming errors with XCOM Thermal Shok Launchers of course. If you don&#039;t have Sonic Pulsers, you should bring some Magna-Pack Explosives, though not that many. You will not be using them for combat - use Tazers and direct fire HE weapons for that - but they will be very helpful as breaching charges. &lt;br /&gt;
&lt;br /&gt;
Prior to transitioning to the Alien Base level from the Entry (Seabed), load up fully with all the equipment you need and don&#039;t worry too much about Encumbrance. You can dump and cache excess equipment once you have transitioned to the lower level. You need to have three weapons ready - Thermal Tazer, Sonic Pulser (or Magna-pack if you lack Pulsers), and an HE direct fire weapon. Sadly you only have two hands. It may be best to hold an HE direct fire weapon in one hand (for Tentaculats or Zombies at a distance) and have the other hand free, ready to pull a Thermal Tazer against short range opponents, or a Sonic Pulser against Lobstermen at a distance.&lt;br /&gt;
&lt;br /&gt;
Tactically your first move must be to regroup. More powerful assault forces can afford to be more adventurous, but the low-tech assault really needs to be cautious. First bring all your forces onto the same level. Use the map to identify those who are on a lower level. They will be near to an ascending grav lift (with bubbles rising over it) - head up to the same level as the rest of your forces. Establish a defensive area in one or both of the main grav lifts. This is your ticket home, your staging area for loot, casualties and excess equipment / supplies. Bring the outlying aquanauts into the defensive area, expanding your defensive perimeter cautiously in the direction of the outliers to help bring them in. Then once you are all grouped together, dump excess supplies, get properly kitted for mobile combat, then move out. Outliers can dump all but minimum supplies on the first term to help them stay mobile and make it back to the group. Dropped supplies can be recovered later. &lt;br /&gt;
&lt;br /&gt;
Make your way as directly as possible straight down to Level 0, the lowest level. You want to avoid a fight as much as possible and just get to the Synomium Device chamber. Make a note of your route and in particular which grav lifts you use, as you may be heading out in a hurry, pursued by angry Lobstermen! &lt;br /&gt;
&lt;br /&gt;
The Synomium Device, which looks like 2 loops rotating above a dais, is located under a sort of altar enclosed within what amounts to a ditch on the lowest level, L0. On the map you are looking for a green rectangle, open on the north side, about 15 squares by 15 squares, shown in the map in light green. Obviously this will only become visible on the map once your aquanauts have seen parts of it, but it often helps to see the pattern on the big map. The three green lines are three galleries that overlook the chamber across the &#039;ditch&#039;. From the gallery on the south side of this chamber, you can see a staircase that goes up to its roof. The staircase can be destroyed by a Large Torpedo or better. This will reveal a wall which can be destroyed by a Magna-Pack Explosive or better (Large Torpedo won&#039;t work). You can then see the Device directly, so you can direct-fire from the gallery into the Synomium Device chamber and destroy the Synomium Device as well as mildly irritating the Lobsterman guards.  To accomplish the wall-breaching unharmed from the gallery you will need at least Aqua Armour - or throw multiple Magna-Packs and fall back out of blast range. As noted, it is also possible to drop a grenade in from the roof on L1, via a 2 x 2 hole directly above the chamber, but the approaches to this area on L1 can be more heavily guarded. The alternative is to storm the chamber through the various doors using Thermal Tazers, but that is likely to be carnage at close quarters with the Lobstermen guards. &lt;br /&gt;
&lt;br /&gt;
Once the Synomium Device is destroyed, run like the wind and get out of there. Don&#039;t bother engaging anything unless it&#039;s in your way of escape or catching up on your rear. If necessary, sacrifice a few aquanauts to allow others to escape. It&#039;s crucial at least one aquanaut makes it back to the Seabed, or all the loot from both levels will be lost. Even so, you will get a terrific score, and eliminate the Colony. Which is a shame, since you were having so much success &#039;milking&#039; the Colony for cash, loot and score. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 19:09, 14 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;m replaying the game on a high level but I can&#039;t remember which one. It&#039;s October in game time, I have Sonic Blasta Rifles and Sonic Pulsers, but I have no MC, no armour and the only close range weapon I have is the Taser. I explored Gauss technology, but only to get the guns to sell. Gas cannon firing HE have almost the same attack value as Gauss Rifles, but the blast radius of the HE shell allows you to kill some aliens without the direct hit necessary with a Gauss weapon. So after one or two experimental sorties with Gauss weapons, I went back to gas cannon.   &lt;br /&gt;
&lt;br /&gt;
:: So far, I have destroyed four alien colonies using only terrestrial weapons and alien grenades. I destroyed a fifth after getting Sonic Pistols, a sixth after getting Sonic Blastas and I&#039;m currently assaulting the seventh. So I have Sonic Pulsers and Sonic Blastas, but that&#039;s the lot. &lt;br /&gt;
&lt;br /&gt;
:: The first five missions, I just bundled in as many guys as I could, went to the second level, and then blew up the Synomium device before retreating. I took a tank to scout ahead and typically lost six or seven of my ten guys, mostly to MC attack. &lt;br /&gt;
&lt;br /&gt;
:: The sixth assault was the first colony where I won by killing all the aliens downstairs. I have yet to win by clearing both levels. &lt;br /&gt;
&lt;br /&gt;
:: What works best, if all you have is alien grenades, is to plaster the area around the Triton with these immediately on disembarkation, and then rush the nearest exit. The best place to land is the north-west or south-west corner, because you then have a short walk into the main building. I reserve 4 TUs for kneeling, but in fact normally use them to have the aquanaut turn around and face outwards or behind, so the squad advances in a gaggle behind the tank and relies on reaction fire and all-round defence.&lt;br /&gt;
&lt;br /&gt;
:: Once underground, the tank can be useful to bottle up aliens in one-square-wide corridors, and also for picking off Flying Cauliflowers. The main tactic underground though is simply to wreck the Device, then retreat. So it can be done, but basically, having poor weapons and no MC guarantees casualties; you just have to be prepared to accept these. [[User:4th Cuirassier|4th Cuirassier]] 09:56, 3 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Loot and tactics ==&lt;br /&gt;
&lt;br /&gt;
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. &lt;br /&gt;
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). &lt;br /&gt;
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.&lt;br /&gt;
&lt;br /&gt;
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.&lt;br /&gt;
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. &lt;br /&gt;
&lt;br /&gt;
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I&#039;m not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can you dismantle the base without destroying the Synomium Device? Sure, you just kill all the aliens, although I don&#039;t recall ever recovering a Synomium Device as loot. &lt;br /&gt;
&lt;br /&gt;
The challenging aspect of bases is that you can discover them before you have done any MC research (in fact I have won the campaign before now without MC research ever reaching the top of the priority table). This means the top level is very tough, and the survivors then face the Lobsters and Flying Cauliflowers. If you are short of firepower at this stage, the best bet is to send a handful of guys to find and destroy the Synomium Device and then bug out. [[User:4th Cuirassier|4th Cuirassier]] 09:10, 29 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I thought this note from silencer_pl on StrategyCore was worth copying here for inclusion into the eventually to be revised main page:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;don&#039;t forget to scout top floor for 100 Zrbite. You must find engine room. 2 of the engines has this yellow thing on the right corner - destroy the engine and pick 100 Zrbite (50 each). If you pick  it up, the After Action Report will not mention that you had taken it, but it will be added to the stores&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 20:08, 22 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Info for future rewrite ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ll get around to rewriting this article one day, but for now just some info on alien numbers. Veteran difficulty, used X-Com Hack v3 to check. Sample size was 6 missions.&lt;br /&gt;
&lt;br /&gt;
Upper level:&lt;br /&gt;
*Tasoth Soldier x9-13&lt;br /&gt;
*Tasoth Squad Leader x3-7&lt;br /&gt;
*Tentaculat x5-9&lt;br /&gt;
*Aquatoid Soldier x3&lt;br /&gt;
*Aquatoid Squad Leader x2-3&lt;br /&gt;
*Hallucinoid x5-6&lt;br /&gt;
&lt;br /&gt;
Lower level:&lt;br /&gt;
*Lobster Man Commander x3&lt;br /&gt;
*Lobster Man Navigator x2&lt;br /&gt;
*Lobster Man Squad Leader x4-6&lt;br /&gt;
*Lobster Man Technician x4-6&lt;br /&gt;
*Lobster Man Soldier x4-5&lt;br /&gt;
*Tentaculat x6-9&lt;br /&gt;
&lt;br /&gt;
Yeah, there&#039;s a *lot* of aliens down there. So by the way, this means I&#039;m very skeptical of anyone who claims to have cleaned out a colony without Sonics/Drills/MC.&lt;br /&gt;
&lt;br /&gt;
--[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:54, 13 July 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=89973</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=89973"/>
		<updated>2019-12-07T23:03:04Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: ComradeChryssalid moved page Alien Colony Attack Mission to Alien Colony Assault over redirect: Most links (such as on the Mission Types page) refer to this mission as an Alien Colony Assault, not an &amp;quot;attack mission&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings, including four towers at each corner and a long structure along the west and east edges of the map.&lt;br /&gt;
* The second part takes place in a labyrinthine four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]]. This, and some other reasons, make Colony Assaults the regular mission type that is most likely to cause deaths among your aquanauts.&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part, or to defeat all aliens. Note that you will always fight in pitch darkness no matter what time of day you launch the mission, a big disadvantage against the aliens who see in the dark.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the following aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]s&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground.&lt;br /&gt;
&lt;br /&gt;
You can profitably succeed in the first phase, and in the 2nd phase rush your aquanauts from wherever they ended up back to the exit points before aborting the mission, if you want to repeatedly harvest technology from the alien base. Or if you have specific objectives in mind, just grab what equipment or live specimens that you need, bring it back to the transport and make a dash for it. &lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is quite resistant to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure. If torpedoes are in abundance, use them freely on the DPL gallery.&lt;br /&gt;
* The northern T shaped tower of the main facility usually houses Tentaculats. They are a good candidate for shelling with a few DPL torpedoes - however you need to be thorough or else the shelling will provide them with a particle cloud as well as additional exits for any not killed in the blast. &lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
* In the Beginning, before having the M.C.-Lab, your Aquanauts are extremely prone to M.C.-Attacks. It can easily happen that half your squad is under alien control before you come near the elevator. One possilbe tactic can be to make a small team of M.C.-resistent aquanauts ( could be as few as 2-3 ) and leave everyone else at home. Take as many Sonic Pulsers and DPL&#039;s ( if available ) as possible plus some strong guns ( ie Sonic Cannon ) and melee-weapons ( for the second part ). Now ignore the corridors and blast your way through the wall ( using either sonic pulsers or the DPL ) and just rush for the elevator. Assuming you don&#039;t want to completely eradicate the base ( meaning killing all the aliens in the second part of Colony Assault ), using a small tactical team can take care of the alien colony in a matter of a few minutes ( given the fact that you know how to quickly find the synonium device )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment Recovery == &lt;br /&gt;
&lt;br /&gt;
Depending on what version your game has been patched to, equipment recovery will differ slightly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TFTD v1.0&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Only Equipment carried on your aquanauts will be carried over when you move to the second phase. Leaving the first mission by way of the submarine on the other hand will not result in equipment loss. &lt;br /&gt;
&lt;br /&gt;
When you move to the 2nd part, all equipment that is left on the ground is lost. This includes what is on the floor in the troop-transport sub. Though not immediately apparent with alien harvested equipment, it is very noticeable with purchased equipment. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TFTD V2.0&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
With the v2.0 patch, the item recovery bug is fixed. Now, as long as you clear the first map, all equipment on the ground will be recovered. This is true even if you abort the second half rather than complete it. This makes it a viable way to harvest equipment by clearing the first map and aborting the second. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, in all versions, live aliens that you may have picked up will only transfer the body across to the 2nd part, not the stats associated with it. In effect, the alien is killed when the 2nd level starts. If you need to capture any particular alien from the first stage, retreat to the sub and dust off to recover the specimen. You can always re-attempt the colony if you wish to destroy it. &lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some aquanauts will start scattered deep into the colony at the start of the second phase. This is often deadly, since they can start off surrounded by several tentaculats or lobstermen, the only species which guard this stage. The stage is completely filled with winding corridors, doorways, nooks and crannies, and is pretty much super effective ambush territory for tentaculats. Unlike EU, where the exit areas were only accesible via a 4 tile grav lift, the exit areas here are completely open to incursion from alien forces.&lt;br /&gt;
&lt;br /&gt;
Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple thermal shok grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending high explosives such as the [[Disrupter Pulse Launcher]] or [[Sonic Pulser]] through the one tile hole above the room containing the device. &lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy. Additionally, Stunned aliens can regain consciousness and unarmed Lobstermen can fight back with their powerful melee attacks. &lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip Screen Phase&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [[Vibro Blade]]s are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vulnerable if you find yourself up against multiple enemies in close quarters. [[Sonic Pistol]]s are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, a few shots will kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other. This is because a single Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO. &lt;br /&gt;
** If unsure, you can always wait a turn and send a second shok bomb in before descending into the command centre.&lt;br /&gt;
*Note that the Lobstermen in the Control Centre are always unarmed (except for their natural melee attacks, of course).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During the mission&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort. Or worse lose all your troops.&lt;br /&gt;
** Tip: Familiarize yourself with the layout of the rooms above the command room. The layout is best described as a theater, with the purple sphere variety of Ion Beam Accelerators filling in for the seat rows in front of a raised stage.  &lt;br /&gt;
** Tip: A single Magna-Blast Grenade is enough to destroy the Synomium Device. Shoot away part of the barrier around the observation port above it, have an Aquanaut with a primed grenade walk up and drop the grenade on top of the device, then have him walk away. On the Aliens&#039; next turn: KABOOM. KABOOM. &amp;quot;Control Center Destroyed. Make your way to the exit and abort.&amp;quot;&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sense to parade them in front of the enemy. This will also mean you can abort at any time without losing the Triton/Hammerhead/Leviathan.&lt;br /&gt;
* Because of their effectiveness against Lobstermen, be careful not to stun your own Aquanauts with Thermal Shok Launchers when using them in close quarters. Either make sure you are wearing Ion Armor or better when operating them, or have alternative weaponry available.  Reviving from a Shok bomb is often a tedious exercise, even with the assistance of medication. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Disabling the Synonium Device&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
When you&#039;ve disabled the base and are evacuating your team, it is recommended that: &lt;br /&gt;
&lt;br /&gt;
* If you choose to escape rather than complete the map, gather up what equipment you can to make the trip financially worthwhile as you lose everything in the first part that you aren&#039;t carrying. &lt;br /&gt;
* Haul an unconscious Lobsterman commander back to the exit, if you have not captured one. You need one to complete the game, and a second for convenience if a Navigator is not forthcoming. &lt;br /&gt;
**You can use MC to persuade the Commander to the exit - but make sure that it is physically stunned before you abort. Otherwise you will only recover the equipment it was previously carrying. &lt;br /&gt;
* Wake up any stunned Aquanauts. Even if in the exit area, they will be treated as MIA if they are still unconscious at the time you abort the mission.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(UFO2000)&amp;diff=89962</id>
		<title>Info (UFO2000)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(UFO2000)&amp;diff=89962"/>
		<updated>2019-12-07T03:19:27Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
UFO2000 is a free open source turn based strategy multiplayer game. Although it uses a new engine it was originally based on [[Info|UFO Defense]]&#039;s data files, and thus it is heavily influenced by it. &lt;br /&gt;
&lt;br /&gt;
The game is written in portable C++ and has versions available for Windows, Linux, and FreeBSD. The beta versions also support 64-bit Linux (on amd64) and MacOS X.&lt;br /&gt;
&lt;br /&gt;
The current stable version (0.6.627) still requires the UFO Defense Demo files to work but the latest beta version (0.8.1031) does not require them anymore. The current goal is to create a completely new game while supporting the original X-COM (with an option to use the original graphics) and mods developed by players. &lt;br /&gt;
&lt;br /&gt;
A complete list of all contributions to the project can be seen on [[UFO2000 Authors]] and links for the project homepage are available on [[UFO2000 Links]].&lt;br /&gt;
&lt;br /&gt;
==Stable vs. Beta==&lt;br /&gt;
&lt;br /&gt;
This is a summary from the main differences regarding the latest stable (0.6.627) and the latest betas: &lt;br /&gt;
&lt;br /&gt;
* Flying units added. &lt;br /&gt;
&lt;br /&gt;
* [[Ethereal]], [[Snakeman]] and [[Floater]] added. &lt;br /&gt;
&lt;br /&gt;
* New Moon Base terrain.&lt;br /&gt;
&lt;br /&gt;
* Ability to add new weapon sets and new [[UFO2000 Weaponset (UFO2000)|UFO2000]] default weapon set. &lt;br /&gt;
&lt;br /&gt;
* Several new skins for units (Zombie, Soldier, Lunar Suit).&lt;br /&gt;
&lt;br /&gt;
* New animations for weapons, adding to the old UFO ones. &lt;br /&gt;
&lt;br /&gt;
* New control panel.&lt;br /&gt;
&lt;br /&gt;
* New loading screen and background. &lt;br /&gt;
&lt;br /&gt;
* Geoscape demo. &lt;br /&gt;
&lt;br /&gt;
* Night combat. &lt;br /&gt;
&lt;br /&gt;
* And several more changes.&lt;br /&gt;
&lt;br /&gt;
==Features from X-COM not yet implemented==&lt;br /&gt;
&lt;br /&gt;
* [[Heavy Weapons Platforms|HWPs]] and [[Terror Units]].&lt;br /&gt;
&lt;br /&gt;
* [[Craft|X-COM Planes]] and [[UFOs]].&lt;br /&gt;
&lt;br /&gt;
* Strategic mode (a.k.a. [[Geoscape]]).&lt;br /&gt;
&lt;br /&gt;
* Single player mode.&lt;br /&gt;
&lt;br /&gt;
* [[Blaster Launcher|Blaster Launchers]] and [[Psi-Amp|Psi-Amps]]&lt;br /&gt;
&lt;br /&gt;
* [[Medi-Kit|Medi-kits]], [[Motion Scanner|Motion Scanners]], [[Electro-flare|Electroflares]]&lt;br /&gt;
&lt;br /&gt;
[[Category:UFO2000]]&lt;br /&gt;
[[Category:UFO2000 Overview]]&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cruiser&amp;diff=89961</id>
		<title>Cruiser</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cruiser&amp;diff=89961"/>
		<updated>2019-12-05T02:59:04Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
The Cruiser is a general purpose craft, the mainstay of the Alien fleet. It is used in all types of Alien missions and is a dangerous adversary.&lt;br /&gt;
&lt;br /&gt;
This ship appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Large Scout]].&lt;br /&gt;
&lt;br /&gt;
It appears to be modelled after a manta ray.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
[[Image:Cruiser.gif|right]]&lt;br /&gt;
Damage capacity: 300&lt;br /&gt;
&lt;br /&gt;
Weapon Power: 25&lt;br /&gt;
&lt;br /&gt;
Weapon Range: 280 units (35 km)&lt;br /&gt;
&lt;br /&gt;
Maximum Speed: 2600 knots&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Ion Beam Accelerators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Magnetic Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$160,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Sub Construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Cryogenics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Cloning&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$40,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Learning Arrays&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$40,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Implanter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Re-Animation Zone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aqua Plastics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$227,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Zrbite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$1,197,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Zrbite is located in the &amp;quot;tail&amp;quot; of the ship, in the righthand ball shaped object; NOT in the Ion Beam Accelerator.&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Aquatoids&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Gill Men&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Lobster Men&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Tasoths&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-9*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Mixed Crew&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tasoth Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tasoth Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aquatoid Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aquatoid Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Hallucinoids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tentaculats&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;3-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Needs testing to determine actual number.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floor Plan==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;120px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Cruiser_FloorPlan_L0.png|Level 0&lt;br /&gt;
Image:Cruiser_FloorPlan_L1.png|Level 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;150px&amp;quot; heights=&amp;quot;120px&amp;quot;&amp;gt;&lt;br /&gt;
Image:CruiserL1.gif|Level 0&lt;br /&gt;
Image:CruiserL2.gif|Level 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Alien Sub Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Alien Submarines (TFTD)]][[Category: Research (TFTD)]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Info_(Enforcer)&amp;diff=89959</id>
		<title>Info (Enforcer)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Info_(Enforcer)&amp;diff=89959"/>
		<updated>2019-12-04T02:31:33Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: conventions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A 3rd person arcade game where you are an android named Enforcer. Your objective is to save people and kill aliens. However, this game lacks a storyline and isn&#039;t related to X-Com at all.&lt;br /&gt;
&lt;br /&gt;
== System Requirements ==&lt;br /&gt;
&#039;&#039;&#039;Minimum&#039;&#039;&#039;&lt;br /&gt;
*Windows 95/98/ME&lt;br /&gt;
*Pentium 233MHz with hardware acceleration, Pentium 266MHz w/o acceleration&lt;br /&gt;
*32MB RAM&lt;br /&gt;
*8x CD-ROM Drive&lt;br /&gt;
*Hard drive (500MB free)&lt;br /&gt;
*4MB Windows 95/98/ME compatible SVGA video card (DirectX 8.0 compatible)&lt;br /&gt;
*1MB Windows 95/98/ME compatible sound card (DirectX 8.0 compatible)&lt;br /&gt;
*DirectX v8.0 (included) or higher&lt;br /&gt;
*56kbps modem (for internet play)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended&#039;&#039;&#039;&lt;br /&gt;
*Windows 95/98/ME&lt;br /&gt;
*Pentium 400MHz with hardware acceleration&lt;br /&gt;
*64MB RAM or higher&lt;br /&gt;
*8x CD-ROM Drive&lt;br /&gt;
*Hard drive (500MB free)&lt;br /&gt;
*3D Accelerator (Voodoo, TNT, GeForce families) video card&lt;br /&gt;
*1MB Windows 95/98/ME compatible sound card (DirectX 8.0 compatible)&lt;br /&gt;
*DirectX v8.0 (included) or higher&lt;br /&gt;
*Broadband Internet Connection (for internet play)&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&#039;&#039;&#039;Hunt Valley Studio&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Infogrames Interactive&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Producer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Martin DeRiso&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Programmer/Designer&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Will Gee&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programmers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Esko&amp;lt;br&amp;gt;&lt;br /&gt;
Joe Romano&amp;lt;br&amp;gt;&lt;br /&gt;
Beipei Shi&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hunt Valley QA Team&amp;lt;br&amp;gt;&lt;br /&gt;
X-COM Enforcer Team&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HV Art Director&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Murray Taylor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lead Artist&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
David Thompson&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level Designers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Kevin Boehm&amp;lt;br&amp;gt;&lt;br /&gt;
Charlie Shenton&amp;lt;br&amp;gt;&lt;br /&gt;
Jeff Skalski&amp;lt;br&amp;gt;&lt;br /&gt;
Chad Steingraber&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artists&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
David Austin&amp;lt;br&amp;gt;&lt;br /&gt;
Matt Bell&amp;lt;br&amp;gt;&lt;br /&gt;
Todd Bilger&amp;lt;br&amp;gt;&lt;br /&gt;
Evan Brown&amp;lt;br&amp;gt;&lt;br /&gt;
Jim Crawley&amp;lt;br&amp;gt;&lt;br /&gt;
Erik Ehoff&amp;lt;br&amp;gt;&lt;br /&gt;
Kat Garcia&amp;lt;br&amp;gt;&lt;br /&gt;
Bob Kathman&amp;lt;br&amp;gt;&lt;br /&gt;
Sam Laskowski&amp;lt;br&amp;gt;&lt;br /&gt;
Chun Lu&amp;lt;br&amp;gt;&lt;br /&gt;
Barb Miller&amp;lt;br&amp;gt;&lt;br /&gt;
Nurray Taylor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Music&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Roland Rizzo&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sound&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gary Spinrad&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X-COM Guru&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Clark&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scripts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Martin DeRiso&amp;lt;br&amp;gt;&lt;br /&gt;
with Hunt Valley&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enforcer and Boss Voice Talent&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Gary Spinrad&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professor Voice Talent&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Andrew Thatcher&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human Voice Talent&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Ellie Crawley&amp;lt;br&amp;gt;&lt;br /&gt;
Jim Crawley&amp;lt;br&amp;gt;&lt;br /&gt;
Jason Gleason&amp;lt;br&amp;gt;&lt;br /&gt;
Stacey Tranter&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Joe Walbeck&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark Gutknecht&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Leads&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Barry Caudill&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Testers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Doug Atwell&amp;lt;br&amp;gt;&lt;br /&gt;
Ellie Crawley&amp;lt;br&amp;gt;&lt;br /&gt;
Ty Fleet&amp;lt;br&amp;gt;&lt;br /&gt;
Grant Frazier&amp;lt;br&amp;gt;&lt;br /&gt;
Jason Gleason&amp;lt;br&amp;gt;&lt;br /&gt;
Rex Martin&amp;lt;br&amp;gt;&lt;br /&gt;
Tim McCracken&amp;lt;br&amp;gt;&lt;br /&gt;
Steve Purdie&amp;lt;br&amp;gt;&lt;br /&gt;
Sal Saccheri&amp;lt;br&amp;gt;&lt;br /&gt;
Jeff Smith&amp;lt;br&amp;gt;&lt;br /&gt;
Joe Walbeck&amp;lt;br&amp;gt;&lt;br /&gt;
Shawn Walbeck&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beverly Office&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Infogrames Interactive&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Product Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Matt Collins&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Director of Marketing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark Goodreau&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manager of Creative Services&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Steve Martin&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manager of Editorial &amp;amp; Documentation Services&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Elizabeth Mackney&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphic Designers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Paul Anselmi&amp;lt;br&amp;gt;&lt;br /&gt;
Morgan Tomaiolo&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manual Editor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mark Russell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copywriter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Paul Collin&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Director of Quality Assurance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Michael Craighead&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Certification Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Kurt Boutin&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Certification Lead&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jonathan Chmura&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Manager&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Andrew Luckett&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Supervisor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Dan Luton&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardware Compatibility Testing Lab&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Alan Clark&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Knaggs&amp;lt;br&amp;gt;&lt;br /&gt;
Matthew Nation&amp;lt;br&amp;gt;&lt;br /&gt;
Ian Palfrey&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q.A. Testing Managers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Bill Carroll&amp;lt;br&amp;gt;&lt;br /&gt;
Randy Lee&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tester&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Charles Lane&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Thanks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Chris Bowling&amp;lt;br&amp;gt;&lt;br /&gt;
Christopher Coon&amp;lt;br&amp;gt;&lt;br /&gt;
Alex Delucia&amp;lt;br&amp;gt;&lt;br /&gt;
Adrian Scotney&amp;lt;br&amp;gt;&lt;br /&gt;
HV Alliance Team&amp;lt;br&amp;gt;&lt;br /&gt;
UK Alliance Team&amp;lt;br&amp;gt;&lt;br /&gt;
Peter Matiss &amp;amp; Mitch Soule @ RAD Game Tools&amp;lt;br&amp;gt;&lt;br /&gt;
Liam Byrne &amp;amp; Carlo Vogelsang @ Creative Labs&amp;lt;br&amp;gt;&lt;br /&gt;
Jarrod Phillips &amp;amp; Chip Moesher &amp;amp; Co. @ h0use of m0ves&amp;lt;br&amp;gt;&lt;br /&gt;
Byron @ X-COMMAND&amp;lt;br&amp;gt;&lt;br /&gt;
Cyke @ Alliance-X&amp;lt;br&amp;gt;&lt;br /&gt;
Richard &amp;amp; Dave @ PCTEST&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Games Navbar}}&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Help:Getting_Started&amp;diff=89958</id>
		<title>Help:Getting Started</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Help:Getting_Started&amp;diff=89958"/>
		<updated>2019-12-04T02:29:47Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: /* Stub Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Getting Started page is here to help existing and budding authors get up and running writing wiki articles. It contains various tips, from general naming convention to formatting tips and tricks that new wiki authors may want to have a go at. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Starting off==&lt;br /&gt;
&lt;br /&gt;
The best way to learn how to start creating wiki articles is to click on the &#039;edit&#039; button and look at the source of a page. Do this to look up how another author was able to achieve a certain effect that you&#039;d like to duplicate. &lt;br /&gt;
&lt;br /&gt;
The following [http://meta.wikimedia.org/wiki/Help:Filling_the_page wikimedia] help page is a wealth of wiki text formatting information. &lt;br /&gt;
&lt;br /&gt;
==Starting an article==&lt;br /&gt;
&lt;br /&gt;
Whenever you follow a link to a page that does not exist, you will be brought to a blank edit box where you can create a new page. Alternately, you can edit the URL in the address bar at the top of the screen and enter the article name after &#039;&#039;title=&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
To begin writing a new article, all you need to do is start typing in the text in the edit box, preview your work and the save it. &lt;br /&gt;
&lt;br /&gt;
If all you want to do is edit an existing article, each page will have a special edit button at the top of each article. Click on that to edit the respective article. You may also see edit links near sub headings that allow you to edit only part of the page. &lt;br /&gt;
&lt;br /&gt;
== Preview button == &lt;br /&gt;
&lt;br /&gt;
Whenever writing or editing an article, make it a firm practice to use the preview button before making any changes to a page. It&#039;s a great way of learning how to format a page without doing any damage to existing articles. Still, no worries. The wiki keeps backups of previous edits that you can look up or revert to if you make a mistake. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wikilinks==&lt;br /&gt;
&lt;br /&gt;
One of the most important features of wiki articles is the ability to create links that point to other articles. Wikilinks are also an important tool for creating new pages. &lt;br /&gt;
&lt;br /&gt;
To create a wikilink, the format is: &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[linkname | optional link text]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The pipe and optional link text are optional. The link name is simply the name of the article you want the link to point to. &lt;br /&gt;
&lt;br /&gt;
These links can consist of names with spaces. If linking from outside, it is best to use underscores instead of spaces. &lt;br /&gt;
&lt;br /&gt;
===Links - watch those plurals!===&lt;br /&gt;
&lt;br /&gt;
When creating a plural link, watch where your &#039;&#039;s&#039;&#039; goes. It can be a bit confusing and even frustrating at times and can potentially create needless duplication. &lt;br /&gt;
&lt;br /&gt;
Try not to put it inside the link. Instead, have it flush against the link, like so &amp;lt;nowiki&amp;gt;[[Laser Pistol]]s &amp;lt;/nowiki&amp;gt;. The wiki knows to make the S part of the link. Or you can use a pipe, like so: &amp;lt;nowiki&amp;gt;[[Laser Pistol | Laser Pistols]] &amp;lt;/nowiki&amp;gt; but that&#039;s a bit tiresome. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t use &amp;lt;nowiki&amp;gt;[[Laser Pistols]]&amp;lt;/nowiki&amp;gt; unless the actual title is indeed plural.&lt;br /&gt;
&lt;br /&gt;
Note that you can use this same basic technique for participles and other suffixes as well in some cases, such as [[manufacture]]d (&amp;lt;nowiki&amp;gt;[[manufacture]]d&amp;lt;/nowiki&amp;gt;) for past participle; however, you wouldn&#039;t be able to do the same for the present participle in this case (i.e., manufacturing), because of the vowel switch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Text Formatting==&lt;br /&gt;
&lt;br /&gt;
Wiki code allows basic HTML markup and cascading style sheets for formatting of its text. The wiki also provides its own markup for formatting text to bold and italics. &lt;br /&gt;
&lt;br /&gt;
To achieve either, surround the text with a series of single quotation marks. Three for bold, and two for italic. For example: &amp;lt;nowiki&amp;gt; &#039;&#039;&#039;Bold Text&#039;&#039;&#039; and &#039;&#039;Italic&#039;&#039; &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Produces: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bold Text&#039;&#039;&#039; and &#039;&#039;Italic&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You can also highlight the text you want set to bold or italics and hit the bold or italic buttons at the top of the wiki edit box to achieve the same effect. &lt;br /&gt;
&lt;br /&gt;
To combine bold and italic you will need to use a combination of wiki markup and HTML or CSS markup. &lt;br /&gt;
&lt;br /&gt;
==HTML and CSS in wiki text==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align = &amp;quot;right&amp;quot; style = &amp;quot;background: #F0F0FF; border: 1px #404080 solid; width: 30%; border-style: dashed; margin: 2em 2em 2em 2em; padding:4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
;Example : Here&#039;s an sample of a standard html table with CSS used to supply the aesthetic formatting. If you can&#039;t see this text surrounded by a purple right-aligned box, then your browser may not support CSS.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wiki text allows some HTML markup to be used. Not all of it, but enough to allow text formatting, paragraph formatting, preformatted text, Div and Span, and HTML tables. &lt;br /&gt;
&lt;br /&gt;
For example, the use of the &amp;amp;lt;BR&amp;amp;rt; line break tag. You may want to use a lot of whitespace in your text, but the wiki removes most of the whitespace once it converts the code into the finished article. This happens a lot when creating a quick list of items. Without resorting to creating an un-numbered wiki list, you can use a few &amp;amp;lt;BR&amp;amp;gt; tags to force a few carriage returns.  &lt;br /&gt;
&lt;br /&gt;
For a list of references, you can try [http://www.htmlhelp.com/reference/css/references.html WDG&#039;s CSS reference]. &lt;br /&gt;
&lt;br /&gt;
==Creating lists==&lt;br /&gt;
&lt;br /&gt;
The wiki provides an easy way to create unnumbered or numbered lists. &lt;br /&gt;
&lt;br /&gt;
The unnumbered list is created by entering an asterisk * at the start of each line. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
*One&lt;br /&gt;
*Two&lt;br /&gt;
*Three&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Produces: &lt;br /&gt;
&lt;br /&gt;
*One&lt;br /&gt;
*Two&lt;br /&gt;
*Three&lt;br /&gt;
&lt;br /&gt;
You can create several levels of lists by increasing the number of asterisks on each line.&lt;br /&gt;
&lt;br /&gt;
*one&lt;br /&gt;
**sub one&lt;br /&gt;
***sub sub one&lt;br /&gt;
*two&lt;br /&gt;
*three&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A numbered list is created in the same way by entering a hash (#) instead of an asterisk. As long as the list is continuous without any line breaks the list will number itself accordingly. If there are any line breaks, the numbering is reset accordingly. &lt;br /&gt;
&lt;br /&gt;
#one&lt;br /&gt;
#two&lt;br /&gt;
#three &lt;br /&gt;
&lt;br /&gt;
And a multi-level numbered list combined with unnumbered list:&lt;br /&gt;
&lt;br /&gt;
#one&lt;br /&gt;
##sub one - first&lt;br /&gt;
##sub one - second&lt;br /&gt;
##*sub one - second list item 1&lt;br /&gt;
##*sub one - second list item 2&lt;br /&gt;
##*sub one - second list item 3&lt;br /&gt;
##sub one - third&lt;br /&gt;
#two&lt;br /&gt;
#three&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Watch those leading spaces==&lt;br /&gt;
&lt;br /&gt;
If you ever place a space at the start of a new line, the following happens:&lt;br /&gt;
&lt;br /&gt;
 See this box? This is the result. It contains unformatted wiki text. &lt;br /&gt;
 You &#039;&#039;&#039;can&#039;&#039;&#039; include formatting elements in it. &lt;br /&gt;
 Nothing&#039;s terribly wrong with it except that if your screen is too small, such as 800x600, this box may very well go off the page if the line of text is too long. &lt;br /&gt;
 Note, this mimics the HTML &amp;amp;lt;PRE&amp;amp;gt; tag, which works on blocks of text rather than single lines.  &lt;br /&gt;
 &lt;br /&gt;
 (You may need to scroll the page to right to see the rest of the last line)&lt;br /&gt;
&lt;br /&gt;
Unless you&#039;re writing short bits of program code, try to avoid unformatted text boxes such as this. &lt;br /&gt;
&lt;br /&gt;
== Section headings ==&lt;br /&gt;
&lt;br /&gt;
Section headings divide your articles into manageable sections. A section heading produces a line of text that takes up a whole line, has the title bolded and a horizontal line is created underneath it. Some variances may appear depending on the style sheets used for the forum skin (see your account preferences). &lt;br /&gt;
&lt;br /&gt;
To create a section heading, go to a new line and surround the title of your new section with equal signs. For the example, this section heading was achieved with the following line of code:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;== Section headings ==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Section headings have various levels. The different levels are distinguished by the number of equal signs that you surround the title with. Level one uses one equal sign on either side of the title. Level two uses two equal signs. Level 3 has three equals signs, etc.  &lt;br /&gt;
&lt;br /&gt;
Level 1 is treated as the topmost heading. All other headings are treated as sub-headings. The most common section heading level that you will use is level 2. &lt;br /&gt;
&lt;br /&gt;
All sections on a page are inserted into the current page&#039;s table of contents - assuming the table of contents for the page has not been disabled, and there are enough sections to justify a table of contents. This is commonly 4 headings, but may vary depending on your viewing preferences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Section headings as bookmarks ===&lt;br /&gt;
 &lt;br /&gt;
Section headings can also act like bookmarks, in a way. They allow you to link directly to particular sections in a page from other pages as well. To do this, create a wiki link as usual, but place a sharp/hash (#) after the link name and then followed by the section heading you want the link to jump to. &lt;br /&gt;
&lt;br /&gt;
For example, to link to the &#039;&#039;Maximum Caps&#039;&#039; section in [[Firing Accuracy]], we&#039;d write:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[Firing Accuracy#Maximum Caps | Firing Accuracy]]&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Test it: [[Firing Accuracy#Maximum Caps | Firing Accuracy]]&lt;br /&gt;
&lt;br /&gt;
You&#039;ll find that going to the page will jump you right to &#039;&#039;Maximum Caps&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create internal bookmarks within an article, leave off the name of the page and go straight to the hash. For example, to jump to the Tips section on this page, the following can be used:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[#Section Headings | Jump to Section Headings ]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One good example of this in action: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;em title = &amp;quot;This is an example of the above code in action&amp;quot;&amp;gt;&amp;lt;small&amp;gt;([[# Section Headings   | Jump to Section Headings]])&amp;lt;/small&amp;gt;&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this feature sparingly - if someone renames the heading on a page not knowing you have linked to it, your link will break and just go to the top of the page as if there was no section bookmark. There is no way to tell when changing a section if there are links to it apart from checking every link to the page in turn, so it reduces maintainability to use these sorts of links too liberally.&lt;br /&gt;
&lt;br /&gt;
==Stub pages==&lt;br /&gt;
&lt;br /&gt;
Since they were only used at the inception of the wiki, stub pages are now rarely used. They have been deprecated in favour of empty pages. Any links to pages that do not exist will populate the [[Special:WantedPages]] page.&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
&lt;br /&gt;
First and foremost, the wiki is not designed to be a discussion forum. But where needs arise, some discussion will have to take place on the wiki, as not all visitors will be members of the various forums the regular authors frequent. &lt;br /&gt;
&lt;br /&gt;
There&#039;s a discussion link at the top of each Wiki page. Also accessible with the &#039;&#039;atl+shift+t&#039;&#039; shortcut. If you have a comment or are unsure and want to ask a question, the discussion page is the best place to do it. Do not have the discussion in the actual article. &lt;br /&gt;
&lt;br /&gt;
The discussion pages are like blackboards. Remember to wipe them clean after you&#039;re done and all the changes are in effect. Empty, really old or useless discussions are wiped (deleted) on a semi-regular basis by the sysops as they are noticed.&lt;br /&gt;
&lt;br /&gt;
If for whatever reason you want to keep the discussion off the wiki, such as if you&#039;re having a long and detailed discussion and this is cluttering the recent changes page, consider moving the discussion to an actual web forum. Either at the [http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html Ufopaedia official forum], or a variety of other X-COM related forums around the world, which can be accessed from the [[Forums]] page. &lt;br /&gt;
&lt;br /&gt;
===Discussion : Separating ===&lt;br /&gt;
&lt;br /&gt;
In a Talk: page, remember to separate any posts that you make so that your post doesn&#039;t end up looking like a continuation from the previous post. You have a wide variety of methods available to separate your posts. &lt;br /&gt;
&lt;br /&gt;
If you use the +/add topic button to add your message, entering a title in the title textbox will automatically enter a section heading. See the [[#Section Headings |section heading]] for more information on how to enter section headings manually. &lt;br /&gt;
&lt;br /&gt;
You can also use horizontal lines to break up different lines of discussion. To create a horizontal line, enter four dashes (&amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;). To demonstrate: &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Lines are automatically inserted whenever a section heading is created, but sometimes a simple line is all you need.&lt;br /&gt;
&lt;br /&gt;
== Signing off == &lt;br /&gt;
&lt;br /&gt;
Whenever you add a message to any discussion, it is good practice to sign off your messages so that other authors know who left it is from. &lt;br /&gt;
&lt;br /&gt;
There are two ways of doing this. The first version is done by simply entering &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;. This creates a link directly back to your user page and pipes the link to your user name. &lt;br /&gt;
&lt;br /&gt;
The other version uses four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). This does exactly the same as the last shortcut, but it also appends the current date and time onto your piped user name. This is the preferred method of signing your name. &lt;br /&gt;
&lt;br /&gt;
This shortcut will only take effect on the articles source when you finally save the document; however, you will see the desired effect when previewing the page.&lt;br /&gt;
&lt;br /&gt;
== Indenting ==&lt;br /&gt;
&lt;br /&gt;
One other tool in article creation as well as for organizing discussions in a talk page is the use of indents&lt;br /&gt;
&lt;br /&gt;
: To indent a line, observe the following line. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;: To indent a line, observe the following line.&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
&lt;br /&gt;
: Notice how there&#039;s a colon at the start of the line. This indents the entire line of text. Note that this only works on the one line. &lt;br /&gt;
All text after the carriage return (the invisible character representing the enter/return key) will return to normal. Just like what has happened to this line, if you have a look at the source code. If you want to indent a large document, remember to place a &amp;quot;:&amp;quot; at the beginning of each new paragraph. &lt;br /&gt;
&lt;br /&gt;
: You can have multiple indent levels! &lt;br /&gt;
:: Observe.&lt;br /&gt;
::: See? &lt;br /&gt;
:::: This can be handy for breaking up user discussions into threads&lt;br /&gt;
:: It helps break up the large blocks of unweildy text&lt;br /&gt;
::::::::::::::::::: &amp;lt;em&amp;gt;&amp;lt;small&amp;gt;Fnord!&amp;lt;/small&amp;gt;&amp;lt;/em&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Combined with horizontal bars, indenting is a useful tool for discussion pages.&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Help:Getting_Started&amp;diff=89957</id>
		<title>Help:Getting Started</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Help:Getting_Started&amp;diff=89957"/>
		<updated>2019-12-04T02:28:29Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: general conventions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Getting Started page is here to help existing and budding authors get up and running writing wiki articles. It contains various tips, from general naming convention to formatting tips and tricks that new wiki authors may want to have a go at. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Starting off==&lt;br /&gt;
&lt;br /&gt;
The best way to learn how to start creating wiki articles is to click on the &#039;edit&#039; button and look at the source of a page. Do this to look up how another author was able to achieve a certain effect that you&#039;d like to duplicate. &lt;br /&gt;
&lt;br /&gt;
The following [http://meta.wikimedia.org/wiki/Help:Filling_the_page wikimedia] help page is a wealth of wiki text formatting information. &lt;br /&gt;
&lt;br /&gt;
==Starting an article==&lt;br /&gt;
&lt;br /&gt;
Whenever you follow a link to a page that does not exist, you will be brought to a blank edit box where you can create a new page. Alternately, you can edit the URL in the address bar at the top of the screen and enter the article name after &#039;&#039;title=&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
To begin writing a new article, all you need to do is start typing in the text in the edit box, preview your work and the save it. &lt;br /&gt;
&lt;br /&gt;
If all you want to do is edit an existing article, each page will have a special edit button at the top of each article. Click on that to edit the respective article. You may also see edit links near sub headings that allow you to edit only part of the page. &lt;br /&gt;
&lt;br /&gt;
== Preview button == &lt;br /&gt;
&lt;br /&gt;
Whenever writing or editing an article, make it a firm practice to use the preview button before making any changes to a page. It&#039;s a great way of learning how to format a page without doing any damage to existing articles. Still, no worries. The wiki keeps backups of previous edits that you can look up or revert to if you make a mistake. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wikilinks==&lt;br /&gt;
&lt;br /&gt;
One of the most important features of wiki articles is the ability to create links that point to other articles. Wikilinks are also an important tool for creating new pages. &lt;br /&gt;
&lt;br /&gt;
To create a wikilink, the format is: &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[linkname | optional link text]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The pipe and optional link text are optional. The link name is simply the name of the article you want the link to point to. &lt;br /&gt;
&lt;br /&gt;
These links can consist of names with spaces. If linking from outside, it is best to use underscores instead of spaces. &lt;br /&gt;
&lt;br /&gt;
===Links - watch those plurals!===&lt;br /&gt;
&lt;br /&gt;
When creating a plural link, watch where your &#039;&#039;s&#039;&#039; goes. It can be a bit confusing and even frustrating at times and can potentially create needless duplication. &lt;br /&gt;
&lt;br /&gt;
Try not to put it inside the link. Instead, have it flush against the link, like so &amp;lt;nowiki&amp;gt;[[Laser Pistol]]s &amp;lt;/nowiki&amp;gt;. The wiki knows to make the S part of the link. Or you can use a pipe, like so: &amp;lt;nowiki&amp;gt;[[Laser Pistol | Laser Pistols]] &amp;lt;/nowiki&amp;gt; but that&#039;s a bit tiresome. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t use &amp;lt;nowiki&amp;gt;[[Laser Pistols]]&amp;lt;/nowiki&amp;gt; unless the actual title is indeed plural.&lt;br /&gt;
&lt;br /&gt;
Note that you can use this same basic technique for participles and other suffixes as well in some cases, such as [[manufacture]]d (&amp;lt;nowiki&amp;gt;[[manufacture]]d&amp;lt;/nowiki&amp;gt;) for past participle; however, you wouldn&#039;t be able to do the same for the present participle in this case (i.e., manufacturing), because of the vowel switch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Text Formatting==&lt;br /&gt;
&lt;br /&gt;
Wiki code allows basic HTML markup and cascading style sheets for formatting of its text. The wiki also provides its own markup for formatting text to bold and italics. &lt;br /&gt;
&lt;br /&gt;
To achieve either, surround the text with a series of single quotation marks. Three for bold, and two for italic. For example: &amp;lt;nowiki&amp;gt; &#039;&#039;&#039;Bold Text&#039;&#039;&#039; and &#039;&#039;Italic&#039;&#039; &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Produces: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bold Text&#039;&#039;&#039; and &#039;&#039;Italic&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You can also highlight the text you want set to bold or italics and hit the bold or italic buttons at the top of the wiki edit box to achieve the same effect. &lt;br /&gt;
&lt;br /&gt;
To combine bold and italic you will need to use a combination of wiki markup and HTML or CSS markup. &lt;br /&gt;
&lt;br /&gt;
==HTML and CSS in wiki text==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align = &amp;quot;right&amp;quot; style = &amp;quot;background: #F0F0FF; border: 1px #404080 solid; width: 30%; border-style: dashed; margin: 2em 2em 2em 2em; padding:4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
;Example : Here&#039;s an sample of a standard html table with CSS used to supply the aesthetic formatting. If you can&#039;t see this text surrounded by a purple right-aligned box, then your browser may not support CSS.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wiki text allows some HTML markup to be used. Not all of it, but enough to allow text formatting, paragraph formatting, preformatted text, Div and Span, and HTML tables. &lt;br /&gt;
&lt;br /&gt;
For example, the use of the &amp;amp;lt;BR&amp;amp;rt; line break tag. You may want to use a lot of whitespace in your text, but the wiki removes most of the whitespace once it converts the code into the finished article. This happens a lot when creating a quick list of items. Without resorting to creating an un-numbered wiki list, you can use a few &amp;amp;lt;BR&amp;amp;gt; tags to force a few carriage returns.  &lt;br /&gt;
&lt;br /&gt;
For a list of references, you can try [http://www.htmlhelp.com/reference/css/references.html WDG&#039;s CSS reference]. &lt;br /&gt;
&lt;br /&gt;
==Creating lists==&lt;br /&gt;
&lt;br /&gt;
The wiki provides an easy way to create unnumbered or numbered lists. &lt;br /&gt;
&lt;br /&gt;
The unnumbered list is created by entering an asterisk * at the start of each line. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
*One&lt;br /&gt;
*Two&lt;br /&gt;
*Three&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Produces: &lt;br /&gt;
&lt;br /&gt;
*One&lt;br /&gt;
*Two&lt;br /&gt;
*Three&lt;br /&gt;
&lt;br /&gt;
You can create several levels of lists by increasing the number of asterisks on each line.&lt;br /&gt;
&lt;br /&gt;
*one&lt;br /&gt;
**sub one&lt;br /&gt;
***sub sub one&lt;br /&gt;
*two&lt;br /&gt;
*three&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A numbered list is created in the same way by entering a hash (#) instead of an asterisk. As long as the list is continuous without any line breaks the list will number itself accordingly. If there are any line breaks, the numbering is reset accordingly. &lt;br /&gt;
&lt;br /&gt;
#one&lt;br /&gt;
#two&lt;br /&gt;
#three &lt;br /&gt;
&lt;br /&gt;
And a multi-level numbered list combined with unnumbered list:&lt;br /&gt;
&lt;br /&gt;
#one&lt;br /&gt;
##sub one - first&lt;br /&gt;
##sub one - second&lt;br /&gt;
##*sub one - second list item 1&lt;br /&gt;
##*sub one - second list item 2&lt;br /&gt;
##*sub one - second list item 3&lt;br /&gt;
##sub one - third&lt;br /&gt;
#two&lt;br /&gt;
#three&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Watch those leading spaces==&lt;br /&gt;
&lt;br /&gt;
If you ever place a space at the start of a new line, the following happens:&lt;br /&gt;
&lt;br /&gt;
 See this box? This is the result. It contains unformatted wiki text. &lt;br /&gt;
 You &#039;&#039;&#039;can&#039;&#039;&#039; include formatting elements in it. &lt;br /&gt;
 Nothing&#039;s terribly wrong with it except that if your screen is too small, such as 800x600, this box may very well go off the page if the line of text is too long. &lt;br /&gt;
 Note, this mimics the HTML &amp;amp;lt;PRE&amp;amp;gt; tag, which works on blocks of text rather than single lines.  &lt;br /&gt;
 &lt;br /&gt;
 (You may need to scroll the page to right to see the rest of the last line)&lt;br /&gt;
&lt;br /&gt;
Unless you&#039;re writing short bits of program code, try to avoid unformatted text boxes such as this. &lt;br /&gt;
&lt;br /&gt;
== Section headings ==&lt;br /&gt;
&lt;br /&gt;
Section headings divide your articles into manageable sections. A section heading produces a line of text that takes up a whole line, has the title bolded and a horizontal line is created underneath it. Some variances may appear depending on the style sheets used for the forum skin (see your account preferences). &lt;br /&gt;
&lt;br /&gt;
To create a section heading, go to a new line and surround the title of your new section with equal signs. For the example, this section heading was achieved with the following line of code:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;== Section headings ==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Section headings have various levels. The different levels are distinguished by the number of equal signs that you surround the title with. Level one uses one equal sign on either side of the title. Level two uses two equal signs. Level 3 has three equals signs, etc.  &lt;br /&gt;
&lt;br /&gt;
Level 1 is treated as the topmost heading. All other headings are treated as sub-headings. The most common section heading level that you will use is level 2. &lt;br /&gt;
&lt;br /&gt;
All sections on a page are inserted into the current page&#039;s table of contents - assuming the table of contents for the page has not been disabled, and there are enough sections to justify a table of contents. This is commonly 4 headings, but may vary depending on your viewing preferences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Section headings as bookmarks ===&lt;br /&gt;
 &lt;br /&gt;
Section headings can also act like bookmarks, in a way. They allow you to link directly to particular sections in a page from other pages as well. To do this, create a wiki link as usual, but place a sharp/hash (#) after the link name and then followed by the section heading you want the link to jump to. &lt;br /&gt;
&lt;br /&gt;
For example, to link to the &#039;&#039;Maximum Caps&#039;&#039; section in [[Firing Accuracy]], we&#039;d write:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[Firing Accuracy#Maximum Caps | Firing Accuracy]]&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Test it: [[Firing Accuracy#Maximum Caps | Firing Accuracy]]&lt;br /&gt;
&lt;br /&gt;
You&#039;ll find that going to the page will jump you right to &#039;&#039;Maximum Caps&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To create internal bookmarks within an article, leave off the name of the page and go straight to the hash. For example, to jump to the Tips section on this page, the following can be used:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[[#Section Headings | Jump to Section Headings ]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One good example of this in action: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;em title = &amp;quot;This is an example of the above code in action&amp;quot;&amp;gt;&amp;lt;small&amp;gt;([[# Section Headings   | Jump to Section Headings]])&amp;lt;/small&amp;gt;&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this feature sparingly - if someone renames the heading on a page not knowing you have linked to it, your link will break and just go to the top of the page as if there was no section bookmark. There is no way to tell when changing a section if there are links to it apart from checking every link to the page in turn, so it reduces maintainability to use these sorts of links too liberally.&lt;br /&gt;
&lt;br /&gt;
==Stub Pages==&lt;br /&gt;
&lt;br /&gt;
Since they were only used at the inception of the wiki, stub pages are now rarely used. They have been deprecated in favour of empty pages. Any links to pages that do not exist will populate the [[Special:WantedPages]] page.&lt;br /&gt;
&lt;br /&gt;
==Discussion==&lt;br /&gt;
&lt;br /&gt;
First and foremost, the wiki is not designed to be a discussion forum. But where needs arise, some discussion will have to take place on the wiki, as not all visitors will be members of the various forums the regular authors frequent. &lt;br /&gt;
&lt;br /&gt;
There&#039;s a discussion link at the top of each Wiki page. Also accessible with the &#039;&#039;atl+shift+t&#039;&#039; shortcut. If you have a comment or are unsure and want to ask a question, the discussion page is the best place to do it. Do not have the discussion in the actual article. &lt;br /&gt;
&lt;br /&gt;
The discussion pages are like blackboards. Remember to wipe them clean after you&#039;re done and all the changes are in effect. Empty, really old or useless discussions are wiped (deleted) on a semi-regular basis by the sysops as they are noticed.&lt;br /&gt;
&lt;br /&gt;
If for whatever reason you want to keep the discussion off the wiki, such as if you&#039;re having a long and detailed discussion and this is cluttering the recent changes page, consider moving the discussion to an actual web forum. Either at the [http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html Ufopaedia official forum], or a variety of other X-COM related forums around the world, which can be accessed from the [[Forums]] page. &lt;br /&gt;
&lt;br /&gt;
===Discussion : Separating ===&lt;br /&gt;
&lt;br /&gt;
In a Talk: page, remember to separate any posts that you make so that your post doesn&#039;t end up looking like a continuation from the previous post. You have a wide variety of methods available to separate your posts. &lt;br /&gt;
&lt;br /&gt;
If you use the +/add topic button to add your message, entering a title in the title textbox will automatically enter a section heading. See the [[#Section Headings |section heading]] for more information on how to enter section headings manually. &lt;br /&gt;
&lt;br /&gt;
You can also use horizontal lines to break up different lines of discussion. To create a horizontal line, enter four dashes (&amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt;). To demonstrate: &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Lines are automatically inserted whenever a section heading is created, but sometimes a simple line is all you need.&lt;br /&gt;
&lt;br /&gt;
== Signing off == &lt;br /&gt;
&lt;br /&gt;
Whenever you add a message to any discussion, it is good practice to sign off your messages so that other authors know who left it is from. &lt;br /&gt;
&lt;br /&gt;
There are two ways of doing this. The first version is done by simply entering &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;. This creates a link directly back to your user page and pipes the link to your user name. &lt;br /&gt;
&lt;br /&gt;
The other version uses four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). This does exactly the same as the last shortcut, but it also appends the current date and time onto your piped user name. This is the preferred method of signing your name. &lt;br /&gt;
&lt;br /&gt;
This shortcut will only take effect on the articles source when you finally save the document; however, you will see the desired effect when previewing the page.&lt;br /&gt;
&lt;br /&gt;
== Indenting ==&lt;br /&gt;
&lt;br /&gt;
One other tool in article creation as well as for organizing discussions in a talk page is the use of indents&lt;br /&gt;
&lt;br /&gt;
: To indent a line, observe the following line. &lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;: To indent a line, observe the following line.&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
&lt;br /&gt;
: Notice how there&#039;s a colon at the start of the line. This indents the entire line of text. Note that this only works on the one line. &lt;br /&gt;
All text after the carriage return (the invisible character representing the enter/return key) will return to normal. Just like what has happened to this line, if you have a look at the source code. If you want to indent a large document, remember to place a &amp;quot;:&amp;quot; at the beginning of each new paragraph. &lt;br /&gt;
&lt;br /&gt;
: You can have multiple indent levels! &lt;br /&gt;
:: Observe.&lt;br /&gt;
::: See? &lt;br /&gt;
:::: This can be handy for breaking up user discussions into threads&lt;br /&gt;
:: It helps break up the large blocks of unweildy text&lt;br /&gt;
::::::::::::::::::: &amp;lt;em&amp;gt;&amp;lt;small&amp;gt;Fnord!&amp;lt;/small&amp;gt;&amp;lt;/em&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Combined with horizontal bars, indenting is a useful tool for discussion pages.&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Stun_Rod&amp;diff=89956</id>
		<title>Stun Rod</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Stun_Rod&amp;diff=89956"/>
		<updated>2019-12-04T02:12:06Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: general editing for conventions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Ref Open | title = Stun Rod}}&lt;br /&gt;
This device can only be used in close combat, but will stun a living organism with killing it by using electric shocks.&lt;br /&gt;
{{Ref Close | source = Enemy Unknown/UFO Defense Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/itemcommon&lt;br /&gt;
| item = Stun Rod&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 6&lt;br /&gt;
| damagethreshold = TBA&lt;br /&gt;
| image = [[Image:BIGOBS26.GIF|left|64 px]]&lt;br /&gt;
| saleprice = 945&lt;br /&gt;
| research = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/row1-2|Damage|65 Stun}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Action&lt;br /&gt;
| cost = &#039;&#039;&#039;TU Cost&#039;&#039;&#039;&lt;br /&gt;
| effect = &#039;&#039;&#039;Accuracy&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = Stun&lt;br /&gt;
| cost = 30%&lt;br /&gt;
| effect = 100%&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/purchase|1260}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The stun rod is a melee weapon used to shock enemies unconscious. It is the most reliable form of stunning enemies until the advent of the [[Small Launcher]]. The stun rod does not require ammunition and can be used as many times as necessary. &lt;br /&gt;
&lt;br /&gt;
To use a stun rod the soldier wielding it has to be adjacent to the alien and facing the target. It&#039;s very dangerous to use early in the game when you have low TU soldiers with bad armor. But it&#039;s the only practical means to capture an alien Navigator or Sectoid Leader/Commander as early as possible, so it is an important piece of equipment.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Thermal Tazer]].&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
Buy these the day before your alien containment facility is finished, then equip them en-masse to your recruits. The loss of a soldier or two is little compared to being able to unlock Psionics or the hyperwave decoder. These stun-troopers work best in conjunction with a high-ranking rear commander to help lower losses. The mind probe is ultimately unnecessary for determining ranks for leaders tend to stay in the command room and navigators near the navigation systems; henchmen can easily be dealt with using spotter-sniper tactics until reaching the ufo itself, where near-suicidal waves of expendable troops work wonders. This weapon combines well with the laser pistol or grenades.&lt;br /&gt;
&lt;br /&gt;
== Usage notes == &lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Stun: 3 zaps, 10% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Remember that aliens you [[stun]] for research purposes will die unless brought back to an [[Alien Containment]] facility (and you won&#039;t get score for &#039;aliens killed&#039; and &#039;alien corpses recovered&#039; for them).&lt;br /&gt;
&lt;br /&gt;
* A Stun Rod will not work on X-COM-controlled units, so you cannot use them against soldiers which have gone berserk. They will also not work on aliens presently under X-COM [[Mind Control]] -- though they will work against X-COM soldiers under alien Mind Control.&lt;br /&gt;
&lt;br /&gt;
* Melee attacks will not attract opportunity fire,as long as you don&#039;t try to perform an action that will attract opportunity fire immediately afterwards while in full view of the alien you zapped. &lt;br /&gt;
&lt;br /&gt;
* Try to approach from behind. &lt;br /&gt;
&lt;br /&gt;
* Early in the game, put this weapon on your more expendable soldiers - there&#039;s a good chance they will die! It&#039;s a good idea to carry a pistol in the other hand as a backup. The pistol can also be used to slightly damage a unit before/after a capture attempt. &lt;br /&gt;
&lt;br /&gt;
* Aliens who have been in smoke for some time will not be any easier to stun, since enemy-controlled units do not take stun damage from smoke.&lt;br /&gt;
&lt;br /&gt;
* You can use stun rod as a support weapon for stronger soldiers who use HE ammo (with heavy cannon/auto cannon) - if you stumble upon an alien a square away while opening a door or falling down a hole, you&#039;d likely get yourself caught in splash damage of your explosive ammo if you shoot. Taking them out with the stun rod is way safer and thanks to minimal TU cost it&#039;s often preferred to all other weapons including pistols. (then you can kill the unconscious alien from a safe distance shooting at the ground.)&lt;br /&gt;
&lt;br /&gt;
* The easiest place to get a [[Navigator]] before you can use a [[Mind Probe]] is inside a [[Large Scout]]. Usually 1 or 2 hang around inside near the [[UFO Navigation]], and it&#039;s comparatively safe to go through a door and stun one. The alien inside the central room is normally an [[Engineer]] and carries a [[Small Launcher]] on higher difficulties / mid-game; this can be used to your advantage.&lt;br /&gt;
&lt;br /&gt;
* Setting an alien on fire can make capturing it slightly easier. Fire lowers its [[health]] and [[Firing Accuracy|firing accuracy]] each turn they BBQ, making it safer to approach and easier to stun. Finally, aliens tend to waste all their TUs running away from the fire. The fire will be put out when the alien falls unconscious. &lt;br /&gt;
&lt;br /&gt;
* Be very wary concerning stun rods and elevation. Even though you may look like you&#039;re almost level with the target, you may have to kneel on a slight slope in order to strike an alien that&#039;s on lower flat ground. &lt;br /&gt;
&lt;br /&gt;
* Terror missions: Civilians stunned by use of the stun rod (or any method) do not cause a change to points at the end of the mission. If they wake up, they will [[Why civilians go rogue|appear as aliens]], but civilians have a victory point value of 0. This is especially useful in Snakeman terror missions, because every stunned civilian is one less potential Chryssalid.&lt;br /&gt;
&lt;br /&gt;
* Stun is a useful tool to take down Cyberdiscs in close quarters as this terror unit will not go through its auto-destruct sequence if poked.&lt;br /&gt;
&lt;br /&gt;
* How much stun is applied with the Stun Rod relies on the armor rating on the target. Too much armor and the Stun Rod is rendered useless. This is especially true for non-Beginner [[Sectopod]]s whose front and side armor are too great. Pokes to the back plates still work, but only 30% of the time will the stun be high enough to penetrate.&lt;br /&gt;
&lt;br /&gt;
==Activating melee attacks for other items==&lt;br /&gt;
Every item in the game has a melee weapon rating, though the melee attack command has been disabled for all items but the stun rod. One unusual work-around is to stack the stun rod on top of another item in one of your hand slots. This has the effect of displaying the stun rod as the active weapon and hiding the ammo counter. However, when the attack menu is brought up, the stun command will now show that it requires 50% of your [[Time Units]] to use and you will also get the firing commands for the stacked weapon. Do not be fooled by the now more expensive stun command, as this new attack is deadly and will kill its target. The strength of the attack differs based on different objects, so you will have to experiment to find a good combination, as not all weapons have the same melee strength. Some do nothing, while others will kill a healthy [[Superhuman]] [[Sectopod]] in one hit. Try guns, grenades and even corpses if you&#039;re desperate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Item Stacking Bug]] for instructions on item stacking. Be mindful that re-activating the melee command makes use of a bug. While this particular exploit should not cause any problems, remember that this is still unintentional game behaviour. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Jet_Harpoon&amp;diff=89955</id>
		<title>Jet Harpoon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Jet_Harpoon&amp;diff=89955"/>
		<updated>2019-12-03T23:36:33Z</updated>

		<summary type="html">&lt;p&gt;ComradeChryssalid: /* Recommendations */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
{{Ref Open |title = Jet Harpoon}}&lt;br /&gt;
This aqua-rifle is accurate and powerful, firing hollow steel harpoons from sealed packs of 10. Each harpoon has its own gas reservoir.&lt;br /&gt;
{{Ref Close | source = Terror From The Deep Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon = Jet Harpoon&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| weight = 8&lt;br /&gt;
| grip = Two-Handed&lt;br /&gt;
| damagethreshold = 20&lt;br /&gt;
| weaponimage = [[Image:Jetharpoononly.gif|75 px]]&lt;br /&gt;
| acc_auto = 40&lt;br /&gt;
| acc_snap = 60&lt;br /&gt;
| acc_aim = 90&lt;br /&gt;
| fcost_auto = 40&lt;br /&gt;
| fcost_snap = 35&lt;br /&gt;
| fcost_aim = 70&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research = -&lt;br /&gt;
| acquisition = {{Purchasing|8000}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Jet Harpoon&lt;br /&gt;
| ammo = Harpoon Clip&lt;br /&gt;
| weight = 2&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold = 20&lt;br /&gt;
| ammoimage = [[Image:Harpoonclip.gif|30 px]]&lt;br /&gt;
| damage = 32 Armour Piercing&lt;br /&gt;
| capacity = 10&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research = -&lt;br /&gt;
| acquisition = {{Purchasing|200}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Jet Harpoon fires a high pressure jet propelled armour piercing harpoon. Like the harpoons used by divers for hunting dangerous sea creatures, the Jet Harpoon has been adapted as [[X-COM]]&#039;s initial standard underwater rifle. They can be fired in any environment with no loss in power or accuracy. &lt;br /&gt;
&lt;br /&gt;
Like the [[Dart Gun]], the Jet Harpoon is not an especially powerful weapon. It does have twice as much power and is faster and easier to aim than the Dart Gun. It is enhanced with the addition of a three round burst mode. &lt;br /&gt;
&lt;br /&gt;
One of the Jet Harpoon&#039;s weaker points is its low ammunition capacity. It only has 10 harpoons. This requires carrying plenty of spare harpoon clips for long sorties. &lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Auto Fire&lt;br /&gt;
|-&lt;br /&gt;
!{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
!{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Cheap&lt;br /&gt;
* Moderate accuracy&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Weak&lt;br /&gt;
* Slow &lt;br /&gt;
* Low Ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
&lt;br /&gt;
Jet Harpoons are functional in the early game and effective against the [[Aquatoid]]s or [[Gillman|Gillmen]] that you meet. The low damage of the Jet Harpoons do not allow them to stay competitive for long and will not hurt the [[Lobsterman|Lobstermen]] or many of the stronger terror units. &lt;br /&gt;
&lt;br /&gt;
Initially complement them with heavier firepower such as grenades and the [[Gas Cannon]]. Replace them at the earliest opportunity once Gauss and Sonic weapons are available. &lt;br /&gt;
&lt;br /&gt;
Take care when using auto shots as the clips only retain 10 rounds.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Rifle vs Jet Harpoon]]&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>ComradeChryssalid</name></author>
	</entry>
</feed>