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		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=52374</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=52374"/>
		<updated>2013-11-17T20:58:18Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: /* Starting Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].&lt;br /&gt;
&lt;br /&gt;
==Starting Options==&lt;br /&gt;
* &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - [[Weapons (EU2012)|Weapons]] have a much wider range of damage&lt;br /&gt;
** Does not apply to explosives.&lt;br /&gt;
** Random damage range varies between 1 and the weapons&#039; base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. &lt;br /&gt;
* &#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&lt;br /&gt;
* &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
** Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.&lt;br /&gt;
** Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.&lt;br /&gt;
** Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.&lt;br /&gt;
** All soldiers will have the same Health Points, value is defined by the difficulty level. &lt;br /&gt;
* &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&lt;br /&gt;
** HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.&lt;br /&gt;
** Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]&#039;s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.&lt;br /&gt;
** Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
*** [[Sniper (EU2012)|Sniper]]: 3-9&lt;br /&gt;
*** [[Support (EU2012)|Support]]: 2-6&lt;br /&gt;
*** [[Assault (EU2012)|Assault]]: 1-5&lt;br /&gt;
*** [[Heavy (EU2012)|Heavy]]: 0-2&lt;br /&gt;
***Movement: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.&lt;br /&gt;
**These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]&lt;br /&gt;
&lt;br /&gt;
==Unlocked after winning on Normal or higher difficulty==&lt;br /&gt;
* &#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
** -15 aim with light wound, -30 with heavy wound.&lt;br /&gt;
** Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].&lt;br /&gt;
** Movement is impaired by wounds too.&lt;br /&gt;
** Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
* &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&lt;br /&gt;
** Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
** Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
*** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
* &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&lt;br /&gt;
** You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
* &#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
** This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.&lt;br /&gt;
** Time for research: x3&lt;br /&gt;
** Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)&lt;br /&gt;
** Cost of items and facilities: x2&lt;br /&gt;
*** You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you&#039;ll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.&lt;br /&gt;
** Days in [[Infirmary (EU2012)|Infirmary]]: x2.&lt;br /&gt;
** Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
** Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
*** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.&lt;br /&gt;
** Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.&lt;br /&gt;
*** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM&#039;s end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
**** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
==Unlocked after winning on Classic or higher difficulty==&lt;br /&gt;
* &#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
** Funding is cut by 20% from countries with level 4 panic, 40% when it&#039;s level 5.&lt;br /&gt;
* &#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
** This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].&lt;br /&gt;
* &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&lt;br /&gt;
** This also increases engineer requirements for satellites.&lt;br /&gt;
** Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.&lt;br /&gt;
** Satellite build time is decreased.&lt;br /&gt;
* &#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The [[Psionic (EU2012)|psionic]] gift is extremely rare.&lt;br /&gt;
** If there isn&#039;t any Psionic soldiers, then you&#039;ll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. &lt;br /&gt;
&lt;br /&gt;
==Unlocked only after winning Impossible==&lt;br /&gt;
* &#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&lt;br /&gt;
** Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.&lt;br /&gt;
* &#039;&#039;&#039;War Wariness&#039;&#039;&#039; - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&lt;br /&gt;
** With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. &lt;br /&gt;
* &#039;&#039;&#039;E-115&#039;&#039;&#039; - [[Elerium (EU2012)|Elerium]] stores will degrade over time.&lt;br /&gt;
** Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)&lt;br /&gt;
* &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
** Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions==&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]] and [[Sectopod (EU2012)|Sectopod]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel. Does not affect Psi or MEC abilities.&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EU_(2012)&amp;diff=52218</id>
		<title>EU (2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EU_(2012)&amp;diff=52218"/>
		<updated>2013-11-17T01:29:39Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Redirected page to Enemy Unknown (EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Enemy Unknown (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=52181</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=52181"/>
		<updated>2013-11-16T21:19:06Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: /* Medals (UPDATED) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&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.&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. New info is marked with (UPDATED) on the title sections. ***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 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;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld (UPDATED)==&lt;br /&gt;
[[File:Meld Icon (EU2012).png|right|Meld]]&lt;br /&gt;
* The Meld is a new alien resource that is present in [[Meld Canister (EU2012)|canisters]] on several maps (Abductions and [[UFOs (EU2012)|UFOs]]). Meld can also be recovered from [[Mechtoid (EU2012)|Mechtoid]] and [[Heavy Floater (EU2012)|Heavy Floater]] bodies. &lt;br /&gt;
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.&lt;br /&gt;
* All the [[Alien Abductions (EU2012)|abductions]] and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters. [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1]&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister is located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.&lt;br /&gt;
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of canisters in a given campaign ([http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]).&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause [[Damage (EU2012)|damage]] to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* Meld canisters can be destroyed with explosives. [http://www.youtube.com/watch?v=1uMHNOuj5SU]&lt;br /&gt;
* When you kill all [[Alien Life Forms (EU2012)|aliens]] on a mission you&#039;ll automatically recover any unexploded Meld containers, including still hidden ones, according to a Rock, Paper, Shotgun [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/ interview].&lt;br /&gt;
* The Meld can be used to create either [[MEC Trooper (EU2012)|MEC Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities ([[Gene Mods (EU2012)|Gene Mods]]).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new [[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Lab (EU2012)|Genetics Lab]] and [[Cybernetics Lab (EU2012)|Cybernetics Lab]]. Both cost §50 and require 3 power and 10 days to build. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] and the Genetics Lab with [[Laboratory (EU2012)|Laboratories]] for adjacency bonus.&lt;br /&gt;
** For consideration on building them early or late; whether you want 5 engineers, or low-level Mech troopers, with what limited resources you&#039;ll have early on, for example.&lt;br /&gt;
** There are reflective Meld &#039;crystals&#039; in the Antfarm view. Zooming in on them, angled facets show a brick wall with a window,  facets facing the camera seem to be reflecting a sprite of a green-irised eye.&lt;br /&gt;
* There is a small tutorial to show how Meld works. &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;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Emblem translation (Lit): &amp;quot;Change to Protect&amp;quot; (To bring change to the custodian)&lt;br /&gt;
* [[Aliens (EU2012)|Alien]] [[Research (EU2012)|autopsies]] will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====Genetics Lab Projects (UPDATED)====&lt;br /&gt;
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]&lt;br /&gt;
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete [http://robotsgonebad.com/2013/11/the-new-units-in-xcom-enemy-within-part-i/].&lt;br /&gt;
* Modded soldiers will have a specific icon, with their class icon superimposed over it. &lt;br /&gt;
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.&lt;br /&gt;
=====Brain=====&lt;br /&gt;
[[File:Neural Feedback (EU2012).png|128px|right|Neural Feedback]]&lt;br /&gt;
* &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; - &#039;&#039;Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does no reduce the attackers chance of success.&#039;&#039;&lt;br /&gt;
** Cost: §35, 10 Meld &lt;br /&gt;
** Base damage 7&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Neural Damping (EU2012).png|128px|right|Neural Damping]]&lt;br /&gt;
* &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; - &#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;
** Cost: §35, 20 Meld.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=====Eyes=====&lt;br /&gt;
[[File:Hyper Reactive Pupils (EU2012).png|128px|right|Hyper Reactive Pupils]]&lt;br /&gt;
* &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; - &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
** Cost: §15, 5 Meld, requires [[Meld Recombination (EU2012)|Meld Recombination]] Research) &lt;br /&gt;
** Best on soldier classes that you regularly put on Overwatch: if they miss on it, then their next shot benefits from this.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Depth Perception (EU2012).png|128px|right|Depth Perception]]&lt;br /&gt;
* &#039;&#039;&#039;Depth Perception&#039;&#039;&#039; - &#039;&#039;Height Advantage confers an additional +5 Aim and 5+ critical chance&#039;&#039;.&lt;br /&gt;
** Cost: §15, 5 Meld, requires [[Meld Recombination (EU2012)|Meld Recombination]] Research).&lt;br /&gt;
** On a Damn Good Ground Sniper, with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=====Chest=====&lt;br /&gt;
[[File:Secondary Heart (EU2012).png|128px|right|Secondary Heart]]&lt;br /&gt;
*&#039;&#039;&#039;Secondary Heart&#039;&#039;&#039;(§75, 15 Meld) - &#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;
** Case in point: The Doctor&#039;s never lost his will. Very useful for your Psi Squad.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Adrenal Neurosympathy (EU2012).png|128px|right|Adrenal Neurosympathy]]&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039; - &#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;
** Cost: §10, 25 Meld, requires [[Muton Autopsy (EU2012)|Muton Autopsy]] Research.&lt;br /&gt;
** Includes boosts to Will, that &#039;&#039;do&#039;&#039; affect Psi attack/defense, so also helpful to your Psi Squad.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=====Skin=====&lt;br /&gt;
[[File:Bioelectric Skin (EU2012).png|128px|right|Bioelectric Skin]]&lt;br /&gt;
*&#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; - &#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;
** Cost: §35, 15 Meld.&lt;br /&gt;
** Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you&#039;ll know what&#039;s behind that door. Is &amp;quot;wall-piercing.&amp;quot; In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct signals nearby.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mimetic Skin (EU2012).png|128px|right|Mimetic Skin]]&lt;br /&gt;
*&#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; - &#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;
** Cost: §75, 35 Meld, requires [[Seeker Autopsy (EU2012)|Seeker Autopsy]] Research.&lt;br /&gt;
** In practice: be out of Line of Sight of an enemy, then move to &#039;&#039;&#039;full&#039;&#039;&#039; cover: soldier will essentially Ghost Mode before moving. If flanked, ghosting will drop, so the full cover must be relative to the enemy (but can be used to at least bypass enemy Overwatch).&lt;br /&gt;
** As it does mimic Ghosting, you &#039;&#039;cannot&#039;&#039; use [[Ghost Armor (EU2012)|Ghost Armor]]&#039;s mode (though you can, and probably still should equip it, at least for the move bonus and the Grapple).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=====Legs=====&lt;br /&gt;
[[File:Muscle Fiber Density (EU2012).png|128px|right|Muscle Fiber Density]]&lt;br /&gt;
*&#039;&#039;&#039;Muscle Fiber Density&#039;&#039;&#039;  - &#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;
** Cost: §60, 25 Meld, requires [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] Research.&lt;br /&gt;
**Equally useful as the Skeleton/Ghost armor&#039;s grapple, somewhat less than Archangel&#039;s flight (except that there&#039;s no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Adaptive Bone Marrow (EU2012).png|128px|right|Adaptive Bone Marrow]]&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; - &#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;
** Cost: §30, 15 Meld, requires [[Meld Recombination (EU2012)|Meld Recombination]] Research.&lt;br /&gt;
** Stacks with the [[OTS (EU2012)|OTS]]&#039;s Rapid Recovery causing soldiers to recover even faster from injuries. &lt;br /&gt;
** Pairs well with Secondary Heart to preserve your [[Psionic (EU2012)|Psi]] soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;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;
[[Image:Bellator (EU2012).png|right|128px|MEC Trooper Insignia]]&lt;br /&gt;
* Emblem translation: &amp;quot;Warrior in the Machine&amp;quot;&lt;br /&gt;
* [[MEC Trooper (EU2012)|MEC Troopers]] can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they&#039;ll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
&lt;br /&gt;
* MEC Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC Suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired. You cannot deploy a MEC Trooper without a suit.&lt;br /&gt;
* MEC Suits came with the Minigun as its default Primary Weapon: more advanced primary weapons need to be manufactured in Engineering before being deployed.&lt;br /&gt;
* There are 2 new options on Engineering: Build/Upgrade MEC (for the suits) and Augment Soldiers (to transform soldiers into MEC Troopers).&lt;br /&gt;
* The Cybernetics Lab can augment 3 soldiers at a time and it costs §10 and 10 Meld units. The process takes 3 days and soldiers will lose all Gene Mods when augmented. The process is irreversible.~&lt;br /&gt;
[[Image:Base Augments (EU2012).png|right|128px|Base Augments]]&lt;br /&gt;
* After a soldier is converted into a MEC he/she will wear a metal endoskeleton called &#039;&#039;&#039;Base Augments&#039;&#039;&#039; as armor.  &lt;br /&gt;
* According to the developers MECs are very expensive to purchase.&lt;br /&gt;
* MECs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, MEC Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
====Primary Weapons (UPDATED)====&lt;br /&gt;
[[File:Minigun (EU2012).png|right|128px|Minigun]]&lt;br /&gt;
* Primary Weapon: &#039;&#039;&#039;[[Minigun (EU2012)|Minigun]]&#039;&#039;&#039;&lt;br /&gt;
**Tactical Info&lt;br /&gt;
***&#039;&#039;Effective range: Medium; 4-6 base damage, 10% critical chance, 8-10 critical damage&#039;&#039;&lt;br /&gt;
***&#039;&#039;Only equipped by MEC troopers&#039;&#039;&lt;br /&gt;
***&#039;&#039;Risk of catastrophic overheating precludes suppression with this weapon&#039;&#039;&lt;br /&gt;
**Always available, does not need to be manufactured.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Railgun (EU2012).png|right|128px|Railgun]]&lt;br /&gt;
* Primary Weapon: &#039;&#039;&#039;[[Railgun (EU2012)|Railgun]]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;This high-powered, recoiless slugthrower can be fired in short bursts to devastating effect, although the sizes of its housing and power supply require it to be mounted on a MEC. Prior to our research on heavy lasers, we had no access to a small enough power source.&#039;&#039; &lt;br /&gt;
**Research required: Heavy Lasers. Cost: §70, 30 Alien Alloys, 10 Engineers.&lt;br /&gt;
**Tactical Info&lt;br /&gt;
***&#039;&#039;Effective range: Medium; 6-8 base damage, 10% critical chance, 11-13 critical damage)&#039;&#039;&lt;br /&gt;
***&#039;&#039;Miniaturized power supply derived from laser tech.&#039;&#039;&lt;br /&gt;
***&#039;&#039;Only equipped by MEC troopers&#039;&#039;&lt;br /&gt;
***&#039;&#039;Risk of catastrophic overheating precludes suppression with this weapon&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Particle Cannon (EU2012).png|right|128px|Particle Cannon]]&lt;br /&gt;
* Primary Weapon:  &#039;&#039;&#039;[[Particle Cannon (EU2012)|Particle Cannon]]&#039;&#039;&#039;&lt;br /&gt;
**Tactical Info&lt;br /&gt;
***&#039;&#039;Effective range: ?; 9-11 base damage, 10% critical chance, ? critical damage&#039;&#039;&lt;br /&gt;
**Research required: ?. Cost: $325, 40 Alien Alloys, 40 Elerium, 40 Engineers.&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;
There are 3 tiers of MEC Suits which can be customized, each unlocks a choice between two new tactical subsystems, allowing for 8 different builds of MEC Suits:&lt;br /&gt;
=====&#039;&#039;&#039;[[MEC-1 Warden (EU2012)|MEC-1 Warden]]=====&lt;br /&gt;
[[File:MEC-1 (EU2012).png|right|128px|MEC-1 Warden]]&lt;br /&gt;
* Cost: §25, 40 Meld&lt;br /&gt;
* Gives +8 Health (+11 Health with Shaped Armor Foundry project), +10 Defense, +10 Will&lt;br /&gt;
* Tactical Subsystems: &lt;br /&gt;
**&#039;&#039;&#039;[[Kinetic Strike Module (EU2012)|Kinetic Strike Module]]&#039;&#039;&#039; - &#039;&#039;A powerful arm upgrade for the MEC, allowing the wielder to pulverize adjacent cover and enemies. Also boosts mobility.&#039;&#039; (&#039;&#039;A melee attack that deals 12 [[Damage (EU2012)|damage]] to enemies and can destroy cover&#039;&#039;).&lt;br /&gt;
** Can be freely aimed (but must be next to target).&lt;br /&gt;
** Custom kill animations against Mechtoids, Sectopods and Berserkers.&lt;br /&gt;
** Notable Kills: Cyberdisks get knocked a few squares away, will explode where it lands. Etherials won&#039;t explode. Thin Men release gas right away (but MEC Troopers are immune). Sectopods&#039;s explosion causes 5HP damage to anything around it.&lt;br /&gt;
**&#039;&#039;&#039;[[Flamethrower (EU2012)|Flamethrower]]&#039;&#039;&#039; - &#039;&#039;Allows MEC to lay waste to a cone-shaped area. Flame can spill outside the aiming area.&#039;&#039; (&#039;&#039;Does 9 fire damage to units in the damage cone, and splits to 1 extra tile at cone&#039;s edge. Causes panic to enemies and sets fire to the environment.&#039;&#039;)&lt;br /&gt;
*** Works only on units on the ground. Not wall-piercing. Flame takes time to damage cover. Red and yellow highlights on floorgrid show area, affected units highlighted.&lt;br /&gt;
=====&#039;&#039;&#039;[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]=====&lt;br /&gt;
[[File:MEC-2 (EU2012).png|right|128px|MEC-2 Sentinel]]&lt;br /&gt;
* Requires [[UFO Power Source (EU2012)|UFO Power Source]] research:&lt;br /&gt;
* Upgrade cost: §32, 60 Meld units, 10 Engineers.&lt;br /&gt;
* Gives +12 Health (+15 Health with Shaped Armor Foundry project), +10 Defense, +15 Will&lt;br /&gt;
* Tactical Subsystems: &lt;br /&gt;
**&#039;&#039;&#039;[[Grenade Launcher (EU2012)|Grenade Launcher]]&#039;&#039;&#039; - &#039;&#039;MECs can make for their lack of thrown grenade capability with a long-range grenade launcher.&#039;&#039; (deals 4-5 damage)&lt;br /&gt;
*** Similar to Bombard&lt;br /&gt;
**&#039;&#039;&#039;[[Restorative Mist (EU2012)|Restorative Mist]]&#039;&#039;&#039; - &#039;&#039;Medikits require fine motor control; instead, the MEC can spray Restorative Mist to heal all nearby allies.&#039;&#039;&lt;br /&gt;
*** Includes self, AoE. Does not stabilize Critically Wounded soldiers.&lt;br /&gt;
=====[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]=====&lt;br /&gt;
[[File:MEC-3 (EU2012).png|right|128px|MEC-3 Paladin]]&lt;br /&gt;
* Upgrade cost: §106, 100 Meld units, 25 Engineers [http://www.youtube.com/watch?v=ZYcwFf5Sv7M].&lt;br /&gt;
* Gives +16 Health (+19 Health with Shaped Armor Foundry project), +10 Defense, +20 Will&lt;br /&gt;
* Tactical Subsystems: &lt;br /&gt;
**&#039;&#039;&#039;[[Proximity Mine Launcher (EU2012)|Proximity Mine Launcher]]&#039;&#039;&#039; - &#039;&#039;Proximity mines can be deployed at medium range, and will wait nearby enemy movement before triggering their explosive charges.&#039;&#039;&lt;br /&gt;
*** Tossing through a UFO&#039;s Light Door will open it. &lt;br /&gt;
*** Other AoE attacks will cause the mines to go off in a sympathetic explosion, giving you a nice combo.&lt;br /&gt;
**&#039;&#039;&#039;[[Electro Pulse (EU2012)|Electro Pulse]]&#039;&#039;&#039; - &#039;&#039;MECs can stun organic enemies and damage robotic ones with this area-of-effect electric shock device&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====MEC Abilities (UPDATED)====&lt;br /&gt;
* [[MEC Trooper (EU2012)|MEC]]&#039;s [[Abilities (EU2012)|skill tree]] is divided into two categories: Fire Support (offense) and Survivability (defense).&lt;br /&gt;
* Up being coverted the MECs gain a Bonus ability that depends on the former [[Classes (EU2012)|class]] of the converted [[Soldiers (EU2012)|soldier]]. The following distribution is based on the abilities icons on this video [http://uk.ign.com/videos/2013/10/23/xcom-enemy-within-preview-commentary-2].&lt;br /&gt;
** [[Heavy (EU2012)|Heavy]] - &#039;&#039;&#039;Body Shield&#039;&#039;&#039; - &#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
** [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; - &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
** [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; - &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
** [[Support (EU2012)|Support]]: &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; - &#039;&#039;Nearby allies in cover receive +10 Defense.&#039;&#039;&lt;br /&gt;
* Further MEC abilities disclosed:&lt;br /&gt;
** Squaddie: &lt;br /&gt;
*** &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; - &#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039; (allows to target terrain, costs a full clip of ammo)&lt;br /&gt;
** Corporal&lt;br /&gt;
*** &#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; - &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; - &#039;&#039;Confers +15 Defense when in Overwatch.&#039;&#039;&lt;br /&gt;
** Sergeant&lt;br /&gt;
*** &#039;&#039;&#039;Vital-Point Targeting&#039;&#039;&#039; - &#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;Damage Control&#039;&#039;&#039; - &#039;&#039;When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns&#039;&#039;.&lt;br /&gt;
** Lieutenant&lt;br /&gt;
*** &#039;&#039;&#039;One For All&#039;&#039;&#039; - &#039;&#039;When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;Jet Boot Module&#039;&#039;&#039; - &#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
** Captain&lt;br /&gt;
*** &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; - &#039;&#039;Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.&#039;&#039;&lt;br /&gt;
**** Gives +2 Proximity Mines, +1 Restorative Mist and +1 Grenade&lt;br /&gt;
*** &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; - &#039;&#039;Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.&#039;&#039;&lt;br /&gt;
** Major&lt;br /&gt;
*** &#039;&#039;&#039;Overdrive&#039;&#039;&#039; - &#039;&#039;Firing the MEC&#039;s primary weapon as the first action no longer ends the turn.&#039;&#039;&lt;br /&gt;
** Colonel&lt;br /&gt;
*** &#039;&#039;&#039;Absortion Fields&#039;&#039;&#039; -&#039;&#039;Any hit that makes 33% more damage to the MEC&#039;s maximum health is reduced to that number.&#039;&#039;&lt;br /&gt;
*** &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; - &#039;&#039;MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there&#039;s enough ammo do to so.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====MEC Rank Progression (UPDATED)====&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;
&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 (UPDATED)===&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
* Aliens also have two confirmed new units, including the [[Mechtoid (EU2012)|Mechtoid]] (UPDATE) (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a 6 damage reducing shield [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10562-PAX-2013-XCOM-Enemy-Within-Hands-On-Preview?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;t die if the merger is killed). Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. Mechtoids replace Sectoids as the game progresses.&lt;br /&gt;
* In another [http://www.2kgames.com/blog/community-2k-exclusive-developer-blog-the-mechtoid post] at the 2K forums, Ananda Gupta has revealed more details about the Mechtoid: &lt;br /&gt;
** The shield reduces all incoming [[Weapons (EU2012)|weapons]] damage to the Mechtoid. &lt;br /&gt;
** Killing the Sectoid that is mind merged with the Mechtoid cancels the shield and causes light damage to the mechanized [[Aliens (EU2012)|alien]]. &lt;br /&gt;
** Recovered dead Mechtoids will give 2 [[Alien Artifacts (EU2012)|alien artifacts]]: the Sectoid&#039;s pilot corpse and 1 [[Mech Core (EU2012)|Mech Core]].&lt;br /&gt;
** [[Research (EU2012)|Research]] of the Mech Core gives 2 new [[Foundry (EU2012)|Foundry]] projects: &#039;&#039;&#039; Shaped Armor&#039;&#039;&#039; (adds extra health to MECs and [[S.H.I.V. (EU2012)|S.H.I.V.s]]) and &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;, which increases mobility for these 2 armored units. &lt;br /&gt;
** Killed Mechtoids will also grant small amounts of [[Meld (EU2012)|Meld]].&lt;br /&gt;
&lt;br /&gt;
===Seeker (UPDATED)===&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] (UPDATED) and has been revealed on his video [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight] to be some sort of a biomechanic floating squid, somewhat similar in concept to TFTD&#039;s [[Tentaculat]], that can become invisible to your [[Soldiers (EU2012)|soldier]]&#039;s eyes.&lt;br /&gt;
** Seekers have a new AI, designed as hit and run units that will use their stealth (aka Cloak) to approach lone [[Soldiers (EU2012)|soldiers]] (such as [[Sniper (EU2012)|Snipers]] with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take [[Damage (EU2012)|damage]] each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a ranged plasma attack. &lt;br /&gt;
** Seekers are immune to the [[Flamethrower (EU2012)|Flamethrower]] and arrive during April. They can be detected through the Battle Scanner and the Biometric Skin mod. The Cloak depletes during movement, behaving rather like the flight mode of [[Archangel Armor (EU2012)|Archangel Armor]] than the cloak of [[Ghost Armor (EU2012)|Ghost Armor]].[http://www.cinemablend.com/games/XCOM-Enemy-Within-Make-You-Fear-Seeker-59134.html]&lt;br /&gt;
***This last characteristic can also flavor mobile [[Squads (EU2012)|squad]] tactics rather than fighting from a fixed position since it forces Seekers to spend more of their Cloaking ability to approach a soldier and risk running out of cloak upon open sight of your troops. That is, assuming soldiers are running away from the hidden Seeker rather than towards it.&lt;br /&gt;
* More details of the Seeker can be found in a [http://www.2kgames.com/blog/firaxis-developer-blog-the-seeker post] on EW&#039;s Developer Blog where Ananda Gupta describes the new alien, including the fact that the Strangle [[Abilities (EU2012)|ability]] cannot be used when the Seeker is visible, and it is the only [[XCOM (EU2012)|XCOM]] enemy that can occupy the same space as another unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
===Other Alien Changes (UPDATED)===&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 14).&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.&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;
&lt;br /&gt;
==[[EXALT (EU2012)|EXALT]] (New Faction)==&lt;br /&gt;
[[Image:EXALT Insignia (EU2012).png|right|150px|EXALT insignia]]&lt;br /&gt;
*EXALT is a new global human threat. They will carry out anti-[[XCOM (EU2012)|XCOM]] operations until their [[EXALT Base (EU2012)|base]] is found and destroyed.&lt;br /&gt;
*EXALT is a paramilitary secret society that seeks to use [[Alien Life Forms (EU2012)|alien]] tech to enrich and technologically change themselves and gain world domination.&lt;br /&gt;
*EXALT wants the aliens to genetically perfect mankind and sees [[XCOM (EU2012)|XCOM]] as an obstacle to that. While EXALT agrees with the aliens, it will avoid working with them and instead and disrupt XCOM efforts&#039;s to fight the invasion. [http://uk.ign.com/videos/2013/10/09/x-com-enemy-within-hands-on-covert-ops-mission-vs-exalt]&lt;br /&gt;
*Despite sharing some common goals, the Aliens and EXALT will not cooperate together and appear together on any mission.&lt;br /&gt;
*The first EXALT [[Missions (EU2012)|mission]] takes place on May, the day depends on the [[Difficulty (EU2012)|difficulty]] level. &lt;br /&gt;
===EXALT in-game Briefing===&lt;br /&gt;
#EXALT operates with cells. Initiate covert ops missions to neutralize individual cells. Eliminating those cells will recover intel you will need to locate the EXALT base. &lt;br /&gt;
#EXALT cells are not always visible. Purchase an intel scan to reveal them. Hidden cells can hurt XCOM or the countries they are operating in.&lt;br /&gt;
&lt;br /&gt;
===EXALT Operations===&lt;br /&gt;
[[Image:Security Breach Trailer 1 (EU2012).png|right|300px|Security Breach Trailer]]&lt;br /&gt;
*Intel scans cost 50§ (and slowly increase) and will reveal any additional cells to the ones already revealed. &lt;br /&gt;
*Revealing EXALT cells will postpone their ability to hurt XCOM operations. Only hidden EXALT cells can conduct operations. &lt;br /&gt;
*After a while an exposed EXALT cell will relocate to another country and become hidden.  &lt;br /&gt;
*Hidden EXALT cells can conduct 3 types of operations:&lt;br /&gt;
**Propaganda - Increases Panic on the targeted country.&lt;br /&gt;
**Sabotage - Reduces XCOM&#039;s money supply.&lt;br /&gt;
**Research Hack - Slow down XCOM&#039;s current [[Research (EU2012)|research]].&lt;br /&gt;
* Also, if you turn down an [[Alien Abductions (EU2012)|abduction]] in Africa and there&#039;s an exposed EXALT cell on that country then the resulting panic from the Abduction is further increased.&lt;br /&gt;
* Building [[Laboratory (EU2012)|Labs]] can provide a guard against Research Hacks.&lt;br /&gt;
&lt;br /&gt;
===[[Covert Operations (EU2012)|Covert Operations]] Missions===&lt;br /&gt;
* To stop a revealed EXALT cell, XCOM may perform a Covert Mission on the country where the cell is based.&lt;br /&gt;
* There are two types of Covert Missions, Cover Extraction and Covert Data Recovery, with about 10 [[Maps (EU2012)|maps]] for each type (20 total). &lt;br /&gt;
* The mission consists of two parts, the insertion of the Covert Operative (through the [[Situation Room (EU2012)|Situation Room]]) and later its extraction through a tactical [[Missions (EU2012)|mission]].&lt;br /&gt;
. If the tactical mission is ignored after the XCOM [[Soldiers (EU2012)|soldier]] is inserted, the Covert Operative will be lost.&lt;br /&gt;
* There&#039;s no [[Meld (EU2012)|Meld]] in Covert Missions maps.&lt;br /&gt;
* If the Covert Mission is a failure the EXALT cell will disappear and go into hiding into another country.&lt;br /&gt;
&lt;br /&gt;
===[[Covert Operative (EU2012)|Covert Operative]] Deployment===&lt;br /&gt;
[[Image:Security Breach Trailer 2 (EU2012).png|right|300px|Security Breach Trailer]]&lt;br /&gt;
&#039;&#039;&#039;Covert Operative in-game Briefing&#039;&#039;&#039;&lt;br /&gt;
# Covert operatives are limited to pistols; pistol tech and [[Foundry (EU2012)|Foundry]] upgrades may be useful. &lt;br /&gt;
# Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
# [[Heavy (EU2012)|Heavy]] soldiers and [[MEC Trooper (EU2012)|MEC Troopers]] are ineligible for covert ops duty.&lt;br /&gt;
* With only a [[Pistol (EU2012)|Pistol]] as a weapon, Covert Operatives will depend a lot on their specific [[Classes (EU2012)|class]] [[Abilities (EU2012)|abilities]] like Low Profile, Sprinter or Lightning Reflexes.&lt;br /&gt;
* Operatives deploy with no armor and only 1 item slot, but they can be upgraded to 2 item slots if the necessary [[Foundry (EU2012)|Foundry]] upgrade is purchased. &lt;br /&gt;
* Covert operatives have a powerful in-mission ability. &amp;quot;EXALT Comm Hack&amp;quot;. If you can find an EXALT comm array, you covert operative can hack it, disabling all EXALT forces weapons for a short time. &lt;br /&gt;
====[[Covert Extraction (EU2012)|Covert Extraction]]====&lt;br /&gt;
[[Image:Covert Extraction (EU2012).jpg|300px|right|Covert Extraction]]&lt;br /&gt;
* During the mission there are 4 Transponders present on the [[Maps (EU2012)|map]], and 2 specific ones (they are marked) will have to be hacked by your covert operative.&lt;br /&gt;
* EXALT will try to capture Transponders as well, and if they successfully capture 2 the mission will be a failure for XCOM.&lt;br /&gt;
* After the operative hacks the 2 specific Transponders it will have to get back to the extraction area for the mission to be complete.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; &lt;br /&gt;
====[[Covert Data Recovery (EU2012)|Covert Data Recovery]]====&lt;br /&gt;
[[Image:Covert Data Recovery (EU2012).jpg|300px|right|Covert Data Recovery]]&lt;br /&gt;
&#039;&#039;&#039;Mission Briefing&#039;&#039;&#039;&lt;br /&gt;
#The covert operative has finished setting up the encoder and transmitter, but EXALT is inbound. Protect the intel assets by eliminating all EXALT forces in the AO.&lt;br /&gt;
# Protect Intel assets (encoder and transmiter). Encoder can be used by EXALT to determine location of the Transmitter. The transmitter is  the key of the mission. &lt;br /&gt;
# EXALT Comm Arrays can be hacked by the operative to delay EXALT&#039;s operations and slow down their offense.&lt;br /&gt;
# Your Covert Operative is not essential&lt;br /&gt;
&lt;br /&gt;
* During the mission there are both an Encoder and a Transmitter located on the map with a marked area around both. XCOM&#039;s Covert Operative starts close to the Transmitter. &lt;br /&gt;
* EXALT will first try to gain control of the Encoder for 3 turns, by having one of its agents on the marked area encircling it, without any XCOM soldiers also present on the area.&lt;br /&gt;
**Having an XCOM soldier also in the &amp;quot;Capture&amp;quot; field blocks the hack, keeping the encoder and transmitter secure.&lt;br /&gt;
***Naturally, with such small areas involved; the risk is that of close-quarters combat and easy flanking. &lt;br /&gt;
* After EXALT gains control of the Encoder, it will know the location of the Transmitter and will try also to place 1 agent on the marked area around it for 3 turns. If EXALT is successful in controlling the Transmitter, the mission will be a failure.&lt;br /&gt;
* The player is warned whenever an EXALT agent enters any of the marked areas, with counters indicating the number of turns remaining for EXALT to control those marked areas. &lt;br /&gt;
* Besides the Encoder and Transmitter, there are EXALT Comm Arrays on the area. If the Covert Operative reaches one of those Arrays, it can hack EXALT&#039;s agents, causing all their hand weapons to jam for 1 turn.&lt;br /&gt;
* Survival of the Covert Operative is not required for mission success. Those Rookies may look good on the Covert Operative&#039;s new jacket look...&lt;br /&gt;
&lt;br /&gt;
====[[EXALT Base Raid (EU2012)|EXALT Base Raid]]====&lt;br /&gt;
* Every successful mission where you recover EXALT intel will give a clue about the EXALT HQ. &lt;br /&gt;
* Once you get 3 clues you may make an accusation (raid) against a country. &lt;br /&gt;
* If the accusation is correct then you&#039;ll assault EXALT&#039;s [[EXALT Base (EU2012)|base]] and end their menace for good. &lt;br /&gt;
* If you&#039;re wrong the country will leave the council. You can get additional clues to narrow it to a single country. Some examples of clues:&lt;br /&gt;
**&amp;quot;The EXALT base is not in a English speaking country&amp;quot;&lt;br /&gt;
**&amp;quot;The EXALT base is not in Africa&amp;quot;&lt;br /&gt;
* If you accuse a country which already left the council, the penalty for guessing wrong is a continent-wide panic increase.&lt;br /&gt;
&lt;br /&gt;
===EXALT forces===&lt;br /&gt;
[[Image:EXALT Agents 2.jpg|right|300px|EXALT Soldiers]]&lt;br /&gt;
* EXALT operates with a similar [[Classes (EU2012)|class]] structure as [[XCOM (EU2012)|XCOM]], fielding 4 types of soldiers: [[EXALT Sniper (EU2012)|Sniper]], [[EXALT Heavy (EU2012)|Heavy]], [[EXALT Operative (EU2012)|Operative]] (like Assault) and [[EXALT Medic (EU2012)|Medic]].&lt;br /&gt;
* Later there are Elite versions of all classes, using additional tech improvements. &lt;br /&gt;
* EXALT weaponry is conventional at first but they will also upgrade their weapons to Laser/Plasma and use [[Gene Mods (EU2012)|Gene Mods]] to enhance their units.&lt;br /&gt;
* They however do not gain [[MEC Trooper (EU2012)|MECs]]&lt;br /&gt;
* EXALT agents can&#039;t be captured since they&#039;ll suicide with a syringe if hit by an [[Arc Thrower (EU2012)|Arc Thrower]]. Their weapons however can be recovered and used instead of XCOM&#039;s models or sold at the Grey Market for §1 each.&lt;br /&gt;
====EXALT Stats &amp;amp; Weapons (UPDATED)====&lt;br /&gt;
Check each individual unit&#039;s page:&lt;br /&gt;
*[[EXALT Operative (EU2012)|EXALT Operative]]&lt;br /&gt;
*[[EXALT Sniper (EU2012)|EXALT Sniper]]&lt;br /&gt;
*[[EXALT Heavy (EU2012)|EXALT Heavy]]&lt;br /&gt;
*[[EXALT Medic (EU2012)|EXALT Medic]]&lt;br /&gt;
*[[EXALT Elite Operative (EU2012)|EXALT Elite Operative]]&lt;br /&gt;
*[[EXALT Elite Sniper (EU2012)|EXALT Elite Sniper]]&lt;br /&gt;
*[[EXALT Elite Heavy (EU2012)|EXALT Elite Heavy]]&lt;br /&gt;
*[[EXALT Elite Medic (EU2012)|EXALT Elite Medic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==XCOM Changes==&lt;br /&gt;
===Classes===&lt;br /&gt;
* Barracks capacity is now limited to 70 soldiers instead of the 99 possible on EU. &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;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; [[Aim (EU2012)|aim]] penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives [[Critical Hits (EU2012)|Critical Damage]] if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to [[Frag Grenade (EU2012)|Grenades]], [[Arc Thrower (EU2012)|Arc Thrower]], [[Medikit (EU2012)|Medikits]] or any other item with limited uses.&lt;br /&gt;
* [[Soldiers (EU2012)|Soldier]] progression has been delayed to balance the new MECs and [[Gene Mods (EU2012)|GMods]].&lt;br /&gt;
* [[Heavy (EU2012)|Heavy&#039;s]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; doesn&#039;t double damage, but only adds 50% now. &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;
* Heavy&#039;s &#039;&#039;&#039;Grenadier&#039;&#039;&#039; now gives extra (+1) damage to grenades. &lt;br /&gt;
====Soldier Progression (UPDATED)====&lt;br /&gt;
In general 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 (EU2012)|Medals]] (UPDATED)===&lt;br /&gt;
[[File:Medals (EU2012).png|right|Medals]]&lt;br /&gt;
* Medals can now be assigned to soldiers. They appear as a new option in the Barracks menu. &lt;br /&gt;
* Medals can be received upon completing certain objectives in missions. There is a cap on the number of medals that can be present on the entire pool of live soldiers. &lt;br /&gt;
* The name of the medals can be changed and there is a choice between 2 options that will increase the soldier&#039;s stats upon receiving it.&lt;br /&gt;
* There is a limit of the number of medals that can be issued. However, if soldiers with medals are killed the medal are available again for awards after some missions have been played afterwards. &lt;br /&gt;
* Names and Types of Medals:&lt;br /&gt;
[[File:Urban Combat Badge (EU2012).png|right|64px|Urban Combat Badge]]&lt;br /&gt;
** &#039;&#039;&#039;Urban Combat Badge&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;+5 Defense when in cover&#039;&#039; or &#039;&#039;+5 Aim against enemies in full cover&#039;&#039;.&lt;br /&gt;
*** Maximum of 5 medals issued. Requires completing an urban map mission?&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Defender&#039;s Medal (EU2012).png|right|64px|Defender&#039;s Medal]]&lt;br /&gt;
** &#039;&#039;&#039;Defender&#039;s Medal&#039;&#039;&#039; &lt;br /&gt;
***&#039;&#039;Never panic as result of allies getting wounded or killed&#039;&#039; or &#039;&#039;Medikits and Restorative Mists heal 2 HP more when used on this soldier&#039;&#039;. &lt;br /&gt;
*** Maximum of 3 medals issued. Requires a soldier dying, being critically injured or being stabilized?&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:International Service Cross (EU2012).png|right|64px|International Service Cross]]&lt;br /&gt;
** &#039;&#039;&#039;International Service Cross&#039;&#039;&#039;&lt;br /&gt;
*** &#039;&#039;+2 Will per different nationality in the squad&#039;&#039; or &#039;&#039;+2 Aim per continent bonus XCOM has earned&#039;&#039;.&lt;br /&gt;
***Maximum of 2 medals issued. Requires performing missions on 3 different continents.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Council Medal of Honor (EU2012).png|right|64px|Council Medal of Honor]]&lt;br /&gt;
** &#039;&#039;&#039;Council Medal of Honor&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;+1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10.&#039;&#039; or &#039;&#039;Provides 10 Aim and Critical Chance if not within 7 tiles of an allied unit.&#039;&#039;&lt;br /&gt;
***Maximum unknown (at least 2). Complete 3 Special missions?&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Star of Terra (EU2012).png|right|64px|Star of Terra]]&lt;br /&gt;
** &#039;&#039;&#039;Star of Terra&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;Entire squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.&#039;&#039; or &#039;&#039;All soldiers in the squad at Lieutenant rank or lower gain +25% XP for completing missions.&#039;&#039;&lt;br /&gt;
***Maximum of 1 medal. Complete XCOM Base Defense mission.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Items===&lt;br /&gt;
[[File:Needle Grenade (EU2012).png|right|128px|Needle Grenade]]&lt;br /&gt;
* &#039;&#039;&#039;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039; - &#039;&#039;A variant on the Frag Grenade, this weapon does equivalent damage over a much larger area but the projectiles cannot damage cover. Thus units in cover related to the center of the blast area will be unaffected.&#039;&#039; - Requires [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] research, cost to manufacture: 2 Chryssalid Corpses, 7 Engineers.&lt;br /&gt;
**Tactical Info: &lt;br /&gt;
***&#039;&#039;Increased blast radius compared to standard frag grenade&#039;&#039; &lt;br /&gt;
***&#039;&#039;Like frag grenade gives 3 base explosive damage to units in radius&#039;&#039;&lt;br /&gt;
***&#039;&#039;Units in cover relative to center of blast radius will not take damage&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Flashbang Grenade (EU2012).png|right|128px|Flashbang Grenade]]&lt;br /&gt;
* &#039;&#039;&#039;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039; - &#039;&#039;Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune.&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Gas Grenade (EU2012).png|right|128px|Gas Grenade]]&lt;br /&gt;
* &#039;&#039;&#039;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039; uses synthesized [[Thin Man (EU2012)|Thin Man]] poison, it last for 1 to 3 turns and effects all units within it radius with the exception of robotic units who are immune.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Ghost Grenade (EU2012).png|right|128px|Ghost Grenade]]&lt;br /&gt;
* &#039;&#039;&#039;[[Ghost Grenade (EU2012)|Ghost Grenade]]&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them.&#039;&#039;&lt;br /&gt;
** Gives friendly units the [[Abilities (EU2012)|ability]] to become invisible for a turn.&lt;br /&gt;
** Requires Seeker Autopsy Research.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mimic Beacon (EU2012).png|right|128px|Mimic Beacon]]&lt;br /&gt;
* &#039;&#039;&#039;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area.&#039;&#039;&lt;br /&gt;
** Can be thrown on the [[Maps (EU2012)|map]] into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks [[Aliens (EU2012)|aliens]] into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Reaper Rounds (EU2012).png|right|128px|Reaper Rounds]]&lt;br /&gt;
* &#039;&#039;&#039;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less acurate at long range. The rounds will not work with pistols, though.&#039;&#039;&lt;br /&gt;
**Cost: 6 Engineers&lt;br /&gt;
**Tactical Info:&lt;br /&gt;
*** &#039;&#039;Affects conventional weapons only&#039;&#039;&lt;br /&gt;
*** &#039;&#039;Adds 20% to critical chance against organic targets&#039;&#039;&lt;br /&gt;
*** &#039;&#039;Doubles the weapon&#039;s range penalty&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Respirator Implant (EU2012).png|right|128px|Respirator Implant]]&lt;br /&gt;
* &#039;&#039;&#039;[[Respirator Implant (EU2012)|Respirator Implant]]&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;We can fabricate a module that will automatically detect chemical and physical threats to a soldier&#039;s oxygen supply, and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all of XCOM&#039;s armor designs.&#039;&#039;&lt;br /&gt;
** Tactical Info:&lt;br /&gt;
***&#039;&#039;Confers immunity to poison and Strangle&#039;&#039;&lt;br /&gt;
***&#039;&#039;Confers 2 extra health&#039;&#039;&lt;br /&gt;
** Requires Seeker Autopsy Research.&lt;br /&gt;
&lt;br /&gt;
===[[Foundry (EU2012)|Foundry]] Changes (UPDATED)===&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;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; 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;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039;&lt;br /&gt;
** Cost: §200, 5 Engineers, 4 Days&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;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039;&lt;br /&gt;
** Requires [[Mech Core (EU2012)|Mech Core]] [[Research (EU2012)|research]]. Cost: §300, 20 Elerium, 40 Alloys, 20 Engineers&lt;br /&gt;
** Increases MEC stats by 3 HP. S.H.I.V. HP increase unknown. &lt;br /&gt;
** &#039;&#039;The invaders 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 [...]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039;&lt;br /&gt;
** Requires Mech Core research. Cost: §300, 30 Elerium, 30 Alloys, 20 Engineers&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;
* &#039;&#039;&#039;Elerium Fuel&#039;&#039;&#039; (new project)&lt;br /&gt;
* &#039;&#039;&#039;MEC Close Combat&#039;&#039;&#039; (new project)&lt;br /&gt;
&lt;br /&gt;
===Officer Training School===&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;
* The &#039;&#039;&#039;Iron Will&#039;&#039;&#039; perk now only requires Sergeant rank instead of Major.&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 is slightly increased, [http://www.nowgamer.com/news/2052890/xcom_enemy_within_will_be_even_harder.html| according] to the developers. Tech costs have been increased dramatically for both levels. Plasma weapons cost will also be increased on these difficulties [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&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;
====Research Times (UPDATED)====&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;
&lt;br /&gt;
====Plasma Weapons Cost (UPDATED)====&lt;br /&gt;
* Building Costs for all plasma weapons, with the exception of the Plasma Pistol, have been increased by the following:&lt;br /&gt;
* Plasma Light Rifle&lt;br /&gt;
** Old: §125, 15 Elerium, 20 Alloys&lt;br /&gt;
** New: §180, 30 Elerium, 30 Alloys&lt;br /&gt;
* Plasma Rifle&lt;br /&gt;
** Old: §200, 20 Elerium, 30 Alloys&lt;br /&gt;
** New: §300, 40 Elerium, 50 Alloys&lt;br /&gt;
* Alloy Cannon&lt;br /&gt;
** Old: §200, 20 Elerium, 50 Alloys&lt;br /&gt;
** New: §300,40 Elerium, 75 Alloys&lt;br /&gt;
*Heavy Plasma&lt;br /&gt;
** Old: §250, 30 Elerium, 30 Alloys&lt;br /&gt;
** New: §375,60 Elerium, 50 Alloys&lt;br /&gt;
*Plasma Sniper Rifle&lt;br /&gt;
** Old: §250, 25 Elerium, 30 Alloys&lt;br /&gt;
** New: §375,60 Elerium, 50 Alloys&lt;br /&gt;
*Blaster Launcher&lt;br /&gt;
** Old: §275, 65 Elerium, 50 Alloys&lt;br /&gt;
** New: §400,120 Elerium, 75 Alloys&lt;br /&gt;
&lt;br /&gt;
====New [[Second Wave (EU2012)|Second Wave]] options====&lt;br /&gt;
As seen in the IGN video ([http://uk.ign.com/videos/2013/10/23/xcom-enemy-within-preview-commentary-2 0:44]) the Second Wave settings menu is now available during a game. Second Wave also has new options:&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes [http://www.digitalspy.co.uk/gaming/news/a510568/xcom-enemy-within-preview-mechs-and-genetic-mods-in-new-expansion.html]. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. &lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to [[Flanking (EU2012)|flank]] an [[Aliens (EU2012)|alien]], the more its [[Cover (EU2012)|cover]] bonus declines (works also against your soldiers).&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into [[Overwatch (EU2012)|Overwatch]] when discovered.&lt;br /&gt;
* &#039;&#039;&#039;Mind vs Matter&#039;&#039;&#039; - Psi soldiers can&#039;t be gene modded and gene modded soldiers can&#039;t be psi tested. [https://twitter.com/agauntpanda]&lt;br /&gt;
=====Training Roulette Random Abilities (UPDATED)=====&lt;br /&gt;
All other abilities not listed below are still available as choices on the usual ranks. A Heavy Colonel will still have Rocketeer and Mayhem available, for instance. &lt;br /&gt;
* Assault: Aggression, Tactical Sense, Lightning Reflexes, Flush, Bring &#039;Em On, Close Combat Specialist, Extra Conditioning, Resilience&lt;br /&gt;
* Heavy: Bullet Swarm, Holo-Targeting, HEAT Ammo, Rapid Reaction, Grenadier, Will To Survive&lt;br /&gt;
* Sniper: Damn Good Ground, Gunslinger, Battle Scanner, Executioner, Opportunist, Low Profile&lt;br /&gt;
* Support: Sprinter, Covering Fire, Field Medic, Revive, Deep Pockets, Savior, Sentinel&lt;br /&gt;
* Heavy/Support: Suppression&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. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the [[Outsider (EU2012)|Outsider]] starts outside a [[Small Scout (EU2012)|Small Scout]] instead of inside.&lt;br /&gt;
* The orange sound wave has been replaced with a blue one, while the orange one is now used as a Meld Locater like thing.[http://uk.ign.com/videos/2013/10/09/xcom-enemy-within-hands-on-covert-ops-mission-vs-exalt 19:03]&lt;br /&gt;
===New Maps===&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: Some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add [[Meld Canister (EU2012)|Meld Canisters]].&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&#039;s two new map settings that deal with crashed [[UFOs (EU2012)|UFOs]] in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the previously announced Progeny DLC (which will now be included with EW). &lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there are 47 new maps.&lt;br /&gt;
* Snow covered map is clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight Polygon video] and has been confirmed to be used in the final Progeny [[Missions (EU2012)|mission]].&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a Bank, Ice Cream Shop, Road House, Coffee Shop, Construction Site and a new Truck Stop.&lt;br /&gt;
* The EXALT demo also revealed a new Tire Shop map (both for [[Alien Abductions (EU2012)|Abductions]] and [[Covert Operations (EU2012)|Covert Operations]] missions) and an unnamed rainy outdoors map which looks like a combination of forest and construction environments.&lt;br /&gt;
* One of the new Council missions appears to be on a coastal whaling station.  &lt;br /&gt;
* One of images below also shows a snow covered environment. &lt;br /&gt;
* [[OfficePaper (EU2012)|Office Paper]] can now be the site of a terror mission [http://www.youtube.com/watch?v=cWecplCwS4k&amp;amp;feature=youtu.be&amp;amp;noredirect=1].&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 Abductions and the Council mission.&lt;br /&gt;
* [[GasStation (EU2012)|GasStation]] and [[Demolition (EU2012)|Demolition]] maps have been replaced by new versions. &lt;br /&gt;
&lt;br /&gt;
====List of Maps (UPDATED)====&lt;br /&gt;
&#039;&#039;&#039;New Maps&#039;&#039;&#039;&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;
&#039;&#039;&#039;New Maps (based on old ones)&#039;&#039;&#039;&lt;br /&gt;
*Demolition (EW)&lt;br /&gt;
*Fast Food (EW) - now it is a Bank&lt;br /&gt;
*Office Paper (EW)&lt;br /&gt;
*Highway Construction (EW)&lt;br /&gt;
*Street Overpass (EW)&lt;br /&gt;
*Gas Station (EW)&lt;br /&gt;
*Research Outpost (EW)&lt;br /&gt;
*Convienience Store (EW)&lt;br /&gt;
*Truck Stop (EW)&lt;br /&gt;
*Commercial Alley (EW)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Extraction Mission Maps&#039;&#039;&#039;&lt;br /&gt;
*Military Ammo&lt;br /&gt;
*Liquor Store&lt;br /&gt;
*Trainyard&lt;br /&gt;
*Highway Construction (EW)&lt;br /&gt;
*Convienience Store (EW)&lt;br /&gt;
*PierA Terror&lt;br /&gt;
*Street Overpass (EW)&lt;br /&gt;
*Commercial Alley (EW)&lt;br /&gt;
*Research Outpost (EW)&lt;br /&gt;
*Portent&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covert Data Recovery Mission Maps&#039;&#039;&#039;&lt;br /&gt;
*Industrial Office&lt;br /&gt;
*Rooftops Const&lt;br /&gt;
*Boulevard&lt;br /&gt;
*Gas Station (EW)&lt;br /&gt;
*Truck Stop (EW)&lt;br /&gt;
*Demolition (EW)&lt;br /&gt;
*Highway Construction&lt;br /&gt;
*Office Paper (EW)&lt;br /&gt;
*Police Station&lt;br /&gt;
*Commercial Restaurant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Council Extraction Mission Map&#039;&#039;&#039;&lt;br /&gt;
*Street Hurricane Terror now replaces the Museum map (which has been completely removed on EW) for the Thomas Hutch mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=200px perrow=5&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&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 (UPDATED)====&lt;br /&gt;
[[Image:Annette (EU2012).png|right|300px|Annette on the Security Breach trailer]]&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, which adds a new [[The Council (EU2012)|Council]] campaign like [[Slingshot DLC (EU2012)|Slingshot]] is included with Enemy Within.&lt;br /&gt;
* Both Slingshot and Progeny can be played on the same playthrough. &lt;br /&gt;
* Gupta also said that the Progeny narrative has suffered changes to adapt it more with the EW expansion.&lt;br /&gt;
** Progeny introduces [[Annette (EU2012)|Annette]], a French character who is kidnapped from French protection by [[EXALT (EU2012)|EXALT]], and the 3 missions involving her will include both EXALT and the [[Aliens (EU2012)|Aliens]] at some point.&lt;br /&gt;
**Annette has a [[Psionic (EU2012)|special power]] that makes her interesting to [[XCOM (EU2012)|XCOM]], the aliens and EXALT. Annette seems to appear on the Security Breach [http://www.youtube.com/watch?v=fd9CmpLZVMI trailer].&lt;br /&gt;
* If the operation is successful Annette can become a [[Soldiers (EU2012)|soldier]] that the player can control, like [[Shaojie Zhang (EU2012)|Zhang]] on [[Slingshot DLC (EU2012)|Slingshot]].&lt;br /&gt;
** There is a possibility that she may not always be recruited after the Operation.&lt;br /&gt;
* The first [[Missions (EU2012)|mission]] are in April and the last two will be in &amp;quot;interesting places&amp;quot;.&lt;br /&gt;
* According Ananda Gupta about Slingshot and Progeny [https://twitter.com/agauntpanda/status/394991967727140865]: &amp;quot;they have different triggers. The first part of Progeny happens early. Prob done w/Slingshot by the time Progeny part 2 happens&amp;quot;.&lt;br /&gt;
*Progeny consists of 3 missions:&lt;br /&gt;
**[[Portent (EU2012)|Portent]]&lt;br /&gt;
**[[Deluge (EU2012)|Deluge]]&lt;br /&gt;
**[[Furies (EU2012)|Furies]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Successfully completing Progeny can give you Annette as a Support Psionic soldier, plus 3 additional soldiers, all Lieutenant rank and gifted. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=150px perrow=3&amp;gt;&lt;br /&gt;
Image:Enemy_Within_Unknown_symbol.png|EXALT symbol on the EW trailer&lt;br /&gt;
Image:EXALT Agents 1.jpg|EXALT Agents&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====XCOM HQ Base Defense====&lt;br /&gt;
*Base Defense against the aliens has been confirmed on this [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game video] and this [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ one].&lt;br /&gt;
*While scanning for activity sections of the XCOM HQ will start being attacked by humans and you&#039;ll have to defend against an alien attack using a random group of soldiers consisting combat veterans and rookies (base security personnel). A section of the base has been cut off and you&#039;ll have to defend it from the aliens until reinforcements can arrive. The aliens will attack in waves.&lt;br /&gt;
*If you lose the mission you&#039;ll lose the game. [http://uk.ign.com/videos/2013/10/23/xcom-enemy-within-preview-commentary-2 IGN video], around 40:00. &lt;br /&gt;
*Your combat soldiers are equipped with what they have at the moment in the Barracks for their last mission and the base security will have conventional weapons. You&#039;ll get 3 waves of reinforcements each time the security door is opened. &lt;br /&gt;
*The aliens will invade Delta section through 4 locations: Command Center/Rear Guard Station/Mech Bay/Forward Access Tunnel&lt;br /&gt;
*At the end of the mission Bradford will comment that &amp;quot;we still need to find how this was possible&amp;quot;, which may imply a new story subarc related to the Base Defense mission. &lt;br /&gt;
*Base Defense takes place in May. &lt;br /&gt;
*&#039;&#039;&#039;Mission Briefing&#039;&#039;&#039; - Operation Ashes and Temples&lt;br /&gt;
**&#039;&#039;The invaders have infiltrated XCOM HQ in unknown numbers. Limited reinforcements, including XCOM Base Security personnel, are available. Failure will mean the end of XCOM. &lt;br /&gt;
*&#039;&#039;&#039;Mission Objectives&#039;&#039;&#039;&lt;br /&gt;
**Eliminate all alien forces within XCOM HQ&lt;br /&gt;
***Reinforcements are currently unavailable&lt;br /&gt;
***Latest alien wave in *location*.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=100px perrow=3&amp;gt;&lt;br /&gt;
File:Base Defense 1 (EU2012).png|The Ethereal seems about to escape Alien Containment&lt;br /&gt;
File:Base Defense 3 (EU2012).png|The Skyranger gets thrashed&lt;br /&gt;
File:Base Defense 2 (EU2012).png|Bradford about to shoot a mind controlled XCOM technician&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;
====Council Missions====&lt;br /&gt;
* &#039;&#039;&#039;Site Recon&#039;&#039;&#039; - &#039;&#039;Our sources indicate a developing incident in Newfoundland, up the coast from St. John&#039;s. A fishing village has gone dark: reports from intel sources suggest alien involvement. We should send a team to investigate the site and figure out what happened.&#039;&#039;&lt;br /&gt;
** This mission involves a Chryssalids hive. According to Gupta: &amp;quot;C-Hive is always the first Council mission after you fight them for 1st time, the 1st time you play. After that, it joins the random pool&amp;quot;[https://twitter.com/agauntpanda/status/397136049631006720]&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. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&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;&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;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==New Steam Achievements==&lt;br /&gt;
The following [[Achievements (EU2012)|achievements]] were added to Steam on September 13th (link here [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/]&lt;br /&gt;
===MECs and GMods===&lt;br /&gt;
* &#039;&#039;&#039;Anger Management&#039;&#039;&#039;&lt;br /&gt;
Proc Combat Rush on the entire squad (min. 4)&lt;br /&gt;
*&#039;&#039;&#039;Rise of the Machines&#039;&#039;&#039;&lt;br /&gt;
Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mutatis Mutandis&#039;&#039;&#039;&lt;br /&gt;
Field a squad where all members have at least two modifications (min. 4) and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Mental Minefield&#039;&#039;&#039;&lt;br /&gt;
Kill an enemy as it is psionically attacking you in single player&lt;br /&gt;
*&#039;&#039;&#039;Tingling Sensation&#039;&#039;&#039;&lt;br /&gt;
Kill an unseen enemy detected by a specially modified soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Steel Martyr&#039;&#039;&#039;&lt;br /&gt;
Deploy three tactical subsystems on a single soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
Get a Soldier to have 5 modifications in single player&lt;br /&gt;
*&#039;&#039;&#039;Who Needs Limbs?&#039;&#039;&#039;&lt;br /&gt;
Augment a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;A Little Bit Alien&#039;&#039;&#039;&lt;br /&gt;
Modify a soldier in single player&lt;br /&gt;
*&#039;&#039;&#039;Mind the Step&#039;&#039;&#039;&lt;br /&gt;
Jump two stories in one move in single player&lt;br /&gt;
*&#039;&#039;&#039;Someone Your Own Size&#039;&#039;&#039;&lt;br /&gt;
Kill a Muton Berserker in melee combat in single player&lt;br /&gt;
*&#039;&#039;&#039;The Meld Squad&#039;&#039;&#039;&lt;br /&gt;
Field a fully enhanced squad and win the mission&lt;br /&gt;
*&#039;&#039;&#039;By Our Powers Combined&#039;&#039;&#039;&lt;br /&gt;
Field a squad with 4 augmented soldiers, each with a different base ability and win the mission&lt;br /&gt;
*&#039;&#039;&#039;Nice Cover&#039;&#039;&#039;&lt;br /&gt;
Use Collateral Damage to blow up a car in single playe&lt;br /&gt;
&lt;br /&gt;
===Mechtoids and Seekers===&lt;br /&gt;
*&#039;&#039;&#039;Taking A Load Off&#039;&#039;&#039;&lt;br /&gt;
Stop a squad member from suffocating in single player&lt;br /&gt;
*&#039;&#039;&#039;Shieldbuster&#039;&#039;&#039;&lt;br /&gt;
Eliminate an enemy&#039;s shield and kill it on the same turn in single player&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*&#039;&#039;&#039;Guardian of Earth&#039;&#039;&#039;&lt;br /&gt;
Designate a highly decorated soldier as the Volunteer&lt;br /&gt;
*&#039;&#039;&#039;Pain in the Neck&#039;&#039;&#039;&lt;br /&gt;
Cause an enemy to suicide&lt;br /&gt;
*&#039;&#039;&#039;An Army Of Four&#039;&#039;&#039;&lt;br /&gt;
Beat the game without buying a Squad Size upgrade (Classic+ difficulty)&lt;br /&gt;
===Operation Progeny===&lt;br /&gt;
*&#039;&#039;&#039;Solid Prospect&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Deluge&lt;br /&gt;
*&#039;&#039;&#039;Ours are the Furies&#039;&#039;&#039; - Progeny (Slingshot type Council mission)&lt;br /&gt;
Complete Furies&lt;br /&gt;
===EXALT===&lt;br /&gt;
*&#039;&#039;&#039;Remington… Max Remington&#039;&#039;&#039;&lt;br /&gt;
Have your special-duty soldier kill three enemies in the same mission&lt;br /&gt;
*&#039;&#039;&#039;Elite Defense&#039;&#039;&#039;&lt;br /&gt;
Beat a new special mission without losing any assets&lt;br /&gt;
*&#039;&#039;&#039;G’day&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Sniper with one of your own snipers in single player&lt;br /&gt;
*&#039;&#039;&#039;Regenerate This&#039;&#039;&#039;&lt;br /&gt;
Kill an elite enemy Medic with explosive damage in single player&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis Denied&#039;&#039;&#039;&lt;br /&gt;
Deal with the newest global threat&lt;br /&gt;
*&#039;&#039;&#039;Where in the World&#039;&#039;&#039;&lt;br /&gt;
Make certain of the new threat&#039;s location&lt;br /&gt;
===Base Defense===&lt;br /&gt;
*&#039;&#039;&#039;All Hands on Deck&#039;&#039;&#039;&lt;br /&gt;
Get at least 4 kills with XCOM Base Security personnel&lt;br /&gt;
*&#039;&#039;&#039;They Shall Not Pass&lt;br /&gt;
Eliminate all alien waves&lt;br /&gt;
===Council===&lt;br /&gt;
*&#039;&#039;&#039;Zom-B-Gone&#039;&#039;&#039;&lt;br /&gt;
Eradicate the infestation&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; 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;
==Bureau Easter Eggs==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
** Gupta has mentioned trying to rename your soldiers, most likely giving them the name &#039;&#039;&#039;William Carter&#039;&#039;&#039; will bring forth an XCOM [[Hero (EU2012)|Hero]].&lt;br /&gt;
** Carter&#039;s hat is now available as a new hair style&lt;br /&gt;
** The Meld Recombination research project (Game Trailers [http://www.youtube.com/watch?v=dw3l1aOQZTI video] at 1:04) 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;
&lt;br /&gt;
&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>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Floater_Heavy_Plasma_(EU2012)&amp;diff=51958</id>
		<title>Floater Heavy Plasma (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Floater_Heavy_Plasma_(EU2012)&amp;diff=51958"/>
		<updated>2013-11-13T02:49:38Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Redirected page to Plasma Rifle (EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(EU2012)&amp;diff=45621</id>
		<title>Damage (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(EU2012)&amp;diff=45621"/>
		<updated>2013-04-14T03:32:30Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: /* Classic */ weapon names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damage System==&lt;br /&gt;
* Regarding the different numbers seen in the Armory info and the actual game values, it seems that the Base &#039;&#039;&#039;Damage&#039;&#039;&#039; range can vary, i.e. a weapon listed with a 9 damage can vary between 8 and 10 and you see the Maximum Damage listed onscreen during the game before firing.&lt;br /&gt;
* If the shot is a hit the game will then check to see its Critical Chance. &lt;br /&gt;
* If the Critical Chance roll is successful, the game will then calculate the Critical Damage.&lt;br /&gt;
* In addition, there are also specific Class perks that can increase Damage (both Base and Crit), such as:&lt;br /&gt;
** &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Sniper) +2/4/6 Damage to Sniper Rifle, depending on weapon tech value&lt;br /&gt;
** &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; (Sniper) +2 Damage to pistols&lt;br /&gt;
** &#039;&#039;&#039;Shredder&#039;&#039;&#039; (Heavy) +33% Damage from all sources to the target&lt;br /&gt;
** &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; (Heavy) +100% Damage against robotic enemies&lt;br /&gt;
** &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Heavy) +1 to +3 Damage, depending on the weapon tech level&lt;br /&gt;
** &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; +1 to +5 bonus Critical Damage, depending on the number of enemies&lt;br /&gt;
** &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; +50% Critical Damage&lt;br /&gt;
* Damage is rounded down.&lt;br /&gt;
** For example rocket to shredded target will do 6*1.33=7.98 -&amp;gt; 7 damage, and Mindfray to stimmed target will do 5*0.5 = 2.5 -&amp;gt; 2 damage.&lt;br /&gt;
* There seems to be a Damage cap (at least for explosives) - Rocket Launchers will deal 16 max damage using HEAT and Mayhem, regardless of using Shredder rockets or not.&lt;br /&gt;
&lt;br /&gt;
==Critical Damage==&lt;br /&gt;
The game code that calculates Critical Damage is: &lt;br /&gt;
 if(bCritical)&lt;br /&gt;
 {&lt;br /&gt;
 	iDamage += 1;&lt;br /&gt;
  	iDamage = int(float(iDamage) * 1.50);&lt;br /&gt;
 	iDamage += class&#039;XComEngine&#039;.static.SyncRand(3, string(Name) @ string(GetStateName()) @ string(GetFuncName())) - 1;&lt;br /&gt;
 	return iDamage;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
* Critical Damage is simply calculated by increasing the iDamage (Base Damage) roll by a factor of 1.5 before applying the bonuses/penalties from abilities/perks. &lt;br /&gt;
* The range for the actual iDamage seems to be a random roll with a range of -1 to apparently the integer that precedes the Critical Damage value. Thus, Base Damage from an Assault Rifle can vary between 3 and 4 while with a Plasma Sniper Rifle it can vary between 8 and 12. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;30%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage &lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pistol&amp;lt;br&amp;gt;Pistol (III)&amp;lt;br&amp;gt;&#039;&#039;Laser Pistol&#039;&#039; || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pistol&amp;lt;br&amp;gt;Pistol (III)&amp;lt;br&amp;gt;Assault Rifle&amp;lt;br&amp;gt;&#039;&#039;Laser Pistol&amp;lt;br&amp;gt;Laser Pistol (III)&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pistol (III)&amp;lt;br&amp;gt;Assault Rifle&amp;lt;br&amp;gt;LMG&amp;lt;br&amp;gt;Sniper Rifle&amp;lt;br&amp;gt;Shotgun&amp;lt;br&amp;gt;&#039;&#039;Laser Pistol&amp;lt;br&amp;gt;Laser Pistol (III)&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Pistol&amp;lt;br&amp;gt;Plasma Pistol (III)&#039;&#039;&#039;&amp;lt;br&amp;gt; || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 4 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Assault Rifle&amp;lt;br&amp;gt;LMG&amp;lt;br&amp;gt;Sniper Rifle&amp;lt;br&amp;gt;Shotgun&amp;lt;br&amp;gt;&#039;&#039;Laser Pistol (III)&amp;lt;br&amp;gt;Laser Rifle&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Pistol&amp;lt;br&amp;gt;Plasma Pistol (III)&amp;lt;br&amp;gt;Plasma Light Rifle|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | LMG&amp;lt;br&amp;gt;Sniper Rifle&amp;lt;br&amp;gt;Shotgun&amp;lt;br&amp;gt;&#039;&#039;Laser Rifle&amp;lt;br&amp;gt;Heavy Laser&amp;lt;br&amp;gt;Laser Sniper Rifle&amp;lt;br&amp;gt;Laser Scatter&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Pistol (III)&amp;lt;br&amp;gt;Plasma Light Rifle&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 7 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Laser Rifle&amp;lt;br&amp;gt;Heavy Laser&amp;lt;br&amp;gt;Laser Sniper Rifle&amp;lt;br&amp;gt;Laser Scatter&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Light Rifle&amp;lt;br&amp;gt;Plasma Rifle&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Heavy Laser&amp;lt;br&amp;gt;Laser Sniper Rifle&amp;lt;br&amp;gt;Laser Scatter&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Plasma Rifle&amp;lt;br&amp;gt;Heavy Plasma&amp;lt;br&amp;gt;Plasma Sniper Rifle&amp;lt;br&amp;gt;Alloy Cannon&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 8 || align=&amp;quot;center&amp;quot; | 12 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Plasma&amp;lt;br&amp;gt;Plasma Sniper Rifle&amp;lt;br&amp;gt;Alloy Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heavy Plasma&amp;lt;br&amp;gt;Plasma Sniper Rifle&amp;lt;br&amp;gt;Alloy Cannon&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 15 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Damage can vary between -1 and +1 of the value listed on the Armory. Maximum damage is listed during missions.&lt;br /&gt;
* The results for the other perks can be deduced from this table by calculating the corresponding additions, i.e. Gunslinger will add +2 to Pistol iDamage, Bring &#039;Em On will also add a variable number, while Shredder will add 33% to the end Damage value.&lt;br /&gt;
* Headshot adds +2/4/6 damage to Sniper Rifle shots, depending on its tech level.&lt;br /&gt;
&lt;br /&gt;
==Weapons Kill Table==&lt;br /&gt;
* Based on the above model, the tables below indicate how many shots (Base or Critical) are usually required to take down the aliens. &lt;br /&gt;
* BASE = alien can be killed with 1 shot dealing average (non-critical) damage&lt;br /&gt;
* CRIT = alien requires either 2 base shots or 1 critical hit with close to maximum critical damage. &lt;br /&gt;
&lt;br /&gt;
===Classic===&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 !! Base Damage !! Crit Damage !! Max Damage !! Critical Chance !! Tier 1 (3-7 HP)!! Tier 2 (8-13 HP) !! Tier 3 (14+ HP)&lt;br /&gt;
|- &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; | 0-2 || align=&amp;quot;center&amp;quot; | 0-1 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol (III)]]&amp;lt;br&amp;gt;[[Laser Pistol (EU2012)|Laser Pistol]]|| align=&amp;quot;center&amp;quot; | 1-3 || align=&amp;quot;center&amp;quot; |0-1 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | CRIT || align=&amp;quot;center&amp;quot; | CRIT|| align=&amp;quot;center&amp;quot; | CRIT &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol (III)]]&amp;lt;br&amp;gt;[[Plasma Pistol (EU2012)|Plasma Pistol]]&amp;lt;br&amp;gt;[[Assault Rifle (EU2012)|Assault Rifle]] || align=&amp;quot;center&amp;quot; | 2-4 || align=&amp;quot;center&amp;quot; | 1-2 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;10 || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | CRIT || align=&amp;quot;center&amp;quot; | CRIT &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol (III)]]&amp;lt;br&amp;gt;[[LMG (EU2012)|LMG]]&amp;lt;br&amp;gt;[[Sniper Rifle (EU2012)|Sniper Rifle]]&amp;lt;br&amp;gt;[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 1-2 || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 20&amp;lt;br&amp;gt;0&amp;lt;br&amp;gt;25&amp;lt;br&amp;gt;20|| align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]&amp;lt;br&amp;gt;[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 4-6  || align=&amp;quot;center&amp;quot; | 2-3  || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; |  CRIT &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]&amp;lt;br&amp;gt;[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&amp;lt;br&amp;gt;[[Scatter Laser (EU2012)|Scatter Laser]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 2-3  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 10&amp;lt;br&amp;gt;30&amp;lt;br&amp;gt;20 || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE &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; | 3-4 || align=&amp;quot;center&amp;quot; | 12 || align=&amp;quot;center&amp;quot; | 12 || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]&amp;lt;br&amp;gt;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&amp;lt;br&amp;gt;[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 4-5  || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 10&amp;lt;br&amp;gt;35&amp;lt;br&amp;gt;20  || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE || align=&amp;quot;center&amp;quot; | BASE  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Back To ==&lt;br /&gt;
* [[Gameplay_Mechanics_(EU2012)|Gameplay Mechanics]]&lt;br /&gt;
* [[Enemy_Unknown_(EU2012)| Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=45619</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=45619"/>
		<updated>2013-04-13T14:52:27Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: /* Precision Weapons */ Correct weapon names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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 || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 3 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&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 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 SCOPE and SCOPE upgrade.&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to Snipers, then to shotgun wielding Assault soldiers (for overwatch at longer ranges).&lt;br /&gt;
* All of the Pistols cannot be used by the Heavy Class due to them being replaced by rocket launchers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 3  || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA ||align=&amp;quot;center&amp;quot; | Large || 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; | 5  || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 5  || align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 7  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, Assault and Support clases, 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, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher aim bonus at closer range relative to 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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after ammo conversation upgrade), compare to rifle&#039;s 4/8 rounds. This means LMG is less efficient at suppression (1/3) compare to support&#039;s rifle supression (2/4).&lt;br /&gt;
* All tiers of SHIV carry the LMG / heavy laser / heavy plasma with similar stats and ammo count.&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 !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || 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; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and 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 to have the Squad Sight ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a Battle Scanner are counted as being in the throwing sniper&#039;s own vision for firing purposes(if they don&#039;t have Squad Sight, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability with a -20% aim penalty).&lt;br /&gt;
* Unlike other weapons (rifle, LMG, shotgun). Sniper rifles will receive a 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;
{| 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 !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! 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; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || 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; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 8 || 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; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &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; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&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 !! Range !! Blast Radius !! Size !! 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; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || 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; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || 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; |[[Plague (EU2012)|Poison Spit]]|| align=&amp;quot;center&amp;quot; | ?  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; |0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&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; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || 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; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 10  || 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; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&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;
{| 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 !! Range !! Blast Radius !! Size !! 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; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || 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; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || 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; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
&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 !! Range !! Blast Radius !! Size !! 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || 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; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_(EU2012)&amp;diff=45568</id>
		<title>Muton (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_(EU2012)&amp;diff=45568"/>
		<updated>2013-04-05T06:37:54Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: corrected weapon names; fixed berserker chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mutons are among the most deadly alien creatures that XCOM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. Unlike most of the other alien species Mutons are team players - they work with a pack mentality and can use their Blood Call ability to strengthen the group while performing coordinated frontal attacks to wear down and kill enemy units. Despite their reputation for brute strength, Mutons are also one of the cleverest alien species in the game - they&#039;ll charge most of the time but they&#039;ll also retreat if outnumbered and lay Overwatch ambushes on advancing XCOM soldiers. In many ways Mutons are the bane of XCOM and you would do well to exercise extreme caution wherever Muton soldiers may be present.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
The main assault force of the alien collective, their corpses are the most expendeble for sale on the grey market. Heavily armored, they are difficult to take down with conventional weapons (though basic grenades can at least rob them of their cover). When facing regular or Elite Mutons, &#039;&#039;&#039;never&#039;&#039;&#039; have soldiers within a few squares of another (at least not visibly clustered to the Muton), as a Muton will usually use its grenade to do 5 damage to your troops, and remove their cover, while its squadmates finish your now-exposed troops.&lt;br /&gt;
&lt;br /&gt;
Once the first Mutons appear, they will almost always all be found in missions, and you may find UFOs as large as Abductors staffed by all Mutons (besides the commander alien.) When Berserkers appear, they will often be accompanied with one or two regular Mutons. Elites will appear either in their own squads, or guarding an Ethereal leader.&lt;br /&gt;
&lt;br /&gt;
Their one weakness is their very low Will rating, making them vulnerable to Mind Control. You can either MC their frontline troops, which will almost always be set upon by the others first and may possibly even ignore two of your troopers standing together to kill the traitor, or one in the back (which will then be your trooper in a flanking position. FYI; you may activate any other alien squads behind them, so be careful), forcing them to scatter first. Keep track of the &amp;quot;reload&amp;quot; timer of MC on the Controlling trooper&#039;s Abilitiy tiles: if it reads &#039;&#039;&#039;T-3&#039;&#039;&#039;, that means the controlled alien will be free at the start of the next turn. If you have no further use for a Muton and don&#039;t want to fight it once Mind Control wears off you can make it kill itself by tossing its own alien grenade at its feet, assuming it has not been used already. A Muton Elite guarding an Ethereal is a prime choice for an MC attack, as the Ethereal&#039;s next move will almost always be to kill that Elite first. Additionally, an MCed Elite drops their Heavy Plasma intact when killed, giving you a very powerful weapon to use.&lt;br /&gt;
&lt;br /&gt;
== Muton Soldier ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Muton (EU2012).png|200px]]&lt;br /&gt;
|hp=8/8/10/10&lt;br /&gt;
|aim=70&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=10&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
The very first Muton variant you will encounter, these brutal beasts can destroy the often ill equipped XCOM squads near the beginning of the game - without Laser weapons and Carapace armour you will be hard pressed to win against them. Mutons will be the first aliens you encounter with grenades, which they will not hesitate to use if you have two soldiers together, however regular Mutons do not have the Bombard ability, so cannot throw their grenades any further than normal. The first month you encounter them they will be armed with Light Plasma Rifles, but in subsequent months will upgrade to medium Plasma Rifles and will appear far more frequently in tactical missions.&lt;br /&gt;
&lt;br /&gt;
Mutons are very susceptible to psionic attacks, and once you have access to Mind Control can be as much of an asset to you as to the enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Light Plasma Rifle (EU2012)|Muton Light Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Plasma Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 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; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that will inspire any other nearby Mutons (including Bezerkers/Elites) and give them +10 Will/Aim and +4 Movement bonuses for 2 turns. 4 turn cool down.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Muton Berserker ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Muton Berserker (EU2012).jpg|200px]]&lt;br /&gt;
|hp=20/20/20/25&lt;br /&gt;
|aim=Melee&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A hulking monstrosity, Muton Berserkers are Mutons who are consumed by a constant seething rage and hatred for all things human. They are given very tough armour in order to survive focus fire that usually comes their way.&lt;br /&gt;
&lt;br /&gt;
Instead of a gun these Mutons are given fist mounted blades that can tear even the toughest soldiers to shreds. Instead of reaction fire, Muton Berserkers will run (during your turn) after the last unit that shot them, ready to shear them up next turn. Kill them quickly, as an instant death at their hands is a looming occurrence for any soldiers that stand in their way. They do tend to run straight into ambushes though, keeping your squad on overwatch can severely weaken or even kill Berserkers as soon as they are within firing range. Laser weapons are often enough to kill Berserkers but you will need extremely tough armour (Titan armour is enough to barely survive their blades) or Chitin Plating in order to survive surprise attacks from these titanic terrors.&lt;br /&gt;
&lt;br /&gt;
These guys should be your priority in a firefight with Mutons but the final decisions are up to you. Their distinctive Bloodlust ability is a double edged sword, and &amp;quot;managing&amp;quot; it is essential to beating them. On the one hand, attacking a Berserker but not killing it can be deadly, because the free movement it gets from Bloodlust will almost certainly allow it to melee you in its next turn. On the other hand the predictability of it allows you to easily draw the Berserker in to a killing zone where your whole squad can gun it down at point blank range.&lt;br /&gt;
&lt;br /&gt;
Note that Berserkers are actually incredibly resistant to psionic attacks. Do not expect much success when trying to flay their minds unless your soldier is equipped with [[Psi Armor (EU2012)|Psi Armor]] and a [[Mind Shield (EU2012)|Mind Shield]]. &lt;br /&gt;
&lt;br /&gt;
Unlike Chryssalids, Berserkers do not have the Leap ability, so soldiers in inaccessible elevated positions can fire on them with impunity.&lt;br /&gt;
&lt;br /&gt;
However, like Chryssalids, they have no artifacts save for their cold, dead bodies, so blowing them up will not hamper your research efforts in any way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to score a critical hit.)&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
&lt;br /&gt;
== Muton Elite ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=&lt;br /&gt;
|hp=14/14/14/18&lt;br /&gt;
|aim=80&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Muton Elites serve primarily as guards to Alien command units. However they are sent out on abduction and terror missions as much as any other alien creature. They are clad in a red suit of armour and a helmet that protect them from heavier damage levels than that of a regular Muton. Muton Elites, combining their innate defense bonus with the ability to use cover are some of the toughest units in the game to take down.&lt;br /&gt;
&lt;br /&gt;
They use devastating heavy plasma rifles and carry grenades like regular Mutons, but with their Bombard ability they can fling their grenades great distances. It pays to have a sniper nearby to provide accurate fire upon them. Using explosives will bypass their defense bonus. Be warned that they are often encountered in groups of three and they also guard incredibly tough units in UFO assaults, so sometimes the main threat does not come from the Elites themselves. Apply the same tactics against Elites as you would against regular Mutons but expect a tougher battle.&lt;br /&gt;
&lt;br /&gt;
Elites are hardly more resistant to psionic attacks than normal Muton troopers, so feel free to add their strength to your own through mind control. Muton Elites&#039; high defense means you may have better luck using Mind Fray on them than trying to shoot them unless you can flank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Heavy Plasma Rifle (EU2012)|Muton Heavy Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&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; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* &#039;&#039;&#039;Enemy Defense&#039;&#039;&#039;: -20% Hit the Muton Elite&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The red armor of the Berserkers and Elites may be refrencing the Red-Suited Commader Muton (AKA Mr. Angry Red Suit), only seen durring the intro of the 1994 game.&lt;br /&gt;
* When completing the Plamsa Rifle reasearch, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Muton graphic.&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Outsider_Light_Plasma_Rifle_(EU2012)&amp;diff=45567</id>
		<title>Outsider Light Plasma Rifle (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Outsider_Light_Plasma_Rifle_(EU2012)&amp;diff=45567"/>
		<updated>2013-04-05T06:32:19Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Redirected page to Light Plasma Rifle (EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Light Plasma Rifle (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_Heavy_Plasma_Rifle_(EU2012)&amp;diff=45566</id>
		<title>Muton Heavy Plasma Rifle (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_Heavy_Plasma_Rifle_(EU2012)&amp;diff=45566"/>
		<updated>2013-04-05T06:31:58Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Redirected page to Heavy Plasma (EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Heavy Plasma (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_Plasma_Rifle_(EU2012)&amp;diff=45565</id>
		<title>Muton Plasma Rifle (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_Plasma_Rifle_(EU2012)&amp;diff=45565"/>
		<updated>2013-04-05T06:31:39Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Redirected page to Plasma Rifle (EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Plasma Rifle (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_Light_Plasma_Rifle_(EU2012)&amp;diff=45564</id>
		<title>Muton Light Plasma Rifle (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_Light_Plasma_Rifle_(EU2012)&amp;diff=45564"/>
		<updated>2013-04-05T06:31:28Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Redirected page to Light Plasma Rifle (EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Light Plasma Rifle (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thin_Man_Plasma_Rifle_(EU2012)&amp;diff=45563</id>
		<title>Thin Man Plasma Rifle (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thin_Man_Plasma_Rifle_(EU2012)&amp;diff=45563"/>
		<updated>2013-04-05T06:30:45Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Redirected page to Light Plasma Rifle (EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Light Plasma Rifle (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=45562</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=45562"/>
		<updated>2013-04-05T06:29:25Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: corrected weapon names; added sectoid weapons; fixed berserker chart&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the Great Invasion, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.&lt;br /&gt;
=Races=&lt;br /&gt;
==[[Sectoid_(EU2012)|Sectoid]]==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
Sectoids are the first enemy you will meet. They are a low HP unit with a weak ranged attack. They are known to be extremely aggressive in numbers and timid / cowardly (i.e. start camping/overwatch) if their number is few. They are capable of some limited psionics in the form of Mind Merge. Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Killing a sectoid will leave behind 2x weapon fragments.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Thin Man (EU2012) | Thin Man]]==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate and damaging than Sectoids, but they don&#039;t pack as much firepower as other enemies.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for &#039;&#039;up to&#039;&#039; 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit&#039;s accuracy by 20%.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gray Market description:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;The Thin Man cadaver begins to severely decompose within hours after death, giving off an overwhelming stench which may relate to toxins stored within its body.&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Plasma Rifle (EU2012)|Thin Man Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- THIN MAN is LONG ---&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)| Floater]]==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus while flying. They can be especially dangerous to Snipers.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Plasma Rifle (EU2012)|Floater Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)#Heavy Floater| Heavy Floater]]==&lt;br /&gt;
[[File:Heavy Floater (EU2012).png|right|thumb]]&lt;br /&gt;
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Heavy Plasma Rifle (EU2012)|Floater Heavy Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)| Muton]]==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics.  They are the aliens&#039; version of XCOM&#039;s Heavy/Assault class and will aggressively use tactics such as Flanking, Overwatch or Suppression against your soldiers. Wounding a Muton without killing it can intimidate your soldiers and potentially cause panic.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns.  4 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Light Plasma Rifle (EU2012)|Muton Light Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Plasma Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Elite| Muton Elite]]==&lt;br /&gt;
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. Their powerful weapons and good aim and the fact that they appear in groups means they can severely punish you each turn they&#039;re allowed to fire, while their ridiculous innate defense and ability to use cover makes them difficult to beat in a conventional firefight. Their major weakness is to psionic attack.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* Enemy Defense: +20%/+30% (normal / classic)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Heavy Plasma Rifle (EU2012)|Muton Heavy Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Berserker| Berserker]]==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last. Although aggressive in nature, they can exhibit some tactical decision to fall back and regroup with other mutons.&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to crit)&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Outsider (EU2012)|Outsider]]==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They are the early commander type units that will remain in their chamber on the UFO until discovered. Their purpose seems to be to defend that position, as they will not go far beyond it. They will be replaced by sectoid commander after you assault alien base.&lt;br /&gt;
* Capturing one is required to progress the main plot. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Outsider Light Plasma Rifle (EU2012)|Outsider Light Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chryssalid (EU2012)|Chryssalid]]==&lt;br /&gt;
[[File:Chryssalid.png|right|thumb]]&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire. Chryssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.&lt;br /&gt;
* &#039;&#039;&#039;Stun Immune&#039;&#039;&#039;: This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows vertical leaps onto elevated surfaces during movement.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.&#039;&#039;&amp;quot;  - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie prevents this transformation from occurring.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Cyberdisc (EU2012)| Cyberdisc]]==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. They are an extremely aggressive unit similar to floaters. Unlike floaters, they never back down regardless of health / remaining aliens.  When in their &#039;closed&#039; form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat.  They are immune to most psionic attacks.&lt;br /&gt;
* Can throw an Alien Grenade to attack multiple soldiers at once.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Drone (EU2012)|Drone]]==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
* With Foundry Upgrades, the Arc Thrower can be used to &#039;hack&#039; Drones and seize control of them for the duration of a mission.&lt;br /&gt;
* Captured Drones can not repair a friendly SHIV unit. However, they can self-detonate, dealing damage similar to frag grenade.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)|Ethereal]]==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
The ultimate alien. High health, highest innate defense and powerful psionic attacks. They do not take cover despite being humanoid, but instead can reflect attacks. They do not carry weapons, but can deal physical as well as mental damage with their psionic powers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sectoid (EU2012)#Sectoid Commander| Sectoid Commander]]==&lt;br /&gt;
[[File:Sectoid Commander (EU2012).png|right|thumb]]&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sectopod (EU2012)| Sectopod]]==&lt;br /&gt;
[[File:Sectopod (EU2012).jpg|right|thumb]]&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking, but only at different targets. Frequently escorted by Drones. They are not as aggressive as cyberdiscs but significantly more dangerous. They don&#039;t move around a lot and will prefer to bombard your agent from far away. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. This ability has no range limit and can be fired if another alien spot you (like sniper&#039;s squad sight, except it doesn&#039;t need a line of sight). While channeling this ability, the sectopod will not take another other action including its auto-overwatch turret.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
&lt;br /&gt;
* Seems to have a longer sight range than most units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)#Uber Ethereal| Uber Ethereal]]==&lt;br /&gt;
[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
Same as the Ethereal, but with higher stats and reflection chance.&lt;br /&gt;
&amp;lt;!-- uber ethereal demands his personal space --&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Alien Stats Table=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | HP&lt;br /&gt;
(Easy/Normal/Classic/Impossible)&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid&lt;br /&gt;
|3/3/3/4&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Target of a mind merge gains one extra health, healed effectively. Increases critical hit chance(+25%) and will(+25) too.&lt;br /&gt;
|-&lt;br /&gt;
|Outsider&lt;br /&gt;
|3/3/5/5&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|Receives an additional +10 Aim and +5 Movement from bonuses on impossible. Tied for highest accuracy in the game.&lt;br /&gt;
|- &lt;br /&gt;
|Thin man&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Deals 2 less damage on normal/easy&lt;br /&gt;
|-&lt;br /&gt;
|Floater&lt;br /&gt;
|3/4/4/6&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid&lt;br /&gt;
|8/8/8/8&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|Hardened, Deals +2 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|10/10/10/14&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
|Deals +2/+4 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Muton&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drone&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Requires &#039;Drone Hack&#039; arc thrower upgrade to &#039;hack&#039;, Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisk&lt;br /&gt;
|16/16/20/20&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|18&lt;br /&gt;
|Hardened while in closed form, Immune to stunning, Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|90&lt;br /&gt;
|12&lt;br /&gt;
| +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Muton Berserker&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
|Hardened, Deals +1/3 damage on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod&lt;br /&gt;
|30/30/30/30&lt;br /&gt;
|80&lt;br /&gt;
|30&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
|Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite&lt;br /&gt;
|14/14/14/18&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
| +10 defense on classic/impossible, +10 additional aim on impossible&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|120&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Uber Ethereal&lt;br /&gt;
|25/25/25/30&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|150&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +10 will on impossible, Game won upon death&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Melee attacks always hit.&lt;br /&gt;
Hardened reduces critical chance by 60% against the target.&lt;br /&gt;
On Classic and Impossible, Aliens receive +10 aim and +10 crit chance bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid_Plasma_Pistol_(EU2012)&amp;diff=45556</id>
		<title>Sectoid Plasma Pistol (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid_Plasma_Pistol_(EU2012)&amp;diff=45556"/>
		<updated>2013-04-05T04:37:41Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Redirected page to Plasma Pistol (EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Plasma Pistol (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=45554</id>
		<title>Sectoid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=45554"/>
		<updated>2013-04-05T04:36:41Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: weapon update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sectoids are a small, grey alien race. Every Sectoid is a perfect genetic copy but some are chosen to command the pack with deadly psionic abilities. They are augmented with cybernetic implants to support their frail physiques in combat situations. They are usually the first alien species encountered in combat by XCOM&#039;s ground forces. Within the alien army the Sectoids fill the role of scientists and abductors. You will usually find them experimenting on humans during abduction missions.&lt;br /&gt;
&lt;br /&gt;
Sectoids are physically feeble. They cannot move very far and their lack of accuracy hints to their inability to handle recoil effectively. However, these little grey aliens are proficient in the use of deadly psionic powers. They use these psionic abilities to make their kinsmen more deadly in combat or even to turn your soldiers into slaves to their will. This race prefers the use of wrist mounted plasma pistols.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Tactical Advice ===&lt;br /&gt;
Sectoid Soldiers are basic alien peons. They use Mind Merge to try and make up for their shortcomings. However, their reliance on the mind merge ability makes them potentially vulnerable because killing the Sectoid performing the merge will also kill the one receiving it, giving an opportunity for a double kill. Sectoid Commanders have much higher health than regular Sectoids and massive accuracy, but their pistol is the least of your worries. Sectoid Commanders will usually begin by using Mind Control.&lt;br /&gt;
&lt;br /&gt;
The Sectoid and their Commanders are the only source of the useful Plasma Pistol (once captured, you can then research and manufacture them yourself), and if you wish for a full armament, recovery is required before either Sectoid breed is phased out of front-line combat. You can either capture a Sectoid early on, or; after assaulting the Alien Base, capturing a Commander, or researching Psionics, building a Psi trooper to have Mind Control, and MCing and preparing a Commander to be killed by his fellow aliens (must be done &#039;&#039;before&#039;&#039; the Overseer UFO is assaulted, due to Commanders being completley replaced with Ethereals). A capture is reccomended for both, as interrogating a Sectoid will be of greater ease at the low level you will be at the start of the war (and will thusly reduce research time for Beam weapons, which will make fighting (and capturing) all other species much easier), and interrogating a Commander reduces reasearch time for all Psionics-related projects.&lt;br /&gt;
&lt;br /&gt;
As cannon fodder for all but in the beggining of Impossible difficulty, Sectoids begin to be phased out a few months into the campaign. Once the Alien Base is conquered, they may still appear on larger UFOs as compliment to Sectoid Commanders. Once the Hyperwave uplink is installed, you have about 1-2 weeks before the Overseer UFO begins to appear (it can be let go, but your monthy Council Reports will suffer), so it may be worthwhile to hold off on it&#039;s construction in your base, and &#039;farm&#039; Commanders for Plasma Pistols and for experience dealing with Psionic attacks before having to deal with Etherials (for example: a trooper who is MCing an alien CANNOT even be selected for Mind Control themselves: If all a Commander/Ethereal can see is Controlling soldiers, they will not attempt Mind Control... and will use Mind Fray or Psi Lance). After the Overseer UFO is captured, Sectoid Commanders will never reappear except aboard the Temple Ship, and Sectoids almost entirely dissapear, useless for capture/reasearch purposes. Capturing the Base&#039;s Commander is recommended, as it is the only guaranteed time that only one Commander will appear (though you may want to hold off if the battles along the way have been particularly hard). Sectoids very rarely appear late-game: in large UFOs and the last guaranteed appearance before the Temple Ship is the Council Mission at the truck stop (the Spokesman will mention &amp;quot;a truck carrying unusual cargo&amp;quot;), though this mission may appear at any time.&lt;br /&gt;
&lt;br /&gt;
== Sectoid Soldier ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).jpg|200px]]&lt;br /&gt;
|hp=3/3/3/4&lt;br /&gt;
|aim=65&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=10&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
A common foe, these standard foot soldiers are often seen early on in the game during abduction missions and also staffing small UFOs. They have low health and accuracy but can psionically merge minds with their brethren to improve their health, accuracy and critical chance. You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each Targeting Boost module for your Interceptors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Soldier Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy and increased critical hit chance. Mind Merge also functions as a Sectoid Medikit since any injured Sectoids receiving Mind Merge will heal +1 HP on the next turn.&lt;br /&gt;
&lt;br /&gt;
== Sectoid Commander ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Sectoid Commander (EU2012).png|200px]]&lt;br /&gt;
|hp=10/10/14/14&lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These elite leaders of the Sectoid race command some of the most powerful psionics seen in the game. They have far higher health than regular Sectoid infantry and their firing accuracy is also among the best you will see in the game, though this is not what makes them dangerous. They possess the frightening ability to take control of one of your soldiers for about three turns. &lt;br /&gt;
&lt;br /&gt;
You can either run from the controlled soldier until he or she is released back into your control, kill the Sectoid commander to break the psionic link or, if in dire circumstances kill the captured soldier to ensure he is no longer a threat to your squad. They also use a more advanced version of the mind merge ability, providing the same bonuses but to multiple Sectoids at the same time.&lt;br /&gt;
&lt;br /&gt;
Researching the creature&#039;s corpse allows access to the Psi Labs, through it you gain the ability to test your soldiers in Psionic aptitude. You may find Sectoid Commanders at the helm of bases or UFOs. (After the Outsider has been researched.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sectoid Commander Armaments&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Plasma Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 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; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*When completing the Laser Rifle reasearch, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Sectoid graphic.&lt;br /&gt;
*In the Game Over cutscene, the Spokesman (Mind Controlled by a Sectoid Commander) announces the shutdown of XCOM while a Thin Man grasps his shoulder. This may be a refrence to earlier games, where it is implied that withdrawn countries are thusly easily infliltrated, then Mind Control techniques are used on their leaders and populace. This may also imply that the Council may work on a 50% majority vote system.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Floater_Plasma_Rifle_(EU2012)&amp;diff=45552</id>
		<title>Floater Plasma Rifle (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Floater_Plasma_Rifle_(EU2012)&amp;diff=45552"/>
		<updated>2013-04-05T04:18:49Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Floater_Heavy_Plasma_Rifle_(EU2012)&amp;diff=45551</id>
		<title>Floater Heavy Plasma Rifle (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Floater_Heavy_Plasma_Rifle_(EU2012)&amp;diff=45551"/>
		<updated>2013-04-05T04:14:24Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Redirected page to Plasma Rifle (EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Plasma Rifle (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=45550</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=45550"/>
		<updated>2013-04-05T04:13:11Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: /*  Heavy Floater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the Great Invasion, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.&lt;br /&gt;
=Races=&lt;br /&gt;
==[[Sectoid_(EU2012)|Sectoid]]==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
Sectoids are the first enemy you will meet. They are a low HP unit with a weak ranged attack. They are known to be extremely aggressive in numbers and timid / cowardly (i.e. start camping/overwatch) if their number is few. They are capable of some limited psionics in the form of Mind Merge. Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Killing a sectoid will leave behind 2x weapon fragments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Thin Man (EU2012) | Thin Man]]==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate and damaging than Sectoids, but they don&#039;t pack as much firepower as other enemies.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for &#039;&#039;up to&#039;&#039; 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit&#039;s accuracy by 20%.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gray Market description:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;The Thin Man cadaver begins to severely decomposed severely decompose within hours after death, giving off an overwhelming stench which may relate to toxins stored within its body&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- THIN MAN is LONG ---&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)| Floater]]==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus while flying. They can be especially dangerous to Snipers.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)#Heavy Floater| Heavy Floater]]==&lt;br /&gt;
[[File:Heavy Floater (EU2012).png|right|thumb]]&lt;br /&gt;
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Heavy Plasma Rifle (EU2012)|Floater Heavy Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)| Muton]]==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics.  They are the aliens&#039; version of XCOM&#039;s Heavy/Assault class and will aggressively use tactics such as Flanking, Overwatch or Suppression against your soldiers. Wounding a Muton without killing it can intimidate your soldiers and potentially cause panic.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns.  4 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Elite| Muton Elite]]==&lt;br /&gt;
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. Their powerful weapons and good aim and the fact that they appear in groups means they can severely punish you each turn they&#039;re allowed to fire, while their ridiculous innate defense and ability to use cover makes them difficult to beat in a conventional firefight. Their major weakness is to psionic attack.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* Enemy Defense: +20%/+30% (normal / classic)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Berserker| Berserker]]==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last. Although aggressive in nature, they can exhibit some tactical decision to fall back and regroup with other mutons.&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to crit)&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Outsider (EU2012)|Outsider]]==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They are the early commander type units that will remain in their chamber on the UFO until discovered. Their purpose seems to be to defend that position, as they will not go far beyond it. They will be replaced by sectoid commander after you assault alien base.&lt;br /&gt;
* Capturing one is required to progress the main plot. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chryssalid (EU2012)|Chryssalid]]==&lt;br /&gt;
[[File:Chryssalid.png|right|thumb]]&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire. Chryssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.&lt;br /&gt;
* &#039;&#039;&#039;Stun Immune&#039;&#039;&#039;: This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows vertical leaps onto elevated surfaces during movement.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.&#039;&#039;&amp;quot;  - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie prevents this transformation from occurring.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Cyberdisc (EU2012)| Cyberdisc]]==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. They are an extremely aggressive unit similar to floaters. Unlike floaters, they never back down regardless of health / remaining aliens.  When in their &#039;closed&#039; form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat.  They are immune to most psionic attacks.&lt;br /&gt;
* Can throw an Alien Grenade to attack multiple soldiers at once.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Drone (EU2012)|Drone]]==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
* With Foundry Upgrades, the Arc Thrower can be used to &#039;hack&#039; Drones and seize control of them for the duration of a mission.&lt;br /&gt;
* Captured Drones can not repair a friendly SHIV unit. However, they can self-detonate, dealing damage similar to frag grenade.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)|Ethereal]]==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
The ultimate alien. High health, highest innate defense and powerful psionic attacks. They do not take cover despite being humanoid, but instead can reflect attacks. They do not carry weapons, but can deal physical as well as mental damage with their psionic powers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sectoid (EU2012)#Sectoid Commander| Sectoid Commander]]==&lt;br /&gt;
[[File:Sectoid Commander (EU2012).png|right|thumb]]&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
* Carries Plasma Pistol.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sectopod (EU2012)| Sectopod]]==&lt;br /&gt;
[[File:Sectopod (EU2012).jpg|right|thumb]]&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking, but only at different targets. Frequently escorted by Drones. They are not as aggressive as cyberdiscs but significantly more dangerous. They don&#039;t move around a lot and will prefer to bombard your agent from far away. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. This ability has no range limit and can be fired if another alien spot you (like sniper&#039;s squad sight, except it doesn&#039;t need a line of sight). While channeling this ability, the sectopod will not take another other action including its auto-overwatch turret.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
&lt;br /&gt;
* Seems to have a longer sight range than most units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)#Uber Ethereal| Uber Ethereal]]==&lt;br /&gt;
[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
Same as the Ethereal, but with higher stats and reflection chance.&lt;br /&gt;
&amp;lt;!-- uber ethereal demands his personal space --&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Alien Stats Table=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | HP&lt;br /&gt;
(Easy/Normal/Classic/Impossible)&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid&lt;br /&gt;
|3/3/3/4&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Target of a mind merge gains one extra health, healed effectively. Increases critical hit chance(+25%) and will(+25) too.&lt;br /&gt;
|-&lt;br /&gt;
|Outsider&lt;br /&gt;
|3/3/5/5&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|Receives an additional +10 Aim and +5 Movement from bonuses on impossible. Tied for highest accuracy in the game.&lt;br /&gt;
|- &lt;br /&gt;
|Thin man&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Deals 2 less damage on normal/easy&lt;br /&gt;
|-&lt;br /&gt;
|Floater&lt;br /&gt;
|3/4/4/6&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid&lt;br /&gt;
|8/8/8/8&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|Hardened, Deals +2 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|10/10/10/14&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
|Deals +2/+4 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Muton&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drone&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Requires &#039;Drone Hack&#039; arc thrower upgrade to &#039;hack&#039;, Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisk&lt;br /&gt;
|16/16/20/20&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|18&lt;br /&gt;
|Hardened while in closed form, Immune to stunning, Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|90&lt;br /&gt;
|12&lt;br /&gt;
| +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Muton Berserker&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
|Hardened, Deals +1/3 damage on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod&lt;br /&gt;
|30/30/30/30&lt;br /&gt;
|80&lt;br /&gt;
|30&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
|Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite&lt;br /&gt;
|14/14/14/18&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
| +10 defense on classic/impossible, +10 additional aim on impossible&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|120&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Uber Ethereal&lt;br /&gt;
|25/25/25/30&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|150&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +10 will on impossible, Game won upon death&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Melee attacks always hit.&lt;br /&gt;
Hardened reduces critical chance by 60% against the target.&lt;br /&gt;
On Classic and Impossible, Aliens receive +10 aim and +10 crit chance bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=45549</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=45549"/>
		<updated>2013-04-05T02:26:55Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Corrected base damage for all weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the Great Invasion, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.&lt;br /&gt;
=Races=&lt;br /&gt;
==[[Sectoid_(EU2012)|Sectoid]]==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
Sectoids are the first enemy you will meet. They are a low HP unit with a weak ranged attack. They are known to be extremely aggressive in numbers and timid / cowardly (i.e. start camping/overwatch) if their number is few. They are capable of some limited psionics in the form of Mind Merge. Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Killing a sectoid will leave behind 2x weapon fragments.&lt;br /&gt;
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==[[Thin Man (EU2012) | Thin Man]]==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate and damaging than Sectoids, but they don&#039;t pack as much firepower as other enemies.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for &#039;&#039;up to&#039;&#039; 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit&#039;s accuracy by 20%.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gray Market description:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;The Thin Man cadaver begins to severely decomposed severely decompose within hours after death, giving off an overwhelming stench which may relate to toxins stored within its body&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- THIN MAN is LONG ---&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
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==[[Floater (EU2012)| Floater]]==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus while flying. They can be especially dangerous to Snipers.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==[[Floater (EU2012)#Heavy Floater| Heavy Floater]]==&lt;br /&gt;
[[File:Heavy Floater (EU2012).png|right|thumb]]&lt;br /&gt;
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Plasma Rifle (EU2012)|Floater Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==[[Muton (EU2012)| Muton]]==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics.  They are the aliens&#039; version of XCOM&#039;s Heavy/Assault class and will aggressively use tactics such as Flanking, Overwatch or Suppression against your soldiers. Wounding a Muton without killing it can intimidate your soldiers and potentially cause panic.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns.  4 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==[[Muton (EU2012)#Muton Elite| Muton Elite]]==&lt;br /&gt;
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. Their powerful weapons and good aim and the fact that they appear in groups means they can severely punish you each turn they&#039;re allowed to fire, while their ridiculous innate defense and ability to use cover makes them difficult to beat in a conventional firefight. Their major weakness is to psionic attack.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* Enemy Defense: +20%/+30% (normal / classic)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|}&lt;br /&gt;
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==[[Muton (EU2012)#Muton Berserker| Berserker]]==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last. Although aggressive in nature, they can exhibit some tactical decision to fall back and regroup with other mutons.&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to crit)&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==[[Outsider (EU2012)|Outsider]]==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They are the early commander type units that will remain in their chamber on the UFO until discovered. Their purpose seems to be to defend that position, as they will not go far beyond it. They will be replaced by sectoid commander after you assault alien base.&lt;br /&gt;
* Capturing one is required to progress the main plot. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 30%&lt;br /&gt;
|-&lt;br /&gt;
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==[[Chryssalid (EU2012)|Chryssalid]]==&lt;br /&gt;
[[File:Chryssalid.png|right|thumb]]&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire. Chryssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.&lt;br /&gt;
* &#039;&#039;&#039;Stun Immune&#039;&#039;&#039;: This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows vertical leaps onto elevated surfaces during movement.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.&#039;&#039;&amp;quot;  - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie prevents this transformation from occurring.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance).&lt;br /&gt;
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==[[Cyberdisc (EU2012)| Cyberdisc]]==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. They are an extremely aggressive unit similar to floaters. Unlike floaters, they never back down regardless of health / remaining aliens.  When in their &#039;closed&#039; form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat.  They are immune to most psionic attacks.&lt;br /&gt;
* Can throw an Alien Grenade to attack multiple soldiers at once.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
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==[[Drone (EU2012)|Drone]]==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
* With Foundry Upgrades, the Arc Thrower can be used to &#039;hack&#039; Drones and seize control of them for the duration of a mission.&lt;br /&gt;
* Captured Drones can not repair a friendly SHIV unit. However, they can self-detonate, dealing damage similar to frag grenade.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
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==[[Ethereal (EU2012)|Ethereal]]==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
The ultimate alien. High health, highest innate defense and powerful psionic attacks. They do not take cover despite being humanoid, but instead can reflect attacks. They do not carry weapons, but can deal physical as well as mental damage with their psionic powers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
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==[[Sectoid (EU2012)#Sectoid Commander| Sectoid Commander]]==&lt;br /&gt;
[[File:Sectoid Commander (EU2012).png|right|thumb]]&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
* Carries Plasma Pistol.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
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==[[Sectopod (EU2012)| Sectopod]]==&lt;br /&gt;
[[File:Sectopod (EU2012).jpg|right|thumb]]&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking, but only at different targets. Frequently escorted by Drones. They are not as aggressive as cyberdiscs but significantly more dangerous. They don&#039;t move around a lot and will prefer to bombard your agent from far away. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. This ability has no range limit and can be fired if another alien spot you (like sniper&#039;s squad sight, except it doesn&#039;t need a line of sight). While channeling this ability, the sectopod will not take another other action including its auto-overwatch turret.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
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* Seems to have a longer sight range than most units.&lt;br /&gt;
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==[[Ethereal (EU2012)#Uber Ethereal| Uber Ethereal]]==&lt;br /&gt;
[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
Same as the Ethereal, but with higher stats and reflection chance.&lt;br /&gt;
&amp;lt;!-- uber ethereal demands his personal space --&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Alien Stats Table=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | HP&lt;br /&gt;
(Easy/Normal/Classic/Impossible)&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid&lt;br /&gt;
|3/3/3/4&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Target of a mind merge gains one extra health, healed effectively. Increases critical hit chance(+25%) and will(+25) too.&lt;br /&gt;
|-&lt;br /&gt;
|Outsider&lt;br /&gt;
|3/3/5/5&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|Receives an additional +10 Aim and +5 Movement from bonuses on impossible. Tied for highest accuracy in the game.&lt;br /&gt;
|- &lt;br /&gt;
|Thin man&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Deals 2 less damage on normal/easy&lt;br /&gt;
|-&lt;br /&gt;
|Floater&lt;br /&gt;
|3/4/4/6&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid&lt;br /&gt;
|8/8/8/8&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|Hardened, Deals +2 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|10/10/10/14&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
|Deals +2/+4 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Muton&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drone&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Requires &#039;Drone Hack&#039; arc thrower upgrade to &#039;hack&#039;, Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisk&lt;br /&gt;
|16/16/20/20&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|18&lt;br /&gt;
|Hardened while in closed form, Immune to stunning, Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|90&lt;br /&gt;
|12&lt;br /&gt;
| +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Muton Berserker&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
|Hardened, Deals +1/3 damage on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod&lt;br /&gt;
|30/30/30/30&lt;br /&gt;
|80&lt;br /&gt;
|30&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
|Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite&lt;br /&gt;
|14/14/14/18&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
| +10 defense on classic/impossible, +10 additional aim on impossible&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|120&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Uber Ethereal&lt;br /&gt;
|25/25/25/30&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|150&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +10 will on impossible, Game won upon death&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Melee attacks always hit.&lt;br /&gt;
Hardened reduces critical chance by 60% against the target.&lt;br /&gt;
On Classic and Impossible, Aliens receive +10 aim and +10 crit chance bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Floater_Plasma_Rifle_(EU2012)&amp;diff=45548</id>
		<title>Floater Plasma Rifle (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Floater_Plasma_Rifle_(EU2012)&amp;diff=45548"/>
		<updated>2013-04-05T02:15:12Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: Redirected page to Plasma Rifle (EU2012)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=45547</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=45547"/>
		<updated>2013-04-05T02:13:10Z</updated>

		<summary type="html">&lt;p&gt;Crossfire: /*  Heavy Floater*/ Heavy Floaters use only regular Plasma Rifles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the Great Invasion, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.&lt;br /&gt;
=Races=&lt;br /&gt;
==[[Sectoid_(EU2012)|Sectoid]]==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
Sectoids are the first enemy you will meet. They are a low HP unit with a weak ranged attack. They are known to be extremely aggressive in numbers and timid / cowardly (i.e. start camping/overwatch) if their number is few. They are capable of some limited psionics in the form of Mind Merge. Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Killing a sectoid will leave behind 2x weapon fragments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Thin Man (EU2012) | Thin Man]]==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate and damaging than Sectoids, but they don&#039;t pack as much firepower as other enemies.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for &#039;&#039;up to&#039;&#039; 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit&#039;s accuracy by 20%.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gray Market description:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;The Thin Man cadaver begins to severely decomposed severely decompose within hours after death, giving off an overwhelming stench which may relate to toxins stored within its body&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- THIN MAN is LONG ---&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)| Floater]]==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus while flying. They can be especially dangerous to Snipers.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)#Heavy Floater| Heavy Floater]]==&lt;br /&gt;
[[File:Heavy Floater (EU2012).png|right|thumb]]&lt;br /&gt;
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Plasma Rifle (EU2012)|Floater Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)| Muton]]==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics.  They are the aliens&#039; version of XCOM&#039;s Heavy/Assault class and will aggressively use tactics such as Flanking, Overwatch or Suppression against your soldiers. Wounding a Muton without killing it can intimidate your soldiers and potentially cause panic.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns.  4 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Elite| Muton Elite]]==&lt;br /&gt;
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. Their powerful weapons and good aim and the fact that they appear in groups means they can severely punish you each turn they&#039;re allowed to fire, while their ridiculous innate defense and ability to use cover makes them difficult to beat in a conventional firefight. Their major weakness is to psionic attack.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* Enemy Defense: +20%/+30% (normal / classic)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Berserker| Berserker]]==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last. Although aggressive in nature, they can exhibit some tactical decision to fall back and regroup with other mutons.&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to crit)&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Outsider (EU2012)|Outsider]]==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They are the early commander type units that will remain in their chamber on the UFO until discovered. Their purpose seems to be to defend that position, as they will not go far beyond it. They will be replaced by sectoid commander after you assault alien base.&lt;br /&gt;
* Capturing one is required to progress the main plot. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chryssalid (EU2012)|Chryssalid]]==&lt;br /&gt;
[[File:Chryssalid.png|right|thumb]]&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire. Chryssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.&lt;br /&gt;
* &#039;&#039;&#039;Stun Immune&#039;&#039;&#039;: This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows vertical leaps onto elevated surfaces during movement.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.&#039;&#039;&amp;quot;  - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie prevents this transformation from occurring.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Cyberdisc (EU2012)| Cyberdisc]]==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. They are an extremely aggressive unit similar to floaters. Unlike floaters, they never back down regardless of health / remaining aliens.  When in their &#039;closed&#039; form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat.  They are immune to most psionic attacks.&lt;br /&gt;
* Can throw an Alien Grenade to attack multiple soldiers at once.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==[[Drone (EU2012)|Drone]]==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
* With Foundry Upgrades, the Arc Thrower can be used to &#039;hack&#039; Drones and seize control of them for the duration of a mission.&lt;br /&gt;
* Captured Drones can not repair a friendly SHIV unit. However, they can self-detonate, dealing damage similar to frag grenade.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)|Ethereal]]==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
The ultimate alien. High health, highest innate defense and powerful psionic attacks. They do not take cover despite being humanoid, but instead can reflect attacks. They do not carry weapons, but can deal physical as well as mental damage with their psionic powers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sectoid (EU2012)#Sectoid Commander| Sectoid Commander]]==&lt;br /&gt;
[[File:Sectoid Commander (EU2012).png|right|thumb]]&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
* Carries Plasma Pistol.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
==[[Sectopod (EU2012)| Sectopod]]==&lt;br /&gt;
[[File:Sectopod (EU2012).jpg|right|thumb]]&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking, but only at different targets. Frequently escorted by Drones. They are not as aggressive as cyberdiscs but significantly more dangerous. They don&#039;t move around a lot and will prefer to bombard your agent from far away. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. This ability has no range limit and can be fired if another alien spot you (like sniper&#039;s squad sight, except it doesn&#039;t need a line of sight). While channeling this ability, the sectopod will not take another other action including its auto-overwatch turret.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
&lt;br /&gt;
* Seems to have a longer sight range than most units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)#Uber Ethereal| Uber Ethereal]]==&lt;br /&gt;
[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
Same as the Ethereal, but with higher stats and reflection chance.&lt;br /&gt;
&amp;lt;!-- uber ethereal demands his personal space --&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Alien Stats Table=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | HP&lt;br /&gt;
(Easy/Normal/Classic/Impossible)&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid&lt;br /&gt;
|3/3/3/4&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Target of a mind merge gains one extra health, healed effectively. Increases critical hit chance(+25%) and will(+25) too.&lt;br /&gt;
|-&lt;br /&gt;
|Outsider&lt;br /&gt;
|3/3/5/5&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|Receives an additional +10 Aim and +5 Movement from bonuses on impossible. Tied for highest accuracy in the game.&lt;br /&gt;
|- &lt;br /&gt;
|Thin man&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Deals 2 less damage on normal/easy&lt;br /&gt;
|-&lt;br /&gt;
|Floater&lt;br /&gt;
|3/4/4/6&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid&lt;br /&gt;
|8/8/8/8&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|Hardened, Deals +2 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|10/10/10/14&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
|Deals +2/+4 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Muton&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drone&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Requires &#039;Drone Hack&#039; arc thrower upgrade to &#039;hack&#039;, Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisk&lt;br /&gt;
|16/16/20/20&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|18&lt;br /&gt;
|Hardened while in closed form, Immune to stunning, Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|90&lt;br /&gt;
|12&lt;br /&gt;
| +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Muton Berserker&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
|Hardened, Deals +1/3 damage on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod&lt;br /&gt;
|30/30/30/30&lt;br /&gt;
|80&lt;br /&gt;
|30&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
|Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite&lt;br /&gt;
|14/14/14/18&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
| +10 defense on classic/impossible, +10 additional aim on impossible&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|120&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Uber Ethereal&lt;br /&gt;
|25/25/25/30&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|150&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +10 will on impossible, Game won upon death&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Melee attacks always hit.&lt;br /&gt;
Hardened reduces critical chance by 60% against the target.&lt;br /&gt;
On Classic and Impossible, Aliens receive +10 aim and +10 crit chance bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Crossfire</name></author>
	</entry>
</feed>