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		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=59542</id>
		<title>Weapons (EU2012)</title>
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		<updated>2014-09-14T18:27:52Z</updated>

		<summary type="html">&lt;p&gt;Connor2910: /* Laser Weapons */  Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time. Their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed on the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 1-2 || align=&amp;quot;center&amp;quot; | 2-4 || align=&amp;quot;center&amp;quot; |2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; | 1-3 || align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 2-4 || align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; |4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Assault Rifle (EU2012)|Assault Rifle]]|| align=&amp;quot;center&amp;quot; | 2-4  || align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; |4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Short || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]|| align=&amp;quot;center&amp;quot; | 4-6 || align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; |7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 4-6  || align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; |7 or &#039;&#039;&#039;9&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Aim +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 6-8  || align=&amp;quot;center&amp;quot; | 11-13 || align=&amp;quot;center&amp;quot; |10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 6-8 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Short || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Scatter (EU2012)|Laser Scatter]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 9-11 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 14-16 || align=&amp;quot;center&amp;quot; |13 or &#039;&#039;&#039;15&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LMG (EU2012)|LMG]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 6-8 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 ||  align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 9-11 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 14-16 || align=&amp;quot;center&amp;quot; |13 or &#039;&#039;&#039;15&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results ((EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
* All tiers of [[S.H.I.V. (EU2012)|S.H.I.V.]] carry the LMG/Heavy Laser/Heavy Plasma with similar stats and ammo count.&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 6-8 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 9-11 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 14-16 || align=&amp;quot;center&amp;quot; |13 or &#039;&#039;&#039;15&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100, although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Minigun (EU2012)|Minigun]]|| align=&amp;quot;center&amp;quot; | 4-6  || align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; |7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Railgun (EU2012)|Railgun]]|| align=&amp;quot;center&amp;quot; | 6-8  || align=&amp;quot;center&amp;quot; | 11-13 || align=&amp;quot;center&amp;quot; |10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Particle Cannon (EU2012)|Particle Cannon]]|| align=&amp;quot;center&amp;quot; | 9-11  || align=&amp;quot;center&amp;quot; | 15-17 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Arc Thrower (EU2012)|Arc Thrower]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |NA || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Drone Beam|| align=&amp;quot;center&amp;quot; | 1-3 || align=&amp;quot;center&amp;quot; | 3 or 4 || align=&amp;quot;center&amp;quot; | 0|| align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cyberdisc Cannon|| align=&amp;quot;center&amp;quot; | 7-9 || align=&amp;quot;center&amp;quot; | 12 or 13 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Overwatch&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 7-9 || align=&amp;quot;center&amp;quot; |NA|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 9-11  || align=&amp;quot;center&amp;quot; |15 or 16 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | Overwatch&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Psi Lance|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; |NA|| align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 336 ||  align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Poison|| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | Arc || align=&amp;quot;center&amp;quot; | Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 300 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 300 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 300 || align=&amp;quot;center&amp;quot; | Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Grenades====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Frag Grenade (EU2012)|Frag Grenade]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align=&amp;quot;center&amp;quot; | NA  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Support || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Defense +20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | 1  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Damage applied per turn, between 1-3 turns&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Causes units on radius to be invisible&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | -50 aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chryssalid Claw|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |[[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Zombie Fist|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Zombie (EU2012)|Zombie]]|| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; |[[Berserker (EU2012)|Berserker]]|| align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 12  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[MEC Trooper (EU2012)|MEC Trooper]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Connor2910</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=59541</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=59541"/>
		<updated>2014-09-14T18:21:53Z</updated>

		<summary type="html">&lt;p&gt;Connor2910: /* Thin Men and Council Missions */  Your autism does not belong here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics usable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
* Suggestion: Allow the player to switch to Engineering and back again, without having to go through Mission Control. Manufacturing one extra item for a mission shouldn&#039;t take so many clicks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
:[[XCOM: Enemy Within DLC (EU2012)|The Enemy Within DLC]] does this, (Maybe not the multi-story building).&lt;br /&gt;
&lt;br /&gt;
=====Building animations out of sync=====&lt;br /&gt;
* Current: The same building type has identical animations, making it look very unreal.&lt;br /&gt;
* Suggestions: Could make the animations out of sync.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to zoom in to some building types.&lt;br /&gt;
* Suggestions: Allow the above.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
**The Second Wave option &amp;quot;Hidden Potential&amp;quot; does this&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
* Add a Will bonus for killing aliens or surviving missions. (Current mechanics allow no way to replenish lost Will once a soldier has reached Colonel rank.)&lt;br /&gt;
* Allow me to recruit soldiers by class once I get New Guy. Better yet, let me decide the classes of my rookies once they level up.&lt;br /&gt;
* Better Soldier top menu: instead of just name, rank, and class, also displays stats (and that both top and individual soldier menu also shows move). Allow to organize by stat and/or class. Batch dismissal/multi-select, instead of dismissal by individually going into every soldier&#039;s &#039;page&#039;.&lt;br /&gt;
* Allow Snipers and Heavy to use the [[Assault Rifle (EU2012)|Assault Rifle]], so that you can have a sniper who does not have squad sight or snapshot, so you can get them promoted easier.&lt;br /&gt;
*Allow an option to create and save custom Hero Units&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
====Replayability====&lt;br /&gt;
More alien base assaults.&lt;br /&gt;
More alien UFO types.&lt;br /&gt;
Interrogating aliens gives UFOpedia entries on each different UFO type - Like the original game.&lt;br /&gt;
All aliens can be captured for interrogation one way or another - Like the original game (whether you get anything useful out of it is another matter...).&lt;br /&gt;
Different textures for each map, so even if the same map is used in different games, the skins make it appear different. This would go a long way to customising each map to the country that it&#039;s in, instead of always the same.&lt;br /&gt;
Having multiple endings.&lt;br /&gt;
Being able to reduce panic in countries that have pulled out of the XCOM project.&lt;br /&gt;
Selling items made by engineers.&lt;br /&gt;
More things to research (i.e. better accuracy, faster engines, turret for firestorm).&lt;br /&gt;
Having more than one Firestorm (sending out multiple squads on abduction missions).&lt;br /&gt;
Having your base assaulted by aliens.&lt;br /&gt;
More options of things to do with live captured aliens (mind control them for more info, or brainwash/re-educate for use in your barracks).&lt;br /&gt;
Sponsoring XCOM partnerships in other countries (freeing you up to handle other things).  Send them soldiers/armor/$$$ to get them started.&lt;br /&gt;
Have multiple bases.&lt;br /&gt;
Cyrogenically freezing dead soldiers (for possible revival later).&lt;br /&gt;
Expansion Pack - Assaulting enemy homeworld&lt;br /&gt;
====Thin Men and Council Missions====&lt;br /&gt;
As you get further into the game, the Thin Men just get to easy on Council Missions with their LPRs, so make it so that they slowly progress up to Heavy Plasmas, or maybe the normal Plasma Rifle.&lt;br /&gt;
: Imagine Thin Men eventually getting convincing disguises, and hiding amongst civvies during Terror Missions.&lt;br /&gt;
&lt;br /&gt;
====Sellable weapons====&lt;br /&gt;
When you research the Plasma Pistol, allow it to sell the Laser equivalent. Same with other Plasma Weapons.&lt;br /&gt;
:The more Laser Rifles you have in your stores, the less each Laser Rifle sells for, thus making building 50 and then selling them not so profitable.&lt;br /&gt;
&lt;br /&gt;
====Hyperwave Uplink====&lt;br /&gt;
If it told enemy composition for &#039;&#039;all&#039;&#039; missions, not just UFOs: would have more reason to build the facility earlier, instead of waiting as to avoid having to fight Etherials and Muton Elites.&lt;/div&gt;</summary>
		<author><name>Connor2910</name></author>
	</entry>
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