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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dumas</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dumas"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Dumas"/>
	<updated>2026-05-03T15:50:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Dumas&amp;diff=67956</id>
		<title>User talk:Dumas</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Dumas&amp;diff=67956"/>
		<updated>2015-10-17T00:38:22Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random Speculation spun out at ungodly hours:&lt;br /&gt;
&lt;br /&gt;
1) Based on the autopsy image, I am inclined to believe that Ethereals are a caste or offshoot of the Sectoid race. Their bodies have atrophied as their psionic powers improved.&lt;br /&gt;
&lt;br /&gt;
2) Sectopods were originally designed as counter-insurrection weapons. Their heavy armour and firepower, along with their resistance to plasma fire, point in this direction. The use of laser weaponry may point to a certain degree of infighting amongst the Ethereals.&lt;br /&gt;
&lt;br /&gt;
3) UFOs use shields similar to Star Trek deflector shields instead of armoured hulls. As pointed out in-game, alien propulsion is based on gravity waves, as are deflector shields. Also, the Supply Ship is much larger than an Avenger, yet its hull and interior structures contain only 1/6 more Alloy (141 vs 120). This may also account for the tendency of even small UFOs to land almost intact after being shot down. An exploded power unit is usually the only major damage (well, aside from damage caused by exploding Elerium and navigation consoles). Also note the fact that a Blaster Bomb can pierce a standard UFO hull, but not an Avenger hull.&lt;br /&gt;
&lt;br /&gt;
This can be explained by positing a relatively thin and fragile hull reinforced by strong forcefields. These fields can only absorb so much energy (read: weapon impacts) and an overload would have adverse effects on the power source.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) Stun bombs function via some sort of energy discharge related to whatever powers alien psi powers that interferes with nerve impulses, causing unconsciousness in humans and alien races with similar nervous systems (surprisingly many, though certain hints suggest this is no coincidence). Sectopods and Cyberdisks, though robotic, use a control system remarkably similar to organic brains (or at least can be affected by psionics). Naturally, since human HWPs have no organic components, they are affected by neither psionics nor stun bombs.&lt;br /&gt;
&lt;br /&gt;
--[[User:Dumas|Dumas]]&lt;br /&gt;
&lt;br /&gt;
Memo: Check in-game data on MEC trooper &amp;quot;Absortion Field&amp;quot; (sic) ability at first opportunity. Should read Absorption. Description also seems scrambled.--[[User:Dumas|Dumas]] ([[User talk:Dumas|talk]]) 20:38, 16 October 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=15492</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=15492"/>
		<updated>2008-05-29T15:16:51Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Part Two (Beneath the Sea Bed) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have thermic lance and MC knowledge and Disrupter Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are the &#039;&#039;only&#039;&#039; regular missions in which aquanauts face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid|Hallucinoids]]&lt;br /&gt;
* [[Aquatoid|Aquatoids]]&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat|Tentaculats]]&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disrupter Pulse Launcher|Disruptor Pulse Launchers]] to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Halucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central struture allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliends that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Mission Types (TFTD)|Missions]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(TFTD)&amp;diff=15202</id>
		<title>Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(TFTD)&amp;diff=15202"/>
		<updated>2008-04-28T15:29:11Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* High Explosive */ Added Sonic Pulser&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weapon Information =&lt;br /&gt;
== Standard Weapons ==&lt;br /&gt;
&lt;br /&gt;
Once again, [[X-COM]] is supplied with a diverse selection of standard weapons to wield in its war against the watery alien menace. However, unlike the first alien war, the new line of weapons are mainly geared towards fighting underwater. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dart Gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jet Harpoon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hydro-Jet Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Torpedo Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermal Tazer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Blast Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Pack Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Particle Disturbance Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dye Grenade]]&lt;br /&gt;
&lt;br /&gt;
== Gauss Technology ==&lt;br /&gt;
The line of weapons [[X-COM]] technicians have developed to combat the alien menace offer improved damage over the more conventional harpoon weapons. The earlier models of Gauss weapons offer high capacity ammunition magazines. They work well on land and at sea.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Gauss]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sonic Technology == &lt;br /&gt;
The bulk of the weapons used by the alien invaders make use of ultra powerful and highly concentrated sonic waves that literally shatters matter in an instant. They are powered by a [[Zrbite]] power source. The amount of damage caused by sonic weapons completely outclasses everything in [[X-COM]]&#039;s diverse but meager arsenal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Blasta Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Pulser]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Disrupter Pulse Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermal Shok Launcher]]&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
The deadly [[Lobsterman]] threat was finally countered by a desperate but effective strategy: melee combat with power tools.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vibroblade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Weapons By Ammunition Types =&lt;br /&gt;
Ammunition types and the weapons that utilise them. &lt;br /&gt;
&lt;br /&gt;
== Armor-Piercing ==&lt;br /&gt;
Armor piercing rounds are standard rounds that specialize in piercing enemy armor. These come in the form of darts and shells propelled with compressed gas. &lt;br /&gt;
&lt;br /&gt;
[[Dart Gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jet Harpoon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== High Explosive ==&lt;br /&gt;
High Explosive (HE) is an area-effecting ammunition. Any unit or object within the blast radius will receive some amount of damage.&lt;br /&gt;
&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hydro-Jet Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Torpedo Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Blast Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Pack Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Particle Disturbance Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Pulser]]&lt;br /&gt;
&lt;br /&gt;
== Phosphor ==&lt;br /&gt;
Also known as Incendiary. Phosphor ammunition creates an area-effect fire. The bonus of this form of ammunition is that it will continue to cause damage per turn until the fire dies out in addition to providing illumination. Phosphor rounds are half as effective underwater as they are on land. &lt;br /&gt;
&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hydro-Jet Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Torpedo Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gauss ==&lt;br /&gt;
Gauss ammunition fires is a high energy bolt at enemy targets with the same speed in or out of water. Gauss ammunition is relatively cheap high-end ammo and can be produced very quickly.   &lt;br /&gt;
&lt;br /&gt;
[[Gauss Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Gauss]]&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
Sonic Ammunition is an alien based technology. It encapsulate a small amount of [[Zrbite]] to power the sonic weapons. Scientists are able to easily reverse engineer them for production.&lt;br /&gt;
&lt;br /&gt;
[[Sonic Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Blasta Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
Unlike the other forms of ammunition, [[Stun]] ammunition doesn&#039;t actually inflict damage to its target. Instead, it will cause them to fall [[unconscious]] until the stun effect has &amp;quot;worn off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Thermal Tazer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermal Shok Launcher]]&lt;br /&gt;
&lt;br /&gt;
== Drill == &lt;br /&gt;
The alien based drills carry a chip of Zrbite, which provide a tremendous amount of energy that&#039;ll last the operational lifetime of any drill. They do not need any additional ammunition.&lt;br /&gt;
 &lt;br /&gt;
[[Vibroblade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(TFTD)&amp;diff=15201</id>
		<title>Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(TFTD)&amp;diff=15201"/>
		<updated>2008-04-28T15:28:49Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Stun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weapon Information =&lt;br /&gt;
== Standard Weapons ==&lt;br /&gt;
&lt;br /&gt;
Once again, [[X-COM]] is supplied with a diverse selection of standard weapons to wield in its war against the watery alien menace. However, unlike the first alien war, the new line of weapons are mainly geared towards fighting underwater. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dart Gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jet Harpoon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hydro-Jet Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Torpedo Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermal Tazer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Blast Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Pack Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Particle Disturbance Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dye Grenade]]&lt;br /&gt;
&lt;br /&gt;
== Gauss Technology ==&lt;br /&gt;
The line of weapons [[X-COM]] technicians have developed to combat the alien menace offer improved damage over the more conventional harpoon weapons. The earlier models of Gauss weapons offer high capacity ammunition magazines. They work well on land and at sea.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Gauss]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sonic Technology == &lt;br /&gt;
The bulk of the weapons used by the alien invaders make use of ultra powerful and highly concentrated sonic waves that literally shatters matter in an instant. They are powered by a [[Zrbite]] power source. The amount of damage caused by sonic weapons completely outclasses everything in [[X-COM]]&#039;s diverse but meager arsenal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Blasta Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Pulser]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Disrupter Pulse Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermal Shok Launcher]]&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
The deadly [[Lobsterman]] threat was finally countered by a desperate but effective strategy: melee combat with power tools.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vibroblade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Weapons By Ammunition Types =&lt;br /&gt;
Ammunition types and the weapons that utilise them. &lt;br /&gt;
&lt;br /&gt;
== Armor-Piercing ==&lt;br /&gt;
Armor piercing rounds are standard rounds that specialize in piercing enemy armor. These come in the form of darts and shells propelled with compressed gas. &lt;br /&gt;
&lt;br /&gt;
[[Dart Gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jet Harpoon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== High Explosive ==&lt;br /&gt;
High Explosive (HE) is an area-effecting ammunition. Any unit or object within the blast radius will receive some amount of damage.&lt;br /&gt;
&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hydro-Jet Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Torpedo Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Blast Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Pack Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Particle Disturbance Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phosphor ==&lt;br /&gt;
Also known as Incendiary. Phosphor ammunition creates an area-effect fire. The bonus of this form of ammunition is that it will continue to cause damage per turn until the fire dies out in addition to providing illumination. Phosphor rounds are half as effective underwater as they are on land. &lt;br /&gt;
&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hydro-Jet Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Torpedo Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gauss ==&lt;br /&gt;
Gauss ammunition fires is a high energy bolt at enemy targets with the same speed in or out of water. Gauss ammunition is relatively cheap high-end ammo and can be produced very quickly.   &lt;br /&gt;
&lt;br /&gt;
[[Gauss Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Gauss]]&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
Sonic Ammunition is an alien based technology. It encapsulate a small amount of [[Zrbite]] to power the sonic weapons. Scientists are able to easily reverse engineer them for production.&lt;br /&gt;
&lt;br /&gt;
[[Sonic Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Blasta Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
Unlike the other forms of ammunition, [[Stun]] ammunition doesn&#039;t actually inflict damage to its target. Instead, it will cause them to fall [[unconscious]] until the stun effect has &amp;quot;worn off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Thermal Tazer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermal Shok Launcher]]&lt;br /&gt;
&lt;br /&gt;
== Drill == &lt;br /&gt;
The alien based drills carry a chip of Zrbite, which provide a tremendous amount of energy that&#039;ll last the operational lifetime of any drill. They do not need any additional ammunition.&lt;br /&gt;
 &lt;br /&gt;
[[Vibroblade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(TFTD)&amp;diff=15200</id>
		<title>Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(TFTD)&amp;diff=15200"/>
		<updated>2008-04-28T15:28:06Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Sonic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weapon Information =&lt;br /&gt;
== Standard Weapons ==&lt;br /&gt;
&lt;br /&gt;
Once again, [[X-COM]] is supplied with a diverse selection of standard weapons to wield in its war against the watery alien menace. However, unlike the first alien war, the new line of weapons are mainly geared towards fighting underwater. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dart Gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jet Harpoon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hydro-Jet Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Torpedo Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermal Tazer]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Blast Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Pack Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Particle Disturbance Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dye Grenade]]&lt;br /&gt;
&lt;br /&gt;
== Gauss Technology ==&lt;br /&gt;
The line of weapons [[X-COM]] technicians have developed to combat the alien menace offer improved damage over the more conventional harpoon weapons. The earlier models of Gauss weapons offer high capacity ammunition magazines. They work well on land and at sea.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Gauss]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sonic Technology == &lt;br /&gt;
The bulk of the weapons used by the alien invaders make use of ultra powerful and highly concentrated sonic waves that literally shatters matter in an instant. They are powered by a [[Zrbite]] power source. The amount of damage caused by sonic weapons completely outclasses everything in [[X-COM]]&#039;s diverse but meager arsenal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Blasta Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Pulser]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Disrupter Pulse Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermal Shok Launcher]]&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
The deadly [[Lobsterman]] threat was finally countered by a desperate but effective strategy: melee combat with power tools.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vibroblade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Weapons By Ammunition Types =&lt;br /&gt;
Ammunition types and the weapons that utilise them. &lt;br /&gt;
&lt;br /&gt;
== Armor-Piercing ==&lt;br /&gt;
Armor piercing rounds are standard rounds that specialize in piercing enemy armor. These come in the form of darts and shells propelled with compressed gas. &lt;br /&gt;
&lt;br /&gt;
[[Dart Gun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jet Harpoon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== High Explosive ==&lt;br /&gt;
High Explosive (HE) is an area-effecting ammunition. Any unit or object within the blast radius will receive some amount of damage.&lt;br /&gt;
&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hydro-Jet Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Torpedo Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Blast Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magna-Pack Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Particle Disturbance Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Phosphor ==&lt;br /&gt;
Also known as Incendiary. Phosphor ammunition creates an area-effect fire. The bonus of this form of ammunition is that it will continue to cause damage per turn until the fire dies out in addition to providing illumination. Phosphor rounds are half as effective underwater as they are on land. &lt;br /&gt;
&lt;br /&gt;
[[Gas Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hydro-Jet Cannon]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Torpedo Launcher]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gauss ==&lt;br /&gt;
Gauss ammunition fires is a high energy bolt at enemy targets with the same speed in or out of water. Gauss ammunition is relatively cheap high-end ammo and can be produced very quickly.   &lt;br /&gt;
&lt;br /&gt;
[[Gauss Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gauss Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Gauss]]&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Sonic ==&lt;br /&gt;
Sonic Ammunition is an alien based technology. It encapsulate a small amount of [[Zrbite]] to power the sonic weapons. Scientists are able to easily reverse engineer them for production.&lt;br /&gt;
&lt;br /&gt;
[[Sonic Pistol]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Blasta Rifle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sonic Cannon]]&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
Unlike the other forms of ammunition, [[Stun]] ammunition doesn&#039;t actually inflict damage to its target. Instead, it will cause them to fall [[unconscious]] until the stun effect has &amp;quot;worn off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Thermal Tazer]]&lt;br /&gt;
[[Thermal Shok Launcher]]&lt;br /&gt;
&lt;br /&gt;
== Drill == &lt;br /&gt;
The alien based drills carry a chip of Zrbite, which provide a tremendous amount of energy that&#039;ll last the operational lifetime of any drill. They do not need any additional ammunition.&lt;br /&gt;
 &lt;br /&gt;
[[Vibroblade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heavy Thermic Lance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=15053</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=15053"/>
		<updated>2008-04-11T12:13:53Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Events which Affect Morale */  Psionic Panic attack added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; Morale scores determine whether they will panic or go berserk in the midst of a bad situation.  Morale for all units is set at 100 at the start of each mission, and can rise or fall depending on events which occur during combat.  &lt;br /&gt;
&lt;br /&gt;
A high [[Bravery]] score will reduce the amount of Morale lost due to bad events, and the presence of a high-[[rank]]ing officer on a mission can reduce Morale penalties as well.  The loss of a high-ranking officer can in turn produce large Morale penalties.&lt;br /&gt;
&lt;br /&gt;
When a unit&#039;s Morale drops below 50, there is a chance it will panic or go berserk.&lt;br /&gt;
&lt;br /&gt;
== Value Ranges ==&lt;br /&gt;
All units, alien and friendly, start with a Morale of 100 at the beginning of combat.  Morale can never go higher than 100 or lower than 0 -- but if it reaches 0, a unit will panic or go berserk, and it will rise by 15 again.&lt;br /&gt;
&lt;br /&gt;
== Events which Affect Morale ==&lt;br /&gt;
* Own unit killed - surviving units lose 0-35 points, dependent on unit bravery, squad leadership, and rank of lost soldier&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses ?? points&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership; soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
* Pain killer administered from a [[Medi-Kit]] - can restore Morale equal to the amount of [[Health]] a soldier has lost&lt;br /&gt;
* [[Psionics|Psionic Panic]] attack- A successful attack causes the target to lose 110 points, less bravery (e.g., a unit with 40 bravery would lose 70 points); chance of success is dictated by Psionic formula&lt;br /&gt;
&lt;br /&gt;
== Effect of Bravery ==&lt;br /&gt;
The base morale a unit loses when a comrade dies is dependent on the surviving unit&#039;s [[Bravery]] as follows:&lt;br /&gt;
&lt;br /&gt;
 Bravery  Morale loss&lt;br /&gt;
     0*      -22&lt;br /&gt;
    10       -20&lt;br /&gt;
    20       -18&lt;br /&gt;
    30       -16&lt;br /&gt;
    40       -14&lt;br /&gt;
    50       -12&lt;br /&gt;
    60       -10&lt;br /&gt;
    70        -8&lt;br /&gt;
    80        -6&lt;br /&gt;
    90        -4&lt;br /&gt;
   100        -2&lt;br /&gt;
   110**       0&amp;lt;br /&amp;gt;&lt;br /&gt;
 * A soldier having a bravery of 0 is impossible, except when editing game files.&lt;br /&gt;
 ** Only tanks and certain aliens can have a Bravery of 110.&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
Having officer on a mission helps in two ways -- they reduce morale loss from negative events, and increase Morale gained from positive events.  Your highest-ranking (surviving) officer&#039;s Morale modifier is always used -- so if a Colonel is killed, and the next-highest-ranking soldier in the squad is a Sergeant, morale loss from the Colonel&#039;s death will still be reduced by 10%.  &lt;br /&gt;
&lt;br /&gt;
However, losing an officer produces higher than usual Morale losses, as shown in the table below below. Losing rookies, squaddies and tanks cause normal amounts of lost Morale.&lt;br /&gt;
&lt;br /&gt;
                           Leadership    Death morale&lt;br /&gt;
                             bonus          loss&lt;br /&gt;
 Tank, Rookie, or Squaddie     0%           x1.0&lt;br /&gt;
 Sergeant                     10%           x1.2&lt;br /&gt;
 Captain                      15%           x1.3&lt;br /&gt;
 Colonel                      20%           x1.5&lt;br /&gt;
 Commander                    35%           x1.75&lt;br /&gt;
&lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x (100% - Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
Since the loss of a Colonel produces Morale loss 1.5 times that of a normal unit, the effective Morale lost in the above scenario will be 1.5 (for the Colonel&#039;s death) * 0.9 (for the surviving Sergeant&#039;s modifier), for a modified Morale penalty of 1.35 times normal.&lt;br /&gt;
&lt;br /&gt;
=== Officer Tactics ===&lt;br /&gt;
* Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, your highest-ranking soldiers should never be in the front line of deployment.&lt;br /&gt;
&lt;br /&gt;
* By using [[XcomUtil]], you can choose to place you your officers in the rear of the transport, and your rookies in the front.&lt;br /&gt;
&lt;br /&gt;
* Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a Blaster Launcher or Mind Probe they can still contribute to the combat.   See [[Rear Commander]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Aliens are subject to the same Morale rules as X-COM units.  Targeting alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the remaining aliens.&lt;br /&gt;
&lt;br /&gt;
== Panicking and Berserking ==&lt;br /&gt;
If a unit&#039;s Morale drops below 50, there is a chance that it will panic or go berserk on the next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic Chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.&lt;br /&gt;
 &lt;br /&gt;
 Morale of 0 guarantees a panic or berserk.&lt;br /&gt;
&lt;br /&gt;
Units which panic may drop whatever is in their hands, run in a random direction (sometimes directly into the path of awaiting enemies), or stand frozen in place.  Units may also go berserk, firing wildly in random directions.  If friendly or alien units are nearby, they may well be hit.&lt;br /&gt;
&lt;br /&gt;
Units at 0 Morale go [[Berserk]] &#039;&#039;&#039;35%&#039;&#039;&#039; of the time, and Panic the other 65% of the time. This percent probably holds true for panics and berserks at higher Morale (&amp;gt;0 and &amp;lt;50), but it has not been tested.&lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;&#039;Berserk soldiers temporarily get 255 TUs&#039;&#039;&#039; (or slightly under that). As a result, they can fire off entire magazines before recovering! The game uses your max TUs to determine firing rates, because it&#039;s percentage based (otherwise the TU increase would have no effect). This also means that rookies will fire more, since they have less max TUs. &#039;&#039;(255 TUs has been demonstrated in the DOS and CE versions and TFTD -- it&#039;s not entirely clear if this happens for the Playstation or Amiga versions. - [[User:NKF|NKF]])&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Psionic Panicking Attacks ==&lt;br /&gt;
There are two kinds of [[psionic]] attacks aliens and Psi-trained soldiers can use: &#039;&#039;Control Unit&#039;&#039; and &#039;&#039;Panic Unit&#039;&#039;.  &#039;&#039;Panic Unit&#039;&#039; attacks are more likely to succeed. A successful psionic panicking attack immediately subtracts:&lt;br /&gt;
     110 - [[Bravery]]&lt;br /&gt;
points from the target&#039;s Morale score. Thus if the target is a towering hero (100 Bravery) only 10 Morale is subtracted; if the target is a cowering worm (10 Bravery, the minimum possible), 100 Morale is subtracted.  For alien Bravery stats, see [[Alien Stats]].&lt;br /&gt;
&lt;br /&gt;
Repeated attacks may be needed to bring a unit&#039;s Morale below 50, where it has a chance of panicking.&lt;br /&gt;
&lt;br /&gt;
== Morale Loss and Bravery Increases ==&lt;br /&gt;
When a unit&#039;s Morale is below 50 but it &#039;&#039;does not&#039;&#039; panic or go berserk, it gains &amp;quot;bravery training&amp;quot;.  Each successfully-resisted panic roll gives the unit an additional ~9% chance of gaining +10 Bravery at the end of the mission, up to a 100% chance after 11 successful resists.  See [[Bravery]] for more details.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Research performed by Hobbes at [http://www.xcomufo.com/forums/index.php?showtopic=5652&amp;amp;pid=99052&amp;amp;st=0&amp;amp;#entry99052 XcomUfo Forums]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Stun&amp;diff=15044</id>
		<title>Stun</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Stun&amp;diff=15044"/>
		<updated>2008-04-10T05:17:31Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* General Information */ Added stun damage from regular weapons as on Talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
A unit&#039;s stun damage is displayed as a grey bar superimposed on the red [[Health]] status bar.  If a unit&#039;s stun damage equals or exceeds its current Health, it will fall unconscious, and be temporarily removed from combat.  See [[Unconscious]] for more details.&lt;br /&gt;
&lt;br /&gt;
Several events can cause stun damage:&lt;br /&gt;
* A [[Stun Rod]] will cause 0-130 points of stun damage.&lt;br /&gt;
* A [[Small Launcher|Stun Bomb]] will cause 0-180 points of stun damage with a direct hit, and less with an indirect hit. Stun from this type of weapon always affects under armor at GZ.&lt;br /&gt;
* Standing in smoke will cause 1-3 points of stun damage per turn (but see [[Incendiary#Quirks]]).  Tanks, X-COM units wearing a [[Power Suit|Power]] or [[Flying Suit]], [[Sectopod]]s, [[Cyberdisc]]s,  [[Floater]]s and [[Zombie]]s are all immune to stun from smoke.&lt;br /&gt;
* Conventional weapons will sometimes inflict a small amount of stun damage on both X-COM and alien units, along with a lot of normal damage. Each hit deals from 0 to damage/4 points of stun damage. This is based on damage &#039;&#039;dealt&#039;&#039; to the target, after the damage is rolled and armour is applied.&lt;br /&gt;
&lt;br /&gt;
Stun decreases at a natural rate of 1 point per turn.  Stimulants from a [[Medi-Kit]] will reduce stun damage by 4 points per dose.&lt;br /&gt;
&lt;br /&gt;
4-space units will never wake up if stunned. [[Cyberdisc]]s, [[Sectopod]]s and [[Reaper]]s are VERY susceptible to Stun Bombs, because damage from the bomb is applied to each section of the unit.  4-space units can be even be knocked unconscious with the lowly Stun Rod, if poked enough. As an added benefit, the Cyberdisc will not go through its normal auto-destruct sequence if taken down with stun.&lt;br /&gt;
&lt;br /&gt;
(Unconcious Cyberdiscs count as &#039;dead&#039; at the end of the mission, but are certainly &#039;live&#039; during the game. Glitch? The only way to research a live one is to interogate alien medics...)&lt;br /&gt;
&lt;br /&gt;
=== Excess Stun Damage ===&lt;br /&gt;
Units can take more stun damage than their total health. In fact, stun level is a stored variable and has a maximum value of 255. Therefore, a Sectoid (with 30 health and 1 for under armor) could receive 100 points of stun beyond its health from the Stun Rod and 150 points from the Stun Bomb. Because units recover from stun at a rate of 1 pt/turn, it could take 100 turns to see that Sectoid recover naturally from the Stun Rod and approximately 150 turns from the Stun Bomb. Stimulant injections can help circumvent the time factor, but a lot of shots are necessary.&lt;br /&gt;
&lt;br /&gt;
==Stun Modifiers==&lt;br /&gt;
&lt;br /&gt;
All units take 100% stun damage, with the following exceptions:&lt;br /&gt;
 &#039;&#039;&#039;Personal Armour:&#039;&#039;&#039;   90%&lt;br /&gt;
 &#039;&#039;&#039;Power/Flying Suit:&#039;&#039;&#039; 80%&lt;br /&gt;
 &#039;&#039;&#039;Ethereal:&#039;&#039;&#039;          80%&lt;br /&gt;
 &#039;&#039;&#039;Chryssalid:&#039;&#039;&#039;        90%&lt;br /&gt;
 &#039;&#039;&#039;Zombie:&#039;&#039;&#039;             0%&lt;br /&gt;
 &#039;&#039;&#039;HWP&#039;s:&#039;&#039;&#039;              0%&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Unconscious]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Stun Rod]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Small Launcher]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Craft&amp;diff=14935</id>
		<title>Talk:Craft</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Craft&amp;diff=14935"/>
		<updated>2008-03-29T06:16:34Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Got some numbers...sorta&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OK! Well past time to theorize on the capabilities of X-Com&#039;s air force. The Interceptor, the fastest thing humans can build in X-Com&#039;s 1998, has a maximum speed of &amp;quot;2100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As Arbitrary Game Balance Units that is obviously incalculable so I will never use AGBUs again. Instead, I will translate variations of English and Metric units into oh-so-fun Mach numbers - the speed of sound. In dry air with a temperature of 21 °C (70 °F) the speed of sound is 1130 feet per second, 1230 kilometers per hour, 770 miles per hour or 344 meters per second. (I know the Skyranger page says that its speed is in &amp;quot;knots&amp;quot;, but Mach 1 is 2277 knots. That makes both craft &#039;&#039;subsonic&#039;&#039;. I&#039;m gonna go change that &#039;&#039;right now&#039;&#039;.) As for the other numbers, in order of increasing speed...&lt;br /&gt;
&lt;br /&gt;
2100 feet per second doesn&#039;t break Mach 2. Come ON! The SR-71 Blackbird(the current record holder for manned supersonic flight) was built in 1964, and it broke Mach 3! (Hmm... the F-100 Super Sabre broke Mach 1 only a decade earlier in 1953... The Roswell crash was in 1945... what if ALL jet aircraft are based on alien technology... Hey! Get that straight jacket off me!)&lt;br /&gt;
&lt;br /&gt;
2100 kilometers per hour STILL doesn&#039;t break Mach 2.&lt;br /&gt;
&lt;br /&gt;
2100 miles per hour doesn&#039;t break Mach 3. A single-seater pseudo-Blackbird after thirty years of development. Joy. Maybe it&#039;s realistic; that would make Lockheed about as good at R&amp;amp;D as another government contractor - NASA. Thirty years to build a better toilet.&lt;br /&gt;
&lt;br /&gt;
2100 meters per second breaks Mach 6. Finally! That&#039;s around the flight regime you&#039;d expect from &amp;quot;dual pulse detonation engines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Thus, in meters per second, the Mach numbers of your craft in X-Com: UFO Defense would be;&lt;br /&gt;
&lt;br /&gt;
Skyranger: 2.2&lt;br /&gt;
&lt;br /&gt;
Interceptor: 6.1&lt;br /&gt;
&lt;br /&gt;
Lightning: 9&lt;br /&gt;
&lt;br /&gt;
Firestorm: 12.2&lt;br /&gt;
&lt;br /&gt;
Avenger: 15.7&lt;br /&gt;
&lt;br /&gt;
The UFOs clock in at;&lt;br /&gt;
&lt;br /&gt;
Small Scout: 6.4&lt;br /&gt;
&lt;br /&gt;
Medium Scout: 7&lt;br /&gt;
&lt;br /&gt;
Large Scout: 7.8&lt;br /&gt;
&lt;br /&gt;
Supply Ship: 9.3&lt;br /&gt;
&lt;br /&gt;
Abductor: 11.6&lt;br /&gt;
&lt;br /&gt;
Harvester: 12.5&lt;br /&gt;
&lt;br /&gt;
Terror Ship: 14&lt;br /&gt;
&lt;br /&gt;
Battleship: 14.5&lt;br /&gt;
&lt;br /&gt;
I have GOT to get me some of these! Somebody call Roland Emmerich! I WANNA SEE THESE BIRDS FIGHT!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Tempting as it is to say you know nothing about anything, I&#039;m just going to say that you have a hideously inflated idea of how fast these craft should be. The [[http://en.wikipedia.org/wiki/SR-71_Blackbird| Blackbird]] was pretty much designed purely for speed at very high altitude (80000 feet in round numbers). At that altitude,the speed of sound is much much lower than at sea level (Density and temperature effects) and its absolute speed was around 1900 knots.&lt;br /&gt;
&lt;br /&gt;
Since the knot or nautical mile is rather longer than a statute or land mile, a speed expressed in knots is &#039;lower&#039; than that speed expressed in mph. The speed of sound is closer to 669 knots than 2100. So even taking the Interceptor&#039;s listed speed as being in knots, it is &#039;&#039;faster&#039;&#039; than the Blackbird and the Skyranger is supersonic.&lt;br /&gt;
&lt;br /&gt;
In any case, if we want to get away from the game&#039;s arbitrary units, the best method is to time various craft as they fly between two given points separated by a well-known distance. Say, crossing the USA from east to west at given latitude.--[[User:Dumas|Dumas]] 20:34, 28 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I get all of my numbers from Wikipedia. But the description of nautical miles seems to have thrown me - not just a different unit of measure, but also a different unit &#039;&#039;being&#039;&#039;  measured. And what do you mean &amp;quot;hideously&amp;quot; inflated? There&#039;s maybe one X-Com base per continent, yet interceptors chase UFOs clear across the planet. Hypersonic speeds seem to be the best way to define that kind of maneuvering - at the very &#039;&#039;least&#039;&#039;. Anyway, keep talking. Constructive criticism is why I started this discussion - I&#039;m just a geek punching keys, and I wanted to visualize the kind of craziness these dogfights would be. --Kalaong 0:16, 29 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The nautical mile is defined as 1852 meters, or one minute of latitude along any meridian (neglecting the funky shape of the Earth). A statute mile is somewhere around 1600 meters. For reference, moving at 2100 knots gets you about 35 &#039;&#039;degrees&#039;&#039; of latitude an hour flying north/south, which is rather more than a third of the distance from either pole to the equator.&lt;br /&gt;
&lt;br /&gt;
You seem to be conflating speed and range. Sure, interceptors can go halfway around the Earth, but how quickly are they doing it? Unless we time a few of the buggers, this is just going in circles. The Skyranger takes &#039;&#039;hours&#039;&#039; to get anywhere and even the Avenger takes a while to get from, say, somewhere in China to Indonesia.&lt;br /&gt;
&lt;br /&gt;
Edit: Just timed a couple short flights. A Firestorm takes one hour and fifteen minutes of game time to fly from Equator to Pole (I have a base in Africa that&#039;s close to the Equator). An Avenger makes the trip in one hour. 90 degrees of latitude (Equator to Pole) is 5400 knots, so I think that taking the craft speeds as being listed in knots is correct.--[[User:Dumas|Dumas]] 23:02, 28 March 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Craft&amp;diff=14934</id>
		<title>Talk:Craft</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Craft&amp;diff=14934"/>
		<updated>2008-03-29T06:12:42Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OK! Well past time to theorize on the capabilities of X-Com&#039;s air force. The Interceptor, the fastest thing humans can build in X-Com&#039;s 1998, has a maximum speed of &amp;quot;2100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As Arbitrary Game Balance Units that is obviously incalculable so I will never use AGBUs again. Instead, I will translate variations of English and Metric units into oh-so-fun Mach numbers - the speed of sound. In dry air with a temperature of 21 °C (70 °F) the speed of sound is 1130 feet per second, 1230 kilometers per hour, 770 miles per hour or 344 meters per second. (I know the Skyranger page says that its speed is in &amp;quot;knots&amp;quot;, but Mach 1 is 2277 knots. That makes both craft &#039;&#039;subsonic&#039;&#039;. I&#039;m gonna go change that &#039;&#039;right now&#039;&#039;.) As for the other numbers, in order of increasing speed...&lt;br /&gt;
&lt;br /&gt;
2100 feet per second doesn&#039;t break Mach 2. Come ON! The SR-71 Blackbird(the current record holder for manned supersonic flight) was built in 1964, and it broke Mach 3! (Hmm... the F-100 Super Sabre broke Mach 1 only a decade earlier in 1953... The Roswell crash was in 1945... what if ALL jet aircraft are based on alien technology... Hey! Get that straight jacket off me!)&lt;br /&gt;
&lt;br /&gt;
2100 kilometers per hour STILL doesn&#039;t break Mach 2.&lt;br /&gt;
&lt;br /&gt;
2100 miles per hour doesn&#039;t break Mach 3. A single-seater pseudo-Blackbird after thirty years of development. Joy. Maybe it&#039;s realistic; that would make Lockheed about as good at R&amp;amp;D as another government contractor - NASA. Thirty years to build a better toilet.&lt;br /&gt;
&lt;br /&gt;
2100 meters per second breaks Mach 6. Finally! That&#039;s around the flight regime you&#039;d expect from &amp;quot;dual pulse detonation engines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Thus, in meters per second, the Mach numbers of your craft in X-Com: UFO Defense would be;&lt;br /&gt;
&lt;br /&gt;
Skyranger: 2.2&lt;br /&gt;
&lt;br /&gt;
Interceptor: 6.1&lt;br /&gt;
&lt;br /&gt;
Lightning: 9&lt;br /&gt;
&lt;br /&gt;
Firestorm: 12.2&lt;br /&gt;
&lt;br /&gt;
Avenger: 15.7&lt;br /&gt;
&lt;br /&gt;
The UFOs clock in at;&lt;br /&gt;
&lt;br /&gt;
Small Scout: 6.4&lt;br /&gt;
&lt;br /&gt;
Medium Scout: 7&lt;br /&gt;
&lt;br /&gt;
Large Scout: 7.8&lt;br /&gt;
&lt;br /&gt;
Supply Ship: 9.3&lt;br /&gt;
&lt;br /&gt;
Abductor: 11.6&lt;br /&gt;
&lt;br /&gt;
Harvester: 12.5&lt;br /&gt;
&lt;br /&gt;
Terror Ship: 14&lt;br /&gt;
&lt;br /&gt;
Battleship: 14.5&lt;br /&gt;
&lt;br /&gt;
I have GOT to get me some of these! Somebody call Roland Emmerich! I WANNA SEE THESE BIRDS FIGHT!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Tempting as it is to say you know nothing about anything, I&#039;m just going to say that you have a hideously inflated idea of how fast these craft should be. The [[http://en.wikipedia.org/wiki/SR-71_Blackbird| Blackbird]] was pretty much designed purely for speed at very high altitude (80000 feet in round numbers). At that altitude,the speed of sound is much much lower than at sea level (Density and temperature effects) and its absolute speed was around 1900 knots.&lt;br /&gt;
&lt;br /&gt;
Since the knot or nautical mile is rather longer than a statute or land mile, a speed expressed in knots is &#039;lower&#039; than that speed expressed in mph. The speed of sound is closer to 669 knots than 2100. So even taking the Interceptor&#039;s listed speed as being in knots, it is &#039;&#039;faster&#039;&#039; than the Blackbird and the Skyranger is supersonic.&lt;br /&gt;
&lt;br /&gt;
In any case, if we want to get away from the game&#039;s arbitrary units, the best method is to time various craft as they fly between two given points separated by a well-known distance. Say, crossing the USA from east to west at given latitude.--[[User:Dumas|Dumas]] 20:34, 28 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I get all of my numbers from Wikipedia. But the description of nautical miles seems to have thrown me - not just a different unit of measure, but also a different unit &#039;&#039;being&#039;&#039;  measured. And what do you mean &amp;quot;hideously&amp;quot; inflated? There&#039;s maybe one X-Com base per continent, yet interceptors chase UFOs clear across the planet. Hypersonic speeds seem to be the best way to define that kind of maneuvering - at the very &#039;&#039;least&#039;&#039;. Anyway, keep talking. Constructive criticism is why I started this discussion - I&#039;m just a geek punching keys, and I wanted to visualize the kind of craziness these dogfights would be. --Kalaong 0:16, 29 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The nautical mile is defined as 1852 meters, or one minute of latitude along any meridian (neglecting the funky shape of the Earth). A statute mile is somewhere around 1600 meters. For reference, moving at 2100 knots gets you about 35 &#039;&#039;degrees&#039;&#039; of latitude an hour flying north/south, which is rather more than a third of the distance from either pole to the equator.&lt;br /&gt;
&lt;br /&gt;
You seem to be conflating speed and range. Sure, interceptors can go halfway around the Earth, but how quickly are they doing it? Unless we time a few of the buggers, this is just going in circles. The Skyranger takes &#039;&#039;hours&#039;&#039; to get anywhere and even the Avenger takes a while to get from, say, somewhere in China to Indonesia.&lt;br /&gt;
&lt;br /&gt;
Edit: Just timed a short flight. A Firestorm takes a bit over an hour of game time to fly from Equator to Pole (I have a base in Africa that&#039;s cloes to the Equator), which implies that the speeds might actually be in knots. The individual craft articles give maximum flight times that can be useful here if we can get some good routes for measuring flight distance..--[[User:Dumas|Dumas]] 23:02, 28 March 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Craft&amp;diff=14933</id>
		<title>Talk:Craft</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Craft&amp;diff=14933"/>
		<updated>2008-03-29T06:02:50Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OK! Well past time to theorize on the capabilities of X-Com&#039;s air force. The Interceptor, the fastest thing humans can build in X-Com&#039;s 1998, has a maximum speed of &amp;quot;2100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As Arbitrary Game Balance Units that is obviously incalculable so I will never use AGBUs again. Instead, I will translate variations of English and Metric units into oh-so-fun Mach numbers - the speed of sound. In dry air with a temperature of 21 °C (70 °F) the speed of sound is 1130 feet per second, 1230 kilometers per hour, 770 miles per hour or 344 meters per second. (I know the Skyranger page says that its speed is in &amp;quot;knots&amp;quot;, but Mach 1 is 2277 knots. That makes both craft &#039;&#039;subsonic&#039;&#039;. I&#039;m gonna go change that &#039;&#039;right now&#039;&#039;.) As for the other numbers, in order of increasing speed...&lt;br /&gt;
&lt;br /&gt;
2100 feet per second doesn&#039;t break Mach 2. Come ON! The SR-71 Blackbird(the current record holder for manned supersonic flight) was built in 1964, and it broke Mach 3! (Hmm... the F-100 Super Sabre broke Mach 1 only a decade earlier in 1953... The Roswell crash was in 1945... what if ALL jet aircraft are based on alien technology... Hey! Get that straight jacket off me!)&lt;br /&gt;
&lt;br /&gt;
2100 kilometers per hour STILL doesn&#039;t break Mach 2.&lt;br /&gt;
&lt;br /&gt;
2100 miles per hour doesn&#039;t break Mach 3. A single-seater pseudo-Blackbird after thirty years of development. Joy. Maybe it&#039;s realistic; that would make Lockheed about as good at R&amp;amp;D as another government contractor - NASA. Thirty years to build a better toilet.&lt;br /&gt;
&lt;br /&gt;
2100 meters per second breaks Mach 6. Finally! That&#039;s around the flight regime you&#039;d expect from &amp;quot;dual pulse detonation engines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Thus, in meters per second, the Mach numbers of your craft in X-Com: UFO Defense would be;&lt;br /&gt;
&lt;br /&gt;
Skyranger: 2.2&lt;br /&gt;
&lt;br /&gt;
Interceptor: 6.1&lt;br /&gt;
&lt;br /&gt;
Lightning: 9&lt;br /&gt;
&lt;br /&gt;
Firestorm: 12.2&lt;br /&gt;
&lt;br /&gt;
Avenger: 15.7&lt;br /&gt;
&lt;br /&gt;
The UFOs clock in at;&lt;br /&gt;
&lt;br /&gt;
Small Scout: 6.4&lt;br /&gt;
&lt;br /&gt;
Medium Scout: 7&lt;br /&gt;
&lt;br /&gt;
Large Scout: 7.8&lt;br /&gt;
&lt;br /&gt;
Supply Ship: 9.3&lt;br /&gt;
&lt;br /&gt;
Abductor: 11.6&lt;br /&gt;
&lt;br /&gt;
Harvester: 12.5&lt;br /&gt;
&lt;br /&gt;
Terror Ship: 14&lt;br /&gt;
&lt;br /&gt;
Battleship: 14.5&lt;br /&gt;
&lt;br /&gt;
I have GOT to get me some of these! Somebody call Roland Emmerich! I WANNA SEE THESE BIRDS FIGHT!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Tempting as it is to say you know nothing about anything, I&#039;m just going to say that you have a hideously inflated idea of how fast these craft should be. The [[http://en.wikipedia.org/wiki/SR-71_Blackbird| Blackbird]] was pretty much designed purely for speed at very high altitude (80000 feet in round numbers). At that altitude,the speed of sound is much much lower than at sea level (Density and temperature effects) and its absolute speed was around 1900 knots.&lt;br /&gt;
&lt;br /&gt;
Since the knot or nautical mile is rather longer than a statute or land mile, a speed expressed in knots is &#039;lower&#039; than that speed expressed in mph. The speed of sound is closer to 669 knots than 2100. So even taking the Interceptor&#039;s listed speed as being in knots, it is &#039;&#039;faster&#039;&#039; than the Blackbird and the Skyranger is supersonic.&lt;br /&gt;
&lt;br /&gt;
In any case, if we want to get away from the game&#039;s arbitrary units, the best method is to time various craft as they fly between two given points separated by a well-known distance. Say, crossing the USA from east to west at given latitude.--[[User:Dumas|Dumas]] 20:34, 28 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I get all of my numbers from Wikipedia. But the description of nautical miles seems to have thrown me - not just a different unit of measure, but also a different unit &#039;&#039;being&#039;&#039;  measured. And what do you mean &amp;quot;hideously&amp;quot; inflated? There&#039;s maybe one X-Com base per continent, yet interceptors chase UFOs clear across the planet. Hypersonic speeds seem to be the best way to define that kind of maneuvering - at the very &#039;&#039;least&#039;&#039;. Anyway, keep talking. Constructive criticism is why I started this discussion - I&#039;m just a geek punching keys, and I wanted to visualize the kind of craziness these dogfights would be. --Kalaong 0:16, 29 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The nautical mile is defined as 1852 meters, or one minute of latitude along any meridian (neglecting the funky shape of the Earth). A statute mile is somewhere around 1600 meters. For reference, moving at 2100 knots gets you about 35 &#039;&#039;degrees&#039;&#039; of latitude an hour flying north/south, which is rather more than a third of the distance from either pole to the equator.&lt;br /&gt;
&lt;br /&gt;
You seem to be conflating speed and range. Sure, interceptors can go halfway around the Earth, but how quickly are they doing it? Unless we time a few of the buggers, this is just going in circles. The Skyranger takes &#039;&#039;hours&#039;&#039; to get anywhere and even the Avenger takes a while to get from, say, somewhere in China to Indonesia.--[[User:Dumas|Dumas]] 23:02, 28 March 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Craft&amp;diff=14930</id>
		<title>Talk:Craft</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Craft&amp;diff=14930"/>
		<updated>2008-03-29T03:34:55Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OK! Well past time to theorize on the capabilities of X-Com&#039;s air force. The Interceptor, the fastest thing humans can build in X-Com&#039;s 1998, has a maximum speed of &amp;quot;2100&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As Arbitrary Game Balance Units that is obviously incalculable so I will never use AGBUs again. Instead, I will translate variations of English and Metric units into oh-so-fun Mach numbers - the speed of sound. In dry air with a temperature of 21 °C (70 °F) the speed of sound is 1130 feet per second, 1230 kilometers per hour, 770 miles per hour or 344 meters per second. (I know the Skyranger page says that its speed is in &amp;quot;knots&amp;quot;, but Mach 1 is 2277 knots. That makes both craft &#039;&#039;subsonic&#039;&#039;. I&#039;m gonna go change that &#039;&#039;right now&#039;&#039;.) As for the other numbers, in order of increasing speed...&lt;br /&gt;
&lt;br /&gt;
2100 feet per second doesn&#039;t break Mach 2. Come ON! The SR-71 Blackbird(the current record holder for manned supersonic flight) was built in 1964, and it broke Mach 3! (Hmm... the F-100 Super Sabre broke Mach 1 only a decade earlier in 1953... The Roswell crash was in 1945... what if ALL jet aircraft are based on alien technology... Hey! Get that straight jacket off me!)&lt;br /&gt;
&lt;br /&gt;
2100 kilometers per hour STILL doesn&#039;t break Mach 2.&lt;br /&gt;
&lt;br /&gt;
2100 miles per hour doesn&#039;t break Mach 3. A single-seater pseudo-Blackbird after thirty years of development. Joy. Maybe it&#039;s realistic; that would make Lockheed about as good at R&amp;amp;D as another government contractor - NASA. Thirty years to build a better toilet.&lt;br /&gt;
&lt;br /&gt;
2100 meters per second breaks Mach 6. Finally! That&#039;s around the flight regime you&#039;d expect from &amp;quot;dual pulse detonation engines&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Thus, in meters per second, the Mach numbers of your craft in X-Com: UFO Defense would be;&lt;br /&gt;
&lt;br /&gt;
Skyranger: 2.2&lt;br /&gt;
&lt;br /&gt;
Interceptor: 6.1&lt;br /&gt;
&lt;br /&gt;
Lightning: 9&lt;br /&gt;
&lt;br /&gt;
Firestorm: 12.2&lt;br /&gt;
&lt;br /&gt;
Avenger: 15.7&lt;br /&gt;
&lt;br /&gt;
The UFOs clock in at;&lt;br /&gt;
&lt;br /&gt;
Small Scout: 6.4&lt;br /&gt;
&lt;br /&gt;
Medium Scout: 7&lt;br /&gt;
&lt;br /&gt;
Large Scout: 7.8&lt;br /&gt;
&lt;br /&gt;
Supply Ship: 9.3&lt;br /&gt;
&lt;br /&gt;
Abductor: 11.6&lt;br /&gt;
&lt;br /&gt;
Harvester: 12.5&lt;br /&gt;
&lt;br /&gt;
Terror Ship: 14&lt;br /&gt;
&lt;br /&gt;
Battleship: 14.5&lt;br /&gt;
&lt;br /&gt;
I have GOT to get me some of these! Somebody call Roland Emmerich! I WANNA SEE THESE BIRDS FIGHT!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Tempting as it is to say you know nothing about anything, I&#039;m just going to say that you have a hideously inflated idea of how fast these craft should be. The [[http://en.wikipedia.org/wiki/SR-71_Blackbird| Blackbird]] was pretty much designed purely for speed at very high altitude (80000 feet in round numbers). At that altitude,the speed of sound is much much lower than at sea level (Density and temperature effects) and its absolute speed was around 1900 knots.&lt;br /&gt;
&lt;br /&gt;
Since the knot or nautical mile is rather longer than a statute or land mile, a speed expressed in knots is &#039;lower&#039; than that speed expressed in mph. The speed of sound is closer to 669 knots than 2100. So even taking the Interceptor&#039;s listed speed as being in knots, it is &#039;&#039;faster&#039;&#039; than the Blackbird and the Skyranger is supersonic.&lt;br /&gt;
&lt;br /&gt;
In any case, if we want to get away from the game&#039;s arbitrary units, the best method is to time various craft as they fly between two given points separated by a well-known distance. Say, crossing the USA from east to west at given latitude.--[[User:Dumas|Dumas]] 20:34, 28 March 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Units_(TFTD)&amp;diff=14844</id>
		<title>Terror Units (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Units_(TFTD)&amp;diff=14844"/>
		<updated>2008-03-23T16:31:43Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Just as in the [[Terror Units|First Alien War]], the various alien races will occasionally attack civilian targets. This time, the aliens target cruise ships, cargo ships, ports, and tropical resorts. Each race will be accompanied by specific terror units, which can change depending on whether the mission is above or underwater. Later in the game, [[Mixed Crew]] terror missions will appear in which a Tasoth crew is accompanied by other races&#039; terror units. This can be an opportunity to obtain live specimens for research.&lt;br /&gt;
&lt;br /&gt;
Terror units can also be found guarding Alien Colonies, but these will invariably be Hallucinoids and Tentaculats accompanying either Tasoths and Aquatoids or Lobstermen.&lt;br /&gt;
&lt;br /&gt;
== Terror Unit Types ==&lt;br /&gt;
&lt;br /&gt;
 TFTD Species   Terror Unit&lt;br /&gt;
 ------------   -----------&lt;br /&gt;
 [[Aquatoid]]       [[Hallucinoid]] underwater and [[Calcinite]] on land&lt;br /&gt;
 [[Gillman]]        [[Xarquid]] underwater, or [[Deep One]] on land&lt;br /&gt;
 [[Tasoth]]         [[Triscene]] and [[Bio-Drone]] on land&lt;br /&gt;
 [[Lobsterman|Lobstermen]]     [[Bio-Drone]] and [[Tentaculat]] underwater&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Submarines&amp;diff=14843</id>
		<title>Alien Submarines</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Submarines&amp;diff=14843"/>
		<updated>2008-03-23T16:27:16Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Fixed Battleship link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;USOs&#039;&#039;&#039; used by the aliens are big, blocky, shapes which resemble sea creatures and lack most forms of aerodynamics. They are able to dive and fly at breakneck speeds through the power of [[Zrbite]] and the resiliency of [[Aqua Plastics]].  USOs come in a variety of forms ranging from the tiny Survey Ships right up to the massive Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
USOs are the aliens&#039; sole method to move around Earth, and collect resources, so in theory, it would be possible to halt the alien advance if [[X-COM]] could maintain absolute naval superiority. Earth&#039;s forces do not initially have the resources required for such a task, and even if it becomes possible, the aliens have an vast resource supply and will not be set back by a war of attrition. In addition, alien undercover agents will continue to erode Earth&#039;s defenses from the inside.&lt;br /&gt;
&lt;br /&gt;
Despite this, commanders should still down as many USOs as possible. At the very least, it may slow the aliens down some. &lt;br /&gt;
&lt;br /&gt;
==USO Overview==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! Craft !! Size !! Max&amp;lt;br&amp;gt;Speed !! Weapon&amp;lt;br&amp;gt;Power !! Weapon&amp;lt;br&amp;gt;Range !! Damage&amp;lt;br&amp;gt;Capacity !! UFO&amp;lt;br&amp;gt;Grounded&amp;lt;br&amp;gt; points !! ~Crew !! ~Loot&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Survey Ship]] ||Very Small || 2,000 || 0 || 0 || 60 || 50|| 1 || 500k&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Escort]] || Small || 2,800 || 30 || 13 || 300 || 75 || 6 || 1.8M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Cruiser]] || Small || 2,600 || 25 || 35 || 300 || 125 || 9 || 2.2M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Heavy Cruiser]] || Medium || 3,800 || 60 || 20 || 450 || 250 || 15 || 3.5M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Hunter]] || Medium || 4,500 || 50 || 18 || 500 || 250 || 13 || 3.6M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Fleet Supply Cruiser]] || Large || 3,400 || 70 || 38 || 2,000 || 400 || 15 || 5.7M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Battleship (TFTD)|Battleship]] || Large || 4,200 || 120 || 50 || 1,400 || 500 || 9+5 || 5.0M&lt;br /&gt;
|- align=&amp;quot;right&amp;quot;&lt;br /&gt;
| [[Dreadnought]] || Very Large || 4,800 || 140 || 60 || 3,400 || 700 || 16+3 || 8.5M&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Comments:&lt;br /&gt;
* The figures given in the in-game [[UFOpaedia]] are a factor of 8 too high. The values in this table have been corrected so they are comparable to [[Sub_Armaments|Sub Armament]] ranges.&lt;br /&gt;
* Crew numbers depend on difficulty level as well as luck. Your mileage will vary.&lt;br /&gt;
* The monetary value of recovering such a USO if you sell almost everything. As this includes dead bodies and their former gear, the figure given may serve merely as rough orientation.&lt;br /&gt;
&lt;br /&gt;
== Weapons vs. USOs ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;80%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Craft&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vmax&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Barracuda]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Manta]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hammerhead]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4030&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Leviathan]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;80%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Armament&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Range (km)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Accuracy&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Reload Time (s)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Shots&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Gas Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;AJAX&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D.U.P. Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gauss Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sonic Oscillator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;P.W.T. Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
If your craft is faster, the USO cannot escape; if your weapons have a higher range than the USO, you&#039;ll be entirely safe from return fire.&lt;br /&gt;
&lt;br /&gt;
* Sonic Oscillators can safely be used (even by Barracudas) against any USOs except Dreadnoughts.  Even against Dreadnoughts, Sonic Oscillators are better than P.W.T. Launchers because a minimum of &#039;&#039;four&#039;&#039; P.W.T.-armed craft are required to down a Dreadnought.&lt;br /&gt;
&lt;br /&gt;
== Subs vs. USOs ==&lt;br /&gt;
&lt;br /&gt;
* The Barracuda can always be used effectively against Survey Ships, for the Barracuda is faster.&lt;br /&gt;
* The Manta is faster than all USOs EXCEPT the Dreadnought.&lt;br /&gt;
* The Hammerhead can intercept all USOs except the Hunter, the Battleship, and the Dreadnought, which must slow down in order for the Hammerhead to catch up.&lt;br /&gt;
* The Leviathan is 1000 speed units faster than even the mighty Dreadnought and can intercept all alien USOs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{USOs}}&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mixed_Crew&amp;diff=14842</id>
		<title>Mixed Crew</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mixed_Crew&amp;diff=14842"/>
		<updated>2008-03-23T16:19:18Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Mix of races in Alien Colonies */ Aquatoids also appear topside&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mixed crew classification means that there will be a mixture of all aliens. It will be primarily a [[Tasoth]] crew, with additional supporting aliens from any of the other crew types and their respective terror units. A mixed crew can also bring terror units that are normally only found on sea-based USO recovery and alien installation assault missions onto land-based missions. For example, [[Xarquid]]s can sometimes be found on shipping lane missions.&lt;br /&gt;
&lt;br /&gt;
If you missed capturing an alien, such as the [[Deep One]] or [[Calcinite]] and have gone without the technologies that they provide for many months, these aliens will often make a reappearance in mixed crew land based missions, allowing you another chance to capture them.&lt;br /&gt;
&lt;br /&gt;
== Mix of races in Alien Colonies== &lt;br /&gt;
&lt;br /&gt;
The way alien bases are crewed in TFTD differs slightly from UFO. Where UFO bases will be manned and supplied by the same species as the construction crew, TFTD colonies are operated with a mixture of alien types. &lt;br /&gt;
&lt;br /&gt;
Alien colonies are not manned by a mix of crews in the same sense that the mixed crew USOs are. Instead, they will have a unique selection of crews for the supply runs, who defends the topside section of the colony, and who will man the interior of the colony. &lt;br /&gt;
&lt;br /&gt;
The crew of the supply ships will be the same as the crew of the aliens that established the colony. So if [[Gillman|Gillmen]] do the scouting and construction of the colony, they will also be responsible for the supply runs. &lt;br /&gt;
&lt;br /&gt;
The topside of the colony is always manned by [[Tasoth]] and [[Aquatoid|Aquatoids]], accompanied by [[Tentaculat]]s and [[Hallucinoid]]s. &lt;br /&gt;
&lt;br /&gt;
The interior section of the colony is always manned by [[Lobsterman|Lobstermen]] and [[Tentaculat]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Units_(TFTD)&amp;diff=14841</id>
		<title>Terror Units (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Units_(TFTD)&amp;diff=14841"/>
		<updated>2008-03-23T16:18:42Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Terror Unit Types ==&lt;br /&gt;
&lt;br /&gt;
Just as in the [[Terror Units|First Alien War]], the various alien races will occasionally attack civilian targets. This time, the aliens target cruise ships, cargo ships, ports, and tropical resorts. Each race will be accompanied by specific terror units, which can change depending on whether the mission is above or underwater. Later in the game, [[Mixed Crew]] terror missions will appear in which a Tasoth crew is accompanied by other races&#039; terror units. This can be an opportunity to obtain live specimens for research.&lt;br /&gt;
&lt;br /&gt;
Terror units can also be found guarding Alien Colonies, but these will invariably be Hallucinoids and Tentaculats accompanying either Tasoths and Aquatoids or Lobstermen.&lt;br /&gt;
&lt;br /&gt;
 TFTD Species   Terror Unit&lt;br /&gt;
 ------------   -----------&lt;br /&gt;
 [[Aquatoid]]       [[Hallucinoid]] underwater and [[Calcinite]] on land&lt;br /&gt;
 [[Gillman]]        [[Xarquid]] underwater, or [[Deep One]] on land&lt;br /&gt;
 [[Tasoth]]         [[Triscene]] and [[Bio-Drone]] on land&lt;br /&gt;
 [[Lobsterman|Lobstermen]]     [[Bio-Drone]] and [[Tentaculat]] underwater&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tasoth&amp;diff=14787</id>
		<title>Tasoth</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tasoth&amp;diff=14787"/>
		<updated>2008-03-18T07:12:26Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Linked to Damage Modifiers page. Tasoths have quite a few&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tasoth usually appear late, they have a lot of health and a number of [[Damage_Modifiers_%28TFTD%29#Susceptible_to...|defensive bonuses]] (column 7 of the table) which enable them to take a lot of punishment. Fortunately, they don&#039;t have special resistant to any weapon and you should already have enough heavy weapon like [[Sonic Cannon]] by the time Tasoth appear. Still, they are fast and Tasoth Squad Leader even has Molecular Control ability. They&#039;re possibly the most dangerous alien race encountered during [[Second Alien War]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEVER&#039;&#039;&#039; research the Tasoth Commander. There&#039;s no reason to - and as of the last patch, they should no longer appear on the research list. They can block the T&#039;Leth research. See [[TRTBAG#The Tasoth Commander Trap|The Tasoth Commander Trap]] for more detail.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               56-97&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            125-135&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            100-148&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         80-108&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          70-86&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           60-80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   21-105&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 62&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        40-49&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     30-62&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Tasoth.png|right|Tasoth]]These agile and fast enemies are a mainstay of the alien army. Hundreds are birthed in massive breeding vats deep in the heart of the Alien colonies.&lt;br /&gt;
&lt;br /&gt;
Vastly more powerful than a man, the Tasoth is a true alien and its behaviour and carnivorous nature unmatched on the planet. The Tasoth often forms the spearhead of an alien attack and never seems to shrink from the fight even in the face of overwhelming odds. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:TasothAutopsy.png|right|Tasoth Autopsy]]Dissection revealed a cybernetic organism possessed of strange power. Inside the body cavity is a small power unit, but no indentifiable organs.&lt;br /&gt;
&lt;br /&gt;
The power is transmitted throughout the body by a Bio-electric transmission system. The whole body lacks bones or any other supporting structure. Once dead the power stops and the creature becomes a lifeless rag doll of oozing alien flesh and fluids. The only other internal construction is a pair of ceramic cells, which if energised briefly revive the creature. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Triscene]]&lt;br /&gt;
* [[Bio-Drone]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Lobster_Man&amp;diff=14785</id>
		<title>Lobster Man</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Lobster_Man&amp;diff=14785"/>
		<updated>2008-03-18T07:05:06Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               56-112&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            90-125&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-148&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         60-108&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          70-86&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80-90&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   21-87&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 62&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        N/A&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     35-62&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Lobsterman.png|right|Lobsterman]]This is a staggering creatures, taller than a man and boasting six limbs, it resembles nothing more than an aquatic Demon. The similarities between this creature and the Earth lobster have earned it the nickname of Lobsterman with the X-Com troops.&lt;br /&gt;
&lt;br /&gt;
This is a behemoth of the deep. A carefully designed fighting creature of incredible strength and practically invulnerable to missile fire. Its pincers alone can crush steel. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:LobstermanAutopsy.png|right|Lobsterman Autopsy]]Once past its virtually indestructible shell the creature is an amazing construction.  Powerful muscles ripple around a titanium skeleton, a sophisticated targeting system with multi-band scanning ability is hooked directly into the creature&#039;s brain. Its multiple eyes are protected by harder than steel plastics and it is clear that when well deployed by their masters these creatures are all but unstoppable.&lt;br /&gt;
&lt;br /&gt;
Buried deep in its body are devices of unknown construction and function. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
Big meaty claws and an accursedly thick carapace immune to most of your starting weapons, and that includes the Sonic Cannon. Agents have emptied entire clips at them and hardly dented the shell. Fearsome, but...&lt;br /&gt;
&lt;br /&gt;
There are talk of soldiers which eat hearty after Lobsterman encounters.  Individuals questioned always deny allegations, but many bases which are close to frequent lobsterman activity sites have been known to stock condiments normally associated with lobster dinners.&lt;br /&gt;
&lt;br /&gt;
On a related note, bases in the region of Japan are famous for &amp;quot;misplacing&amp;quot; Xarquid corpses. A new form of sushi from the mollusk family has also recently appeared in the area. DNA tests and investigations are pending.&lt;br /&gt;
&lt;br /&gt;
Lobsterman &#039;&#039;(singular)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lobstermen &#039;&#039;(plural)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: There are no Lobsterwomen.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
The Lobsterman threat was finally countered by a desperate but effective strategy: melee combat with power tools. &lt;br /&gt;
*Melee with [[Thermal Tazer]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The first time I faced a Lobsterman, practically nothing in my arsenal could so much as dent him. And I think I was playing on easy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Later, I realized that the humble freeze rod is a melee weapon and thus effective on them. Which is great, since you won&#039;t get to research those drills until LATE in the game. In fact, you might want to still stick with the freeze rod, since they take extra damage from stun as well as melee! - Jasonred&#039;&#039;&lt;br /&gt;
*Melee with [[Vibroblade]] or [[Thermic Lance]]. &amp;quot;Hot-knife-through-butter&amp;quot; comes to mind. Mmm, melted butter and lobster...&lt;br /&gt;
*The best non-nuke &#039;&#039;ranged&#039;&#039; weapon against Lobstermen is the [[Thermal Shok Launcher]]. Don&#039;t forget to drop a grenade on the sleeping seafood if you want more kills for your rookies.&lt;br /&gt;
*Other ranged weapons are very ineffective against Lobstermen. Three or four shots from a [[Sonic Cannon]] might only stun them.&lt;br /&gt;
*If coming up against an unexpected lobsterman (as in, a random Small spacecraft with a few lobstermen in it, earlier in the game than expected) and you are not prepared, it is advisable to abort the mission. (You will lose many. I have lost 4 rookies to a lobsterman before.) If you HAVE to kill it, I would recommend a [[Torpedo Launcher]], loaded with Hi-Ex rounds.&lt;br /&gt;
&lt;br /&gt;
As default, a Lobster Man receives some large [[Damage_Modifiers_%28TFTD%29|defensive bonuses]].&lt;br /&gt;
Most importantly, damage from Sonic weapons is reduced by 50%, Gauss weapons by 70%, and explosives by 70%. However, Lobstermen take double damage from hand-to-hand weapons.&lt;br /&gt;
&lt;br /&gt;
They are not capable of Molecular Control and only have average MC resistance.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Bio-Drone]]&lt;br /&gt;
* [[Tentaculat]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Lobster_Man&amp;diff=14784</id>
		<title>Lobster Man</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Lobster_Man&amp;diff=14784"/>
		<updated>2008-03-18T07:04:47Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Tactics */ Removed incorrect damage modifiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               56-112&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            90-125&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-148&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         60-108&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          70-86&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80-90&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   21-87&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 62&lt;br /&gt;
 &#039;&#039;&#039;M.C. Skill:&#039;&#039;&#039;        N/A&lt;br /&gt;
 &#039;&#039;&#039;M.C. Strength:&#039;&#039;&#039;     35-62&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Lobsterman.png|right|Lobsterman]]This is a staggering creatures, taller than a man and boasting six limbs, it resembles nothing more than an aquatic Demon. The similarities between this creature and the Earth lobster have earned it the nickname of Lobsterman with the X-Com troops.&lt;br /&gt;
&lt;br /&gt;
This is a behemoth of the deep. A carefully designed fighting creature of incredible strength and practically invulnerable to missile fire. Its pincers alone can crush steel. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:LobstermanAutopsy.png|right|Lobsterman Autopsy]]Once past its virtually indestructible shell the creature is an amazing construction.  Powerful muscles ripple around a titanium skeleton, a sophisticated targeting system with multi-band scanning ability is hooked directly into the creature&#039;s brain. Its multiple eyes are protected by harder than steel plastics and it is clear that when well deployed by their masters these creatures are all but unstoppable.&lt;br /&gt;
&lt;br /&gt;
Buried deep in its body are devices of unknown construction and function. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
Big meaty claws and an accursedly thick carapace immune to most of your starting weapons, and that includes the Sonic Cannon. Agents have emptied entire clips at them and hardly dented the shell. Fearsome, but...&lt;br /&gt;
&lt;br /&gt;
There are talk of soldiers which eat hearty after Lobsterman encounters.  Individuals questioned always deny allegations, but many bases which are close to frequent lobsterman activity sites have been known to stock condiments normally associated with lobster dinners.&lt;br /&gt;
&lt;br /&gt;
On a related note, bases in the region of Japan are famous for &amp;quot;misplacing&amp;quot; Xarquid corpses. A new form of sushi from the mollusk family has also recently appeared in the area. DNA tests and investigations are pending.&lt;br /&gt;
&lt;br /&gt;
Lobsterman &#039;&#039;(singular)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lobstermen &#039;&#039;(plural)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: There are no Lobsterwomen.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
The Lobsterman threat was finally countered by a desperate but effective strategy: melee combat with power tools. &lt;br /&gt;
*Melee with [[Thermal Tazer]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The first time I faced a Lobsterman, practically nothing in my arsenal could so much as dent him. And I think I was playing on easy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Later, I realized that the humble freeze rod is a melee weapon and thus effective on them. Which is great, since you won&#039;t get to research those drills until LATE in the game. In fact, you might want to still stick with the freeze rod, since they take extra damage from stun as well as melee! - Jasonred&#039;&#039;&lt;br /&gt;
*Melee with [[Vibroblade]] or [[Thermic Lance]]. &amp;quot;Hot-knife-through-butter&amp;quot; comes to mind. Mmm, melted butter and lobster...&lt;br /&gt;
*The best non-nuke &#039;&#039;ranged&#039;&#039; weapon against Lobstermen is the [[Thermal Shok Launcher]]. Don&#039;t forget to drop a grenade on the sleeping seafood if you want more kills for your rookies.&lt;br /&gt;
*Other ranged weapons are very ineffective against Lobstermen. Three or four shots from a [[Sonic Cannon]] might only stun them.&lt;br /&gt;
*If coming up against an unexpected lobsterman (as in, a random Small spacecraft with a few lobstermen in it, earlier in the game than expected) and you are not prepared, it is advisable to abort the mission. (You will lose many. I have lost 4 rookies to a lobsterman before.) If you HAVE to kill it, I would recommend a [[Torpedo Launcher]], loaded with Hi-Ex rounds.&lt;br /&gt;
&lt;br /&gt;
As default, a Lobster Man receives some large [[[Damage_Modifiers_%28TFTD%29|defensive bonuses]].&lt;br /&gt;
Most importantly, damage from Sonic weapons is reduced by 50%, Gauss weapons by 70%, and explosives by 70%. However, Lobstermen take double damage from hand-to-hand weapons.&lt;br /&gt;
&lt;br /&gt;
They are not capable of Molecular Control and only have average MC resistance.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Bio-Drone]]&lt;br /&gt;
* [[Tentaculat]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Damage_Modifiers_(TFTD)&amp;diff=14783</id>
		<title>Talk:Damage Modifiers (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Damage_Modifiers_(TFTD)&amp;diff=14783"/>
		<updated>2008-03-18T07:04:40Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Lobstermen Question */ Edited Lobsterman page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About the blades in TFTD, they are listed as Armor Piercing. Now, which damage type is effective for them AP or Blade? Or is it a combination? I also wonder about their damage range, is it 0-200% as with the guns?&lt;br /&gt;
&lt;br /&gt;
- [[User:Mega|mega]]&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
Regarding OSG vs executable stats, it might be worth pointing out the differences in case a well meaning type comes along to &amp;quot;fix&amp;quot; the &amp;quot;errors&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 01:45, 6 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lobstermen Question ==&lt;br /&gt;
The [[Lobsterman]] article lists very different damage modifiers. Which set is correct?&lt;br /&gt;
&lt;br /&gt;
From Lobsterman article:&lt;br /&gt;
* Armour Piercing damage reduced by 80% &lt;br /&gt;
* Phosphor damage reduced by 60% &lt;br /&gt;
* Explosive damage reduced by 50% &lt;br /&gt;
* Gauss damage reduced by 60% &lt;br /&gt;
* Sonic damage reduced by 50% &lt;br /&gt;
* Stun damage reduced by 20% (however one Stun bomb does the job)&lt;br /&gt;
&lt;br /&gt;
From this table:&lt;br /&gt;
* Armour Piercing damage reduced by 80% &lt;br /&gt;
* Phosphor damage reduced by 70% &lt;br /&gt;
* Explosive damage reduced by 70% &lt;br /&gt;
* Gauss damage reduced by 70% &lt;br /&gt;
* Sonic damage reduced by 50% &lt;br /&gt;
* Stun damage increased by 10%&lt;br /&gt;
--[[User:Dumas|Dumas]] 06:03, 17 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: There might have been an error at the time the table in the lobsterman page was created. The cross reference table at the bottom lists the actual values that have been obtained from the game executable. These will be the correct values. &lt;br /&gt;
&lt;br /&gt;
: It might be an idea to revise the Lobsterman&#039;s page and remove the modifiers, and instead link to this section for reference. -[[User:NKF|NKF]] 21:51, 17 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: That sounds good. I&#039;ve left in the three weapon types people are most likely to be using against Lobstermen (Gauss, Sonic, and Explosive), though.--[[User:Dumas|Dumas]] 00:04, 18 March 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Item_Destruction_Table_(TFTD)&amp;diff=14765</id>
		<title>Item Destruction Table (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Item_Destruction_Table_(TFTD)&amp;diff=14765"/>
		<updated>2008-03-17T13:33:46Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Just some reminders on damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the damage that must be done by an explosive weapon to destroy a given object.  Listed from most fragile objects to most durable and indestructible.&lt;br /&gt;
&lt;br /&gt;
Note: The Sonic Pulser, Magna-Pack Explosive, Particle Disturbance Grenade, and Magna-Blast Grenade have negative values for the amount of power needed to destroy them, making them effectively indestructible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Damage needed to destroy&lt;br /&gt;
|-&lt;br /&gt;
|X-Com Corpses&lt;br /&gt;
|0(any explosion)&lt;br /&gt;
|-&lt;br /&gt;
|Civilian Male Corpse&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|All items not listed&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Small alien corpses&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Hydro Jet Cannon clips&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Flare&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Phosphorous Torpedo&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Disrupter Pulse Launcher&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Pistol&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Gas Cannon clips&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|All Sonic weaponry and clips EXCEPT Sonic Pistol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Small and Large torpedoes&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Thermal Shok Bomb&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Disrupter Pulse Torpedo&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Gauss weapon clips&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Dye Grenade&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|Magna-Blast Grenade&lt;br /&gt;
|(-)106&lt;br /&gt;
|-&lt;br /&gt;
|Particle Grenade&lt;br /&gt;
|(-)106&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Pulser&lt;br /&gt;
|(-)106&lt;br /&gt;
|-&lt;br /&gt;
|Magna-Pack Explosive&lt;br /&gt;
|(-)116&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Explosions#Explosive Damage to Walls and Objects|Explosive weapons]] do 50% of average damage to items on the ground (adjusted for distance from ground zero). In addition, objects can only be destroyed by explosions with strength greater than the values in the table. These are the damage values versus objects for various weapons at ground zero:&lt;br /&gt;
&lt;br /&gt;
*[[Gas Cannon#Ammo Statistics|Gas Cannon HE rounds]]: 32.5&lt;br /&gt;
*[[Hydro-Jet Cannon#Ammo Statistics|Hydro-Jet Cannon HE rounds]]: 25&lt;br /&gt;
*[[Torpedo Launcher#Ammo Statistics|Small HE Torpedoes]]: 40&lt;br /&gt;
*Large HE Torpedoes: 45&lt;br /&gt;
*[[Magna-Blast Grenade]]: 25&lt;br /&gt;
*[[Magna-Pack Explosive]]: 50&lt;br /&gt;
*[[Particle Disturbance Grenade]]: 35&lt;br /&gt;
*[[Sonic Pulser]]: 60&lt;br /&gt;
*[[Disrupter Pulse Launcher]]: 100&lt;br /&gt;
&lt;br /&gt;
*[[Coelacanth/Aqua_Jet|Coelacanth Torpedoes]]: 45&lt;br /&gt;
*[[Displacer/PWT|Displace Pulse Wave Torpedoes]]: 70&lt;br /&gt;
&lt;br /&gt;
[[Category:data tables]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Item_Destruction_Table_(TFTD)&amp;diff=14764</id>
		<title>Item Destruction Table (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Item_Destruction_Table_(TFTD)&amp;diff=14764"/>
		<updated>2008-03-17T13:16:45Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Added to Data Tables category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the damage that must be done by an explosive weapon to destroy a given object.  Listed from most fragile objects to most durable and indestructible.&lt;br /&gt;
&lt;br /&gt;
Note: The Sonic Pulser, Magna-Pack Explosive, Particle Disturbance Grenade, and Magna-Blast Grenade have negative values for the amount of power needed to destroy them, making them effectively indestructible.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Damage needed to destroy&lt;br /&gt;
|-&lt;br /&gt;
|X-Com Corpses&lt;br /&gt;
|0(any explosion)&lt;br /&gt;
|-&lt;br /&gt;
|Civilian Male Corpse&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|All items not listed&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Small alien corpses&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|Hydro Jet Cannon clips&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Flare&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Phosphorous Torpedo&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Disrupter Pulse Launcher&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Pistol&lt;br /&gt;
|45&lt;br /&gt;
|-&lt;br /&gt;
|Gas Cannon clips&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|All Sonic weaponry and clips EXCEPT Sonic Pistol&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Small and Large torpedoes&lt;br /&gt;
|50&lt;br /&gt;
|-&lt;br /&gt;
|Thermal Shok Bomb&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Disrupter Pulse Torpedo&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
|Gauss weapon clips&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Dye Grenade&lt;br /&gt;
|110&lt;br /&gt;
|-&lt;br /&gt;
|Magna-Blast Grenade&lt;br /&gt;
|(-)106&lt;br /&gt;
|-&lt;br /&gt;
|Particle Grenade&lt;br /&gt;
|(-)106&lt;br /&gt;
|-&lt;br /&gt;
|Sonic Pulser&lt;br /&gt;
|(-)106&lt;br /&gt;
|-&lt;br /&gt;
|Magna-Pack Explosive&lt;br /&gt;
|(-)116&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:data tables]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_Modifiers_(TFTD)&amp;diff=14763</id>
		<title>Damage Modifiers (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_Modifiers_(TFTD)&amp;diff=14763"/>
		<updated>2008-03-17T13:07:01Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* &amp;#039;&amp;#039;&amp;#039;Vulnerable to...&amp;#039;&amp;#039;&amp;#039; */ Table states Lobstermen take 110% Stun damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Damage Modifiers =&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Vulnerable to...&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Phosphor/Fire&#039;&#039;&#039;&lt;br /&gt;
     Hallucinoid         170%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;High Explosive&#039;&#039;&#039;&lt;br /&gt;
     Tentaculat          150%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sonic&#039;&#039;&#039;&lt;br /&gt;
     Tasoth              120%&lt;br /&gt;
     Deep One            110%&lt;br /&gt;
     Gill Man            110%&lt;br /&gt;
     Calcinite           110%&lt;br /&gt;
     Tentaculat          110%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Stun(Freeze)&#039;&#039;&#039;&lt;br /&gt;
     Tasoth              110%&lt;br /&gt;
     Tentaculat          110%&lt;br /&gt;
     Lobsterman          110%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Drill&#039;&#039;&#039;&lt;br /&gt;
     Lobsterman          200%&lt;br /&gt;
     Unarmored Soldier   160%&lt;br /&gt;
     Civilian            160%&lt;br /&gt;
     Aquatoid            160%&lt;br /&gt;
     Xarquid             145%&lt;br /&gt;
     Deep One            120%&lt;br /&gt;
     Gill Man            120%&lt;br /&gt;
     Plastic Aqua Armor  120%&lt;br /&gt;
     Ion Armor           110%&lt;br /&gt;
     Magnetic Ion Armor  110%&lt;br /&gt;
     Tentaculat          110%&lt;br /&gt;
     Triscene            110%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Electric Shock&#039;&#039;&#039;&lt;br /&gt;
     Unarmored Soldier   150%&lt;br /&gt;
     Civilian            150%&lt;br /&gt;
     Bio-Drone           120%&lt;br /&gt;
     Plastic Aqua Armor  110%&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Resistant to...&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Armor Piercing&#039;&#039;&#039;&lt;br /&gt;
     Bio-Drone          95%&lt;br /&gt;
     Deep One           90%&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Plastic Aqua Armor 90%&lt;br /&gt;
     Ion Armor          80%&lt;br /&gt;
     Magnetic Ion Armor 80%&lt;br /&gt;
     Tasoth             80%&lt;br /&gt;
     Tentaculat         80%&lt;br /&gt;
     Hallucinoid        60%&lt;br /&gt;
     Lobsterman         20%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Phosphor/Fire&#039;&#039;&#039;&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Deep One           90%&lt;br /&gt;
     Calcinite          90%&lt;br /&gt;
     Plastic Aqua Armor 80%&lt;br /&gt;
     Xarquid            60%&lt;br /&gt;
     Bio-Drone          40%&lt;br /&gt;
     Tasoth             40%&lt;br /&gt;
     Lobsterman         30%&lt;br /&gt;
     Ion Armor           0%&lt;br /&gt;
     Magnetic Ion Armor  0%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;High Explosive&#039;&#039;&#039;&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Tasoth             90%&lt;br /&gt;
     Ion Armor          80%&lt;br /&gt;
     Magnetic Ion Armor 80%&lt;br /&gt;
     Bio-Drone          80%&lt;br /&gt;
     Deep One           80%&lt;br /&gt;
     Hallucinoid        70%&lt;br /&gt;
     Xarquid            60%&lt;br /&gt;
     Lobsterman         30%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Gauss&#039;&#039;&#039;&lt;br /&gt;
     Deep One           90%&lt;br /&gt;
     Calcinite          90%&lt;br /&gt;
     Tentaculat         90%&lt;br /&gt;
     Plastic Aqua Armor 80%&lt;br /&gt;
     Hallucinoid        80%&lt;br /&gt;
     Triscene           80%&lt;br /&gt;
     Ion Armor          70%&lt;br /&gt;
     Magnetic Ion Armor 70%&lt;br /&gt;
     Tasoth             70%&lt;br /&gt;
     Xarquid            70%&lt;br /&gt;
     Bio-Drone          60%&lt;br /&gt;
     Lobsterman         30%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sonic&#039;&#039;&#039;&lt;br /&gt;
     Ion Armor          90%&lt;br /&gt;
     Magnetic Ion Armor 90%&lt;br /&gt;
     Xarquid            90%&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
     Lobsterman         50%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Stun(Freeze)&#039;&#039;&#039;&lt;br /&gt;
     Xarquid            90%&lt;br /&gt;
     Triscene           90%&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Drill&#039;&#039;&#039;&lt;br /&gt;
     Tasoth             90%&lt;br /&gt;
     Bio-Drone          80%&lt;br /&gt;
     Calcinite          80%&lt;br /&gt;
     Hallucinoid        60%&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Shock&#039;&#039;&#039;&lt;br /&gt;
     Deep One            0%&lt;br /&gt;
     Gill Man            0%&lt;br /&gt;
     Tasoth              0%&lt;br /&gt;
     Calcinite           0%&lt;br /&gt;
     Tentaculat          0%&lt;br /&gt;
     Lobsterman          0%&lt;br /&gt;
     Xarquid             0%&lt;br /&gt;
     Hallucinoid         0%&lt;br /&gt;
     Triscene            0%&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Susceptible to...&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;80%&amp;quot; {{StdCenterTable}}&amp;gt;&lt;br /&gt;
		&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th rowspan=&amp;quot;2&amp;quot;&amp;gt;Ammo Type&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th colspan=&amp;quot;14&amp;quot;&amp;gt;Damage Modifier Category&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
		&amp;lt;tr{{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;0&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;1&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;2&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;3&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;4&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;5&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;6&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;7&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;8&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;9&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;10&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;11&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;12&amp;lt;/th&amp;gt;&lt;br /&gt;
		&amp;lt;th&amp;gt;13&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Armour Piercing&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Incendiary&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;170&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;High-Explosive&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Gauss&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Sonic&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Stun(Freeze)&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Drill&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;145&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;Electric Shock&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 &amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
Please note that these are the actual numbers taken directly from the executable, which the game uses. The numbers from the Official Strategy Guide are incorrect.&lt;br /&gt;
&lt;br /&gt;
(For those interested in changing/hacking the creature damage modifiers, they are located in the Tactical.exe near the end of the file, preceded directly by the decimal variable &amp;quot;26&amp;quot;. They are listed in left to right order, using the table above as a reference - in groups of 14 variables for each ammo type. Each variable is separated by a &amp;quot;0&amp;quot;, which may indicate they are actually 2-byte variables.) &lt;br /&gt;
&lt;br /&gt;
The Numbers listed below are a reference to the damage chart above (there are 14 sets of damage modifiers, numbered 0-13). The creature entries listed in the Geoscape.exe have a variable which points to which set of damage modifiers the creature uses.&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Column !! Unit Type(s)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0&#039;&#039;&#039; || Terrain.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || Unarmored Soldiers, Civilians, Aquatoids, Zombies.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || Plastic Aqua Armor.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || Ion Armor and Magnetic Ion Armor.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || SWS&#039;s and Displacers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || Deep One.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || Gill Man.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || Tasoth.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8&#039;&#039;&#039; || Calcinite.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039; || Tentaculat.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039; || Lobsterman.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;11&#039;&#039;&#039; || Xarquid and Bio-Drone.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;12&#039;&#039;&#039; || Hallucinoid.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;13&#039;&#039;&#039; || Triscene.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: SWS and Displacer damage modifiers are not shown in the Official Strategy Guide.&lt;br /&gt;
&lt;br /&gt;
[[Category:data tables]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Damage_Modifiers_(TFTD)&amp;diff=14762</id>
		<title>Talk:Damage Modifiers (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Damage_Modifiers_(TFTD)&amp;diff=14762"/>
		<updated>2008-03-17T13:03:08Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Lobstermen Question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;About the blades in TFTD, they are listed as Armor Piercing. Now, which damage type is effective for them AP or Blade? Or is it a combination? I also wonder about their damage range, is it 0-200% as with the guns?&lt;br /&gt;
&lt;br /&gt;
- [[User:Mega|mega]]&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
Regarding OSG vs executable stats, it might be worth pointing out the differences in case a well meaning type comes along to &amp;quot;fix&amp;quot; the &amp;quot;errors&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 01:45, 6 January 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lobstermen Question ==&lt;br /&gt;
The [[Lobsterman]] article lists very different damage modifiers. Which set is correct?&lt;br /&gt;
&lt;br /&gt;
From Lobsterman article:&lt;br /&gt;
* Armour Piercing damage reduced by 80% &lt;br /&gt;
* Phosphor damage reduced by 60% &lt;br /&gt;
* Explosive damage reduced by 50% &lt;br /&gt;
* Gauss damage reduced by 60% &lt;br /&gt;
* Sonic damage reduced by 50% &lt;br /&gt;
* Stun damage reduced by 20% (however one Stun bomb does the job)&lt;br /&gt;
&lt;br /&gt;
From this table:&lt;br /&gt;
* Armour Piercing damage reduced by 80% &lt;br /&gt;
* Phosphor damage reduced by 70% &lt;br /&gt;
* Explosive damage reduced by 70% &lt;br /&gt;
* Gauss damage reduced by 70% &lt;br /&gt;
* Sonic damage reduced by 50% &lt;br /&gt;
* Stun damage increased by 10%&lt;br /&gt;
--[[User:Dumas|Dumas]] 06:03, 17 March 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gauss_Rifle&amp;diff=14761</id>
		<title>Gauss Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gauss_Rifle&amp;diff=14761"/>
		<updated>2008-03-17T12:58:16Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Comparison to UFO Mirror: Laser Rifle */ Added link to damage modifiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
A further development in Gauss weaponry, the Gauss Rifle offers more power over the Gauss Pistol, at the expense of a smaller clip.  The most powerful weapon in the war that can be fired on auto, the Gauss Rifle has a place in the armory of almost any X-Com base.  Effective against most aliens, with a decent clip size and easy-to-acquire ammunition, some of these should be kept around for that &#039;just in case&#039; situation where auto-fire will come in handy.&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO Mirror: [[Laser Rifle]]==&lt;br /&gt;
&lt;br /&gt;
Again, another step back.  While the Laser Rifle was one of the best weapons in the game, the Gauss Rifle can&#039;t even hope to close in on that title.  Firing costs are up in all modes, and the limited ammo makes this weapon less useful.  Accuracy may be up in Auto mode, but all other accuracies are the same.  The loss of unlimited ammo is another major minus.  While it keeps the same power as the Laser Rifle, that and the slight accuracy boost in Auto mode can&#039;t hope to save this weapon from its weak points. Worse, [[Damage_Modifiers_%28TFTD%29|many aliens]] have significant resistance to Gauss damage. Notably, Tasoths take only 70% damage and Lobstermen take 30%. All alien units in the first game took full damage from Laser weapons and [[Sectopod|Sectopods]] took 150%.&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
[[Image:Gauss_rifle.gif|frame|The Gauss Rifle.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 1 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 50% Auto&lt;br /&gt;
** 65% Snapshot&lt;br /&gt;
** 100% Aimed&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 40% Auto&lt;br /&gt;
** 30% Snapshot&lt;br /&gt;
** 60% Aimed&lt;br /&gt;
* Selling Cost: $36,900&lt;br /&gt;
* Build Cost: $20,000&lt;br /&gt;
** 400 Technician Hours&lt;br /&gt;
** Required Workspace: 3&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
[[Image:Gauss_rifle_clip.gif|frame|The Gauss Rifle clip.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gauss Rifle Clip&#039;&#039;&#039;&lt;br /&gt;
* Size: 1 high x 1 wide&lt;br /&gt;
* Damage: 60 Gauss Beam&lt;br /&gt;
* Ammo Capacity: 15&lt;br /&gt;
* Selling Cost: $1,950&lt;br /&gt;
* Build Cost: $2,000&lt;br /&gt;
** 45 Technician Hours&lt;br /&gt;
** Required Workspace: 4&lt;br /&gt;
&lt;br /&gt;
==USOpaedia==&lt;br /&gt;
&lt;br /&gt;
* A step beyond the Gauss pistol, the rifle packs a real punch, with its twin particle accelerators. Replacing the Elerium powered Plasma system, we have utilised a micro particle accelerator that generates a stream of anti-protons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Gauss Pistol]]&lt;br /&gt;
* [[Heavy Gauss]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sonic_Cannon&amp;diff=14760</id>
		<title>Sonic Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sonic_Cannon&amp;diff=14760"/>
		<updated>2008-03-17T12:38:20Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Comparison to UFO Mirror: Heavy Plasma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
The Sonic Cannon is an incredibly powerful weapon which can kill even heavily armored humans in simply a single shot.  While it is not used often at first, it soon becomes the mainstay of the alien armament.&lt;br /&gt;
&lt;br /&gt;
The weapon&#039;s lethality is only tempered by it&#039;s smaller clip and the fact that firing a shot takes several seconds for power to build in the resonance chamber.  An alien(or soldier) armed with the Sonic Cannon can generally not be counted on to fire more than one shot per turn.  However, one shot is usually more than enough to finish off whatever it hits.&lt;br /&gt;
&lt;br /&gt;
As a Sonic weapon, the Sonic Cannon lacks auto-fire.  However, it is an excellent heavy weapon, and can generally take down whatever you will need it to, so long as you can get around the low ammo clip and the fact that you can only fire it twice per turn.  Aimed fire is recommended.&lt;br /&gt;
&lt;br /&gt;
==Comparison to UFO Mirror: [[Heavy Plasma]]==&lt;br /&gt;
&lt;br /&gt;
Lacking auto fire and the massive clip of it&#039;s ancestor, the Sonic Cannon nonetheless stands out as a useful weapon.  The inhuman power of the weapon allows its use against all but the [[Lobsterman|toughest aliens]].  While the clip is small, the damage per shot more than makes up for it, and the accuracy is highest of any weapon in the game.  If only firing wasn&#039;t so much slower.&lt;br /&gt;
&lt;br /&gt;
Where it really falls down is base defense. The smaller clip, lack of auto fire, and high TU cost of firing unfortunately make the Sonic Cannon much less suitable for garrison use than the Heavy Plasma if one uses less-than-stellar troops for base defense. The way the math works out, with the values chosen for weapon accuracy, a three-round burst generally has a high chance of getting at least one hit than a single aimed shot.&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
[[Image:SonicCannon.gif|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Cannon&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 80% Snapshot&lt;br /&gt;
** 115% Aimed&lt;br /&gt;
&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 50% Snapshot&lt;br /&gt;
** 70% Aimed&lt;br /&gt;
&lt;br /&gt;
* Selling Cost: $171,600&lt;br /&gt;
* Build Cost: $122,000&lt;br /&gt;
** Aqua Plastics: 1&lt;br /&gt;
** Zrbite: 0&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
[[Image:SonicCannonClip.gif|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Cannon Clip&#039;&#039;&#039;&lt;br /&gt;
* Size: 1 high x 1 wide&lt;br /&gt;
* Damage: 130 Sonic&lt;br /&gt;
* Ammo Capacity: 10&lt;br /&gt;
* Selling Cost: $9,590&lt;br /&gt;
* Build Cost: $6,000&lt;br /&gt;
** Aqua Plastics: 0&lt;br /&gt;
** Zrbite: 3&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Sonic_Pistol|Sonic Pistol]]&lt;br /&gt;
* [[Sonic_Blasta_Rifle|Sonic Blasta Rifle]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Calcinite&amp;diff=14528</id>
		<title>Calcinite</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Calcinite&amp;diff=14528"/>
		<updated>2008-02-29T11:14:45Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A terror unit that may accompany the Aquatoids on land missions. Fortunately, while its diving suit makes a good disguise, no Terror mission involves civilian aquanauts. So unless you have an agent obsessed with yellow diving suits (and refuses to take off his helmet on land), there should be no problem identifying this armored blob. The creature&#039;s corpse also provide information needed to study melee weapons like the [[Vibroblade]]. Unfortunately for the scientists, [[Aquatoid]]s don&#039;t enjoy terror missions much and X-Com commanders may not encounter this green blob until late in the game when [[mixed crew]] missions occur.&lt;br /&gt;
&lt;br /&gt;
== Live Specimen ==&lt;br /&gt;
[[Image:Calc.PNG|right|Calcinite]]In the diving suits of lost mariners, these aliens stalk the seabed for the unwary. A vicious swipe by the creature&#039;s stronger than steel claws can be enough to send the best divers to the bottom.&lt;br /&gt;
&lt;br /&gt;
A gelatinous green form can be seen swirling around in the face mask. No hint of the real creature can be divined from the often lethal encounters we have had with them. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:CalciniteAutopsy.png|right|Calcinite Autopsy]]Once the armoured suit is stripped away the Calcinite is revealed to be a huge amorphous blob of protoplasm. No visible brain, limbs or sensory organs exist, a small metallic component resides deep in the liquid body.&lt;br /&gt;
&lt;br /&gt;
Once dead we can only guess at the creature&#039;s nature. An inexplicable enigma of our alien enemies. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Life Forms (TFTD)|Alien Life Forms]]&lt;br /&gt;
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]&lt;br /&gt;
* [[Terror_Units_(TFTD)|Terror Units]]&lt;br /&gt;
* [[Hallucinoid]]&lt;br /&gt;
* [[Aquatoid]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Aliens (TFTD)}}&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Country_Funding_(EU)&amp;diff=13008</id>
		<title>Country Funding (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Country_Funding_(EU)&amp;diff=13008"/>
		<updated>2007-10-05T15:16:50Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Monthly Funding Change */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Funding you get from the council of funding nations is at first a critical part in offsetting your maintenance costs.&lt;br /&gt;
&lt;br /&gt;
==Starting Funding==&lt;br /&gt;
Each game your starting monthly funding will be roughly $6 million, although the balance of which countries and areas it comes from can change to some extent from game to game. It can be worth checking this out when you start, as although commonly the first two areas to build bases in are Europe and North America, for some games you may find India, China, and Japan are all near their maximum levels and might want to take precedence in getting coverage before North America, especially if the US is contributing close to their minimum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;&#039;&#039;&#039;Country&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;&#039;&#039;&#039;Low Funding*&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;&#039;&#039;&#039;High Funding*&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;&#039;&#039;&#039;Average Funding**&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;USA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;893&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Russia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;230&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;460&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;338&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UK&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;240&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;480&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;353&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;France&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;640&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;473&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Germany&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;368&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Italy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;233&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Spain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;140&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;280&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;203&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;China&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;245&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;490&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;360&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Japan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;593&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;India&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;218&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Brazil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;443&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Australia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;280&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;560&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;413&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Nigeria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;180&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;360&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;263&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;S Africa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;310&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;620&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;458&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Egypt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;320&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;233&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Canada&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;220&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;158&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;These are not minimum or maximums, which can be around 100 higher or lower than these values, but the chance of getting values outside the range given grows exponentially&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Note the average is not the midpoint between the high and low funding, partly because of the distribution, and also because values below the low funding value are more common&lt;br /&gt;
&lt;br /&gt;
For further details on how these values are generated see the [http://www.xcomufo.com/forums/index.php?showtopic=7424 xcomufo thread discussing it]&lt;br /&gt;
&lt;br /&gt;
==Monthly Funding Change==&lt;br /&gt;
Each month the council will demand a progress report from you, and once they have received it they will convene and make a group decision on whether to increase, decrease or hold steady the funding level. This is based on the [[scoring|monthly rating]] which factors in both XCOMs overall mission successes and failures both in the air and on ground assaults, they also count against you overall alien activity that was allowed to proceed, although mere aliens flying around the map will make only very small impacts, one good mission will totally overwhelm it, at least in the early months. Successfully completed alien missions, especially [[Terror Mission]]s, will have much more impact though. &lt;br /&gt;
&lt;br /&gt;
After the council has made its group decision, the majority of countries will follow the councils lead and adjust their funding in line with that. A few countries may consider their situation exceptional, due to either very good or bad localised performance by XCOM, the presence of an [[Alien_Missions#Alien_Base|alien base]] on their territory, a terror mission that succeeded, etc.&lt;br /&gt;
&lt;br /&gt;
It is possible for countries that are seeing particularly high alien activity to sign a pact with the aliens, in which case they will pull out of the council at the end of the month and cease funding you completely. Clearly this is something to be avoided, so it is important to ensure you note any high levels of alien activity in an area and react to it. One of the best things to do is to deliberately try to [[UFO Interception|shoot down UFOs]] inside nearby countries&#039; borders, rather than in neutral territory, if possible as both successful interceptions and then any [[UFO Crash Recovery|recovery mission]] will both help placate that countries government.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Country Satisfaction&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Funding Change compared to last month&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Happy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;+5 to 20%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Satisfied&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;No change &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Unhappy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; -5 to 20%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sign Pact&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-100%, and will remain at 0 for rest of game &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[DIPLOM.DAT]] - Stores the current and past years funding, the monthly change, and other related information&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.xcomufo.com/forums/index.php?showtopic=7424 Starting Funding], which contains Zombie&#039;s great thread on XcomUfo.&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod&amp;diff=12117</id>
		<title>Sectopod</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod&amp;diff=12117"/>
		<updated>2007-07-30T16:22:32Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:sectopod.png|right|Sectopod]]&lt;br /&gt;
The &#039;&#039;&#039;Sectopod&#039;&#039;&#039; &amp;quot;Walker&amp;quot; is, perhaps, one of the most dangerous terror units X-COM has come up against. Their armour is nearly impervious to all weapons fire, but they appear to be vulnerable to [[Weapons#Laser Technology|lasers]].&lt;br /&gt;
&lt;br /&gt;
Sectopods are seen in the company of [[Ethereal]]s in base defenses and terror missions. Beware, their weapon is a powerful laser with autofire capability, which can make short work of any enemy of the Sectopod in seconds.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
Every Sectopod is nearly completely identical and is built not only for self-sufficient commands and operation, but also psychic/psionic manipulation -- an Ethereal could potentially control a Sectopod as if it were it&#039;s own body, from millions of miles away.&lt;br /&gt;
&lt;br /&gt;
If X-COM ground forces encounter Sectopods on Earth, it will usually be during a [[Base Defense]], [[Alien Base Assault]], or [[Terror Mission]]. Terror attacks by [[Ethereal]]s are the most dangerous for both [[Civilian]]s and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against Sectopods.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               62-72&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            96&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-105&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         64-75&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          90-105&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           110&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   30-70&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      100-116&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;            100 Laser&lt;br /&gt;
 &#039;&#039;&#039;Accuracy-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            75%&lt;br /&gt;
   &#039;&#039;&#039;Auto:&#039;&#039;&#039;            50%&lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           110%&lt;br /&gt;
 &#039;&#039;&#039;TUs-&#039;&#039;&#039;&lt;br /&gt;
   &#039;&#039;&#039;Snap:&#039;&#039;&#039;            30%&lt;br /&gt;
   &#039;&#039;&#039;Auto:&#039;&#039;&#039;            35%&lt;br /&gt;
   &#039;&#039;&#039;Aimed:&#039;&#039;&#039;           60%&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:sectopodautopsy.png|right|Sectopod, Disassembled]]&lt;br /&gt;
The Sectopod appears to be capable of self-sustained propulsion and attack. Its &amp;quot;brain&amp;quot;, whilst small compared to modern electronics, is incredibly powerful. It is anywhere from 5 to 10, to even 20 times as powerful as standard Earth processors. This may be a machine, but it is a machine with near sentience although its intelligence is supressed so that it does not start thinking of its own accord.&lt;br /&gt;
&lt;br /&gt;
There are signs of specialised biomechanical components, which may be used to psionically remotely control the Sectopod. Unlike the Sectoid&#039;s Cyberdisks, the Sectopod&#039;s power module is far more robust and as such, despite our best attempts, the module cannot and will not explode, except where immense amounts of energy are involved.&lt;br /&gt;
&lt;br /&gt;
Whilst it is nearly impervious to most damage types, its &amp;quot;screen&amp;quot; has the &amp;quot;unfortunate&amp;quot; effect of amplifying lasers that strike, making them do considerable amounts of damage to the circuitry and mechanical &amp;quot;brain&amp;quot;. The Sectopod is elerium powered.&lt;br /&gt;
&lt;br /&gt;
[Jasonred] : The game explains that its &amp;quot;Sensing circuitry is particularly vulnerable to laser fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 14:26, 15 April 2006 (PDT)] : Bad sci-fi idea,I laughed when I saw it first.Laser is after all,radiation stimulated super-dense light.If it&#039;s vulnerable to this,how can PLASMA,matter with 15000 Grad Celsius shrugged off?&lt;br /&gt;
:I guess that it&#039;s armor is thick enough that neither plasma&#039;s nor laser&#039;s heat would effect it. But spark from laser make it&#039;s sensor circuit mess-up and since it&#039;s quite powerful, Ethereal program it to shutdown the system once sensor damaged to prevent friendly-fire.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
* Sectopods take 80% damage from high explosives and plasma, and 150% from laser. Combined with their strong armour, even the [[Heavy Plasma]] will have a difficult time taking down a Sectopod.&lt;br /&gt;
&lt;br /&gt;
* Some commanders keep [[Tank/Laser Cannon]]s on hand to deal with Sectopods.  The turret laser&#039;s high power, combined with the Sectopods vulnerability to lasers, encourages troops to keep laser tanks on hand when it would otherwise be scrapped in favour of hovertanks.&lt;br /&gt;
&lt;br /&gt;
* The Sectopod&#039;s turret, although masquerading as a plasma weapon, is really a laser weapon. This explains how the sectopod can self-kill themselves so easily during partial mind control. A quickly-made-up excuse would be that they are &#039;green&#039; lasers.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Ethereal]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien life forms]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Dumas&amp;diff=9944</id>
		<title>User talk:Dumas</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Dumas&amp;diff=9944"/>
		<updated>2007-02-04T22:55:50Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random Speculation spun out at ungodly hours:&lt;br /&gt;
&lt;br /&gt;
1) Based on the autopsy image, I am inclined to believe that Ethereals are a caste or offshoot of the Sectoid race. Their bodies have atrophied as their psionic powers improved.&lt;br /&gt;
&lt;br /&gt;
2) Sectopods were originally designed as counter-insurrection weapons. Their heavy armour and firepower, along with their resistance to plasma fire, point in this direction. The use of laser weaponry may point to a certain degree of infighting amongst the Ethereals.&lt;br /&gt;
&lt;br /&gt;
3) UFOs use shields similar to Star Trek deflector shields instead of armoured hulls. As pointed out in-game, alien propulsion is based on gravity waves, as are deflector shields. Also, the Supply Ship is much larger than an Avenger, yet its hull and interior structures contain only 1/6 more Alloy (141 vs 120). This may also account for the tendency of even small UFOs to land almost intact after being shot down. An exploded power unit is usually the only major damage (well, aside from damage caused by exploding Elerium and navigation consoles). Also note the fact that a Blaster Bomb can pierce a standard UFO hull, but not an Avenger hull.&lt;br /&gt;
&lt;br /&gt;
This can be explained by positing a relatively thin and fragile hull reinforced by strong forcefields. These fields can only absorb so much energy (read: weapon impacts) and an overload would have adverse effects on the power source.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) Stun bombs function via some sort of energy discharge related to whatever powers alien psi powers that interferes with nerve impulses, causing unconsciousness in humans and alien races with similar nervous systems (surprisingly many, though certain hints suggest this is no coincidence). Sectopods and Cyberdisks, though robotic, use a control system remarkably similar to organic brains (or at least can be affected by psionics). Naturally, since human HWPs have no organic components, they are affected by neither psionics nor stun bombs.&lt;br /&gt;
&lt;br /&gt;
--[[User:Dumas|Dumas]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics&amp;diff=9943</id>
		<title>Squad Composition and Tactics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Squad_Composition_and_Tactics&amp;diff=9943"/>
		<updated>2007-02-04T22:48:01Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Scouts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Assigning roles ==&lt;br /&gt;
&lt;br /&gt;
Specific roles (such as scout, sniper, heavy weapons, psi, etc.) are largely dependent on your soldiers&#039; stats.  &lt;br /&gt;
&lt;br /&gt;
=== Scouts ===&lt;br /&gt;
&lt;br /&gt;
After securing the landing zone during deployment (making sure all nearby aliens are killed, and establishing a front line), you should expand the secured zone using scouts (see [[Sweeping the Battlescape]]).  Some commanders prefer using trained scouts (high [[Reactions]] and [[TU]]s); others prefer cannon fodder (poor stats).  Aliens will often shoot from unseen locations, making high stats irrelevant, and even a soldier with terrible stats can take advantage of the [[Reaction fire triggers#mutual_surprise|mutual surprise rule]].  &lt;br /&gt;
&lt;br /&gt;
[[Heavy_Weapons_Platforms|Tanks]] make excellent scouts due to their high mobility (70 or 100 TUs, depending on the type) and relative hardiness.  They are also easily replaced, unlike veteran troops.  However, in the early part of the game, funds are very limited, and replacing a few rookies is far less expensive than replacing a tank.&lt;br /&gt;
&lt;br /&gt;
The soldiers at the front of the transport must perform scout duties during deployment, which is probably the highest-risk stage of combat.  Throwing a [[Smoke Grenade]] at the base of the ramp before deploying helps to reduce this risk (do not deploy until Turn 2, after the grenade has detonated).  If alien(s) are visible from the front of the transport, they should be killed immediately.&lt;br /&gt;
&lt;br /&gt;
The order on the Soldier screen back at base determines the order of troop placement in the transport.  It is unfortunate to have a highly-skilled veteran at the front of the craft, where they are most likely to get killed.  One strategy to prevent this is to reserve the first 6-8 soldiers on the list for base defense duty.  As your front-most troops gain experience, you can assign these reserves to the transport; they will be placed up front.&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] can be used to rearrange the order of your troops.&lt;br /&gt;
&lt;br /&gt;
=== Snipers ===&lt;br /&gt;
&lt;br /&gt;
[[Scouting|Scout/Sniper tactics]] are among the most effective tactics in the entire game.  Although it is desirable to have snipers with high [[Firing Accuracy]], any soldier which can safely fire upon an alien from beyond visual range is a good sniper.&lt;br /&gt;
&lt;br /&gt;
If your squad has a mix of low- and high-power weapons (generally [[Laser Rifle]]s and [[Heavy Plasma]]s), give the best weapons to the troops with the highest Firing Accuracy.&lt;br /&gt;
&lt;br /&gt;
=== Spotters ===&lt;br /&gt;
&lt;br /&gt;
One effective tactic is to place several soldiers facing a door (see [[Reaction_Training#UFO_exit_ambush|UFO exit ambush]]).  These soldiers should have high [[Reactions]] -- ideally, higher than the Reactions of the aliens they face, although this may not always be possible.&lt;br /&gt;
&lt;br /&gt;
Placing a [[Smoke Grenade]] in front of a UFO door can enhance the ambush tactic: if your spotters are 10-15 squares away from door, aliens will not be able to spot them until they have walked through the smoke cloud, using up their TUs and lowering their [[Reaction fire formula|current Reaction level]], making them easy targets.&lt;br /&gt;
&lt;br /&gt;
=== Heavy weapons ===&lt;br /&gt;
&lt;br /&gt;
In the early game, heavy weapons duty should be restricted to soldiers that have 40+ [[Strength]].  A loaded [[Rocket Launcher]] with 3 Heavy Rockets weighs 42 units total (see [[TU#Encumbrance|Encumbrance]] and [[Item Weights]]).  &lt;br /&gt;
&lt;br /&gt;
Heavy weapons units are good for [[Destroying Terrain|clearing terrain]] and for attacking heavily-armored units such as [[Cyberdisc]]s.&lt;br /&gt;
&lt;br /&gt;
In the later game, your heavy weapons units will probably carry [[Blaster Launcher]]s.  [[Rear Commander]]s make effective Blaster troops.&lt;br /&gt;
&lt;br /&gt;
Although not strictly a &amp;quot;heavy weapon&amp;quot;, equipping two or more soldiers with a [[Small Launcher]] during the stage of the game when you are trying to capture an alien Navigator, Leader, or Commander is highly recommended (see [[Research#The Minimum Three]]).&lt;br /&gt;
&lt;br /&gt;
=== Veterans and rookies ===&lt;br /&gt;
&lt;br /&gt;
The better stats a soldier has, the less danger you will want to expose him or her to.  High-ranking soldiers should be left in or near the transport for [[Morale]] reasons (see [[Rear Commander]]).  a [[Mind Probe]] or two can be useful in the hands of Rear Commanders.   Soldiers with the poorest stats should be given the most dangerous duty: for instance, they should be the first unit sent into a UFO.&lt;br /&gt;
&lt;br /&gt;
=== Anti-Psionic Soldiers ===&lt;br /&gt;
&lt;br /&gt;
Before soldiers can be screened scientifically, they can still be equipped to combat psionics.  This applies to soldiers who have not been tested in psionic scenarios or have been shown to be weak against psionic attack.  These troops can still be valuable.  Anti-psionic soldiers absorb psionic attacks that would otherwise assail stronger minds and eventually panic them, and can even kill the psionic alien themselves if for some reason it loses control over them.  This also works best if armor is available for all troops.  &lt;br /&gt;
&lt;br /&gt;
If there are unarmored soldiers, only give psi-weak soldiers stun rods and smoke grenades.  Alternatively, one or more of these soldiers can operate as a heavy weapons crew, as long as the psi-weak trooper is not holding a weapon with ammo at the end of a turn.  Other weapons can be handled in this way, but it reduces squad mobility unless two or more can work together, tossing equipment around to each other.&lt;br /&gt;
&lt;br /&gt;
If everyone has &#039;&#039;at least&#039;&#039; personal armor, only give psi-weak soldiers standard pistols or incendiary ammunition.  These weapons are effective against Sectoids.  Alternatively, heavier weapons can passed around and dropped at the end of each turn.  &lt;br /&gt;
&lt;br /&gt;
If all your soldiers have at least power suits, the psi-weak soldiers can use standard rifles, auto-cannons with HE ammo, and standard grenades with minimal or no risk to other agents. These weapons are highly effective against Sectoids, allowing you to screen a squad against psionics on Medium UFO and Supply Ship raids without taking friendly casualties.&lt;br /&gt;
&lt;br /&gt;
Flying suits reduce the lethality of laser pistols and rocket launchers (especially small rockets).  Point blank bursts to the rear or undersides of a flying suit can still be lethal, but these weapons provide more firepower for clearing Sectoid bases and battleships.  Careful deployment of troops with these weapons can allow them to be used with minimal risk.&lt;br /&gt;
&lt;br /&gt;
When raiding sites with Cyberdiscs, it is necessary to use HWPs or some heavier troops known to be psi-resistant.  These troops can be &amp;quot;discovered&amp;quot; in Sectoid Medium UFO raids using the equipment configurations above.  Those UFOs have less firepower than bases and Battleships, and only one or two psionic officers (who can be captured with stun rods).&lt;br /&gt;
&lt;br /&gt;
Ethereal sites should only be assaulted by known psi-resistant troops and heavily armored HWPs.  A small element of unarmed psi-weaklings could be taken on smaller raids to train their mental resistances, but only as a peripheral exercise, along with a much more resistant element to ensure mission success.&lt;br /&gt;
&lt;br /&gt;
=== Psi soldiers ===&lt;br /&gt;
&lt;br /&gt;
After [[Psionic Laboratory|Psi-training]], any soldiers with high [[Psi Strength]] (ideally 80+) should be given a [[Psi-Amp]], and kept off the front lines.  Other units can be used to spot aliens, and your Psi units can safely attack them from a distance.  Once your Psi troops gain high [[Psi Skill]] as well, your squad will become nearly invincible.  See [[Psionics]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Fireteams ==&lt;br /&gt;
&lt;br /&gt;
There is safety in numbers: soldiers should generally be moved in groups of 2-4.  If one soldier spots an alien, the others can act as snipers.  Spotting an alien is useless if it kills your scout and you have no troops available to return fire upon the alien.&lt;br /&gt;
&lt;br /&gt;
== Tanks ==&lt;br /&gt;
&lt;br /&gt;
The choice of soldiers vs. HWPs is highly dependent on play style.  In the early game, tanks are much more expensive than rookies, and funds are tight.  Later on, tanks come into their own as highly-mobile expendable scouts.&lt;br /&gt;
&lt;br /&gt;
If you adopt an all-soldier roster, especially on the [[Avenger]] (26 soldiers!), you will have to work around [[the 80-item limit]].  This will necessitate the use of [[Laser Rifle]]s as your primary squad weapon, as they do not require ammo clips.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
In cases where you do not have enough armor for all of your soldiers, the first soldiers to get armor should be the front-line troops: those at the front of the craft, and all scouts.  Additional troops should be armored according to their value in combat.  Soldiers with high Reactions are likely to engage in a firefight (particularly if they are used as spotters), and should be armored well.&lt;br /&gt;
&lt;br /&gt;
Although [[Flying Suit]]s have the highest armor values, a soldier in mid-air is an easy target.  Flying soldiers will also fail to benefit from ground-level smoke cover, such as at the base of the transport.  Flying Suits may be of greatest benefit to scouts, who need the increased mobility.  A mix of [[Power Suit]]s and Flying Suits is probably best overall for your squad.&lt;br /&gt;
&lt;br /&gt;
== Soldier naming strategies ==&lt;br /&gt;
&lt;br /&gt;
One useful strategy is to rename all your soldiers alphabetically.  This allows you to see which soldiers will be placed at the front of the transport (arm them with smoke grenades; arm the second row with heavy weapons).  To rename soldiers, click on their names while viewing them via the Soldier screen on base.&lt;br /&gt;
&lt;br /&gt;
Another naming strategy is to add stats to their names.  [[TU]]s, [[Reactions]], [[Firing Accuracy]], [[Strength]], and [[Psi Strength]] are the most useful stats to display in this fashion.  Keep in mind that soldiers&#039; names will have to be updated when they gain stats from [[experience]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Soldiers]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Geoscape_(EU)&amp;diff=9648</id>
		<title>Geoscape (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Geoscape_(EU)&amp;diff=9648"/>
		<updated>2007-01-31T21:09:31Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Many small changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Geoscape&#039;&#039;&#039; is a combination of base management screens and the world view. The Geoscape is where you fight the strategetic war, whereas the [[BattleScape_Overview|BattleScape]] is where you fight tactical battles. In the Geoscape, you can [[Base Management (UFO)|manage your bases]], view alien activity graphs, [[Country Funding]], view in-game [[UFOPaedia]], load and save games in-progress, and [[UFO Interception|intercept UFOs]].  The Geoscape is also played in real time. Management of bases and ordering planes essentially pauses the game and these can be done at leisure; however all non-trivial actions, such as planes flying to their destination, take time to accomplish and this time must be waited out in the world view. &lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
The Geoscape world view is presented on a 3-D spherical map of the Earth with approximations of continents and [[Terrain (UFO Defense)|terrain]]. This map can be rotated and zoomed in and out. Rotation is not smooth, but zooming in increases the level of detail presented on the model of earth, such as country borders, country names, and cities. The current greenwich mean time is displayed and the day/night status of locations is apparent. On the surface of the map [[Base (UFO defense)|X-COM bases]], [[AirCraft (UFO Defense)|planes]], waypoints, detected [[UFOs (UFO defense)|UFOs]], and [[Alien Bases (UFO Defense)|Alien Bases]] are displayed. Time elasped per tic, and map view are also controlled from this side of the screen.  From this view base coverage can be, if not observed, approximated. Aerial confrontations are also played out in the view.&lt;br /&gt;
&lt;br /&gt;
== Base Management ==&lt;br /&gt;
Viewing a base will bring up a layout of the current base and a list of commands. From here you expand your base, purchase supplies, recruit people, view your troops, manage research, production, your air force, and strike teams. While managing a base, time does not elapse, and virtually all commands take time to complete, so expect to be popping in and out of here frequently.&lt;br /&gt;
&lt;br /&gt;
You can also change bases and build new bases from the base management screen.&lt;br /&gt;
&lt;br /&gt;
=== Base Expansion === &lt;br /&gt;
Your first base is pre-made for you, but is laughable blind and cramped. You need to expand by digging into the rock around you and filling it with base components. These components must be built adjacent to your existing base and take a lengthy amount of time to complete. &lt;br /&gt;
See [[Base Facilities (UFO Defense)]].&lt;br /&gt;
&lt;br /&gt;
=== Supplies ===&lt;br /&gt;
This is the goverment. Everything is accounted for, taxed, and signed for in tripplicate. Well, almost.  Every peice of equipment takes room to store, costs money, and can even be sold. Let us take for example, the life of a spare pistol clip. &lt;br /&gt;
# The clip is originally purchaced by Base#1 for $20. It takes 3 days to arrive.&lt;br /&gt;
# Base#1 no longer uses pistols, so it is tranfered to Base#3 for $5 via fedex. It takes 2 weeks to arrive. &lt;br /&gt;
# Base#3 loads it onto a troop transport-of-the-damned-cause-they&#039;re-useing-pistols-the-poor-bastards.&lt;br /&gt;
# The troop transport-of-the-damned-cause-they&#039;re-useing-pistols-the-poor-bastards lands at a city being terrorized and Johnny picks it up before embarking.&lt;br /&gt;
# Johnny dies two steps off the ramp, but Billy picks up his spare clip.&lt;br /&gt;
# Billly fires off his pistol in the vuage direction of an alien.&lt;br /&gt;
# Billy loads the spare clip into his pistol.&lt;br /&gt;
# Billy manages to get back in the troop transport before bleeding to death with his unused pistol clip still in the pistol.&lt;br /&gt;
# Back at base some unseen janitor unloads the pistol and the clip resides in the troop transport, taking up it&#039;s own unique space.&lt;br /&gt;
# The clip is unloaded from the troop transport to make room for a bazooka.&lt;br /&gt;
# Finally, it is sold back to the public for $3.&lt;br /&gt;
This is the level of detail that makes casual gamers bleed out of their eyes.&lt;br /&gt;
&lt;br /&gt;
People are essentially supplies that need beds and get paid to breath.&lt;br /&gt;
&lt;br /&gt;
=== Browse Troops ===&lt;br /&gt;
This brings up a list of soldiers with rank and equipped armour. Clicking a name display&#039;s the soldier&#039;s stats, rank, assigned transport, mission count, and kill count. Armour can be equipped on this screen.&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
[[Research (UFO Defense)|Research]] requires Scientists and Laboratory space in the base. Scientists require bed space in Living Quarters and draw a monthly salary. This is the screen where you assign Scientists to new projects, shuffle them among existing projects, and view progress of current projects.&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
Similar to research, this is the screen from which you manage X-COM&#039;s (mostly arms) manufacturing business. Engineers require Workshop space to work and many products require specific materials to build.&lt;br /&gt;
&lt;br /&gt;
=== Manage Aircraft ===&lt;br /&gt;
This screen displays the status (refueling, repairs, etc.) of all aircraft in Hangers at the base. Craft weapons, crew, and assault team equipment and armour are managed on this screen.&lt;br /&gt;
&lt;br /&gt;
=== Outfitting Strike Teams ===&lt;br /&gt;
Troops transports need to be assigned troops and equipment (weapons, tanks, tools). The troops live in the base, but equipment assigned to a transport is stored onboard the craft and does not take up room in the base&#039;s General Stores. The transport also automatically restocks any expended/destroyed equipment from the base&#039;s stores.&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Management&amp;diff=9647</id>
		<title>Talk:Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Management&amp;diff=9647"/>
		<updated>2007-01-31T20:42:39Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe this become a Category instead of just a landing page? --[[User:Papa Legba|Papa Legba]] 09:45, 31 December 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
Hello! Saw a stub here and took a stab at fleshing it out. -Darksun&lt;br /&gt;
&lt;br /&gt;
Hey dudes.Building a base at the poles would be awesome. Er,Aliens would have a hard time to find it too.But you know it anyway.--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 12:43, 26 April 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Base Placement ==&lt;br /&gt;
&lt;br /&gt;
When aliens send scouts for a wave of Alien Retaliations, the scouts move quickly to the edge of an area/continent and then work inwards. If your base is built on the edge of the area it can sometimes be spotted before you have time to intercept, so I&#039;d recommend putting bases into the middle of areas. The alien retaliation wave consists of a very small ship, smaller ship, small ship, then a battleship over the course of a month. If none of them spots the base then the wave is over.&lt;br /&gt;
&lt;br /&gt;
Alien retaliation waves occur in areas where you have a base and areas where you have have scored a lot of points. If you put a base into an area where you don&#039;t score many points, such as the pacific, then the aliens will be less likely to search for that base. &lt;br /&gt;
&lt;br /&gt;
-Egor&lt;br /&gt;
&lt;br /&gt;
== Off Topic ==&lt;br /&gt;
yeah, this reads more like ideas of how to play the game rather then a description of base managment. The whole article is off topic and needs to be renamed or moved  -HeckRuler 1:17, 1/30/06&lt;br /&gt;
&lt;br /&gt;
: You&#039;ve just about described 90% of the wiki! Most topics start off as empty stub pages, then someone puts something in that may seem like a good idea at the time. Then things just snowball from there until the whole article is a disjointed mess of otherwise very interesting thoughts. We really need someone with editorial skills... &lt;br /&gt;
&lt;br /&gt;
: The random tips and whatnot are what make the wiki special. However, a brief but concise description of base management should be at the beginning. The tips and tricks and suggestions can come after that. &lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added something that resembles a concise description. --[[User:Dumas|Dumas]] 12:42, 31 January 2007 (PST)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=9646</id>
		<title>Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=9646"/>
		<updated>2007-01-31T20:25:08Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Added Description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base management is the art of placing, maintaining, and defending the bases X-COM needs to counter the alien threat. This includes placing bases in a way that maximizes your chances of detecting and intercepting UFOs, building new base modules to supply necessary services, and arranging those modules in a way that gives the garrison an advantage over invaders.&lt;br /&gt;
&lt;br /&gt;
=Managing coverages around the globe=&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[#Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[#Interception|Interception]] coverage is the second. [[#Recovery/Assault|Recovery and Assault]] team coverage is the last. There are also several types of bases that don&#039;t provide coverage you may want to build.&lt;br /&gt;
&lt;br /&gt;
You probably want your first two to three bases to mix all three kinds of coverage with some [[#Utility Bases|utility]] thrown in.&lt;br /&gt;
&lt;br /&gt;
==Detection==&lt;br /&gt;
Detection bases have at least one radar installation Probably more. Some people also call them listening posts. Generally a listening post is just radar and nothing else. You might start with a small radar since it builds in 12 days and a large takes 25 days. However, you will should prefer the large radar and it&#039;s 450 NM range over the small radars 300. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some screenshots with radar coverage marked out would be nice here.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One large radar in a base gives you a decent chance to detect a ufo that is operating in the area for a while. However, if one just passes by on the way someplace else, you may miss it. More radars mean a better chance to detect the fly-by UFOs. Once you lock on to a ufo, you won&#039;t lose tracking till it reaches the outskirts of your radar range. This range is quite large. A base in the Northern USA can keep a lock on a UFO to the northern coast of South America for example. You can detect most of the UFOs you need to with three well positioned detection bases. Once you get hyperwave decoders you will detect all the UFO&#039;s in range, of course. Don&#039;t forget to sell off your radars once you build one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} &lt;br /&gt;
|&lt;br /&gt;
;Radar Construction Tip! : Two radars are better than one! However, this only applies for two radars of &#039;&#039;different&#039;&#039; types. Multiples of the same radar type do not provide additional benefits to the base despite what is reported in the base information screen. &lt;br /&gt;
&lt;br /&gt;
: If you can afford them, a small and large radar combo provides for the best interim detection abilities until you get a hyperwave decoder. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Interception==&lt;br /&gt;
Interception bases have at least one hanger dedicated to aircraft that shoot down UFOs.&lt;br /&gt;
Interceptors have great range but poor speed. You should be able to intercept a good number of the UFOs you detect from the same base. If you have one or two interceptors in each base with radar, you should get a shot at most of the UFO&#039;s you want to shoot down. The Firestorm limited range may mean that you will be disapointed with the placement of your interception bases once you switch over. You need to try harder to launch interceptions from the destination of the UFO rather than where it&#039;s been detected.&lt;br /&gt;
&lt;br /&gt;
==Recovery/Assault==&lt;br /&gt;
An assault base has at least one hangar with aircraft that carries soldiers.&lt;br /&gt;
Skyrangers and Avengers have terrific range. You can launch and assualt or recovery from anywhere on earth. &lt;br /&gt;
However, the downed UFO may have taken off by then. Worse, you may be forced to land at night where an assault craft that had been based closer could have picked the time of the battle. If you find a base with weak aliens (floater bases and to a lesser extent sectoids), you may want to set up, or beef up an assault base nearby to raid the supply ships.&lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that fill a specialized need. Supply depots, listening posts, R&amp;amp;D centers, factories and psi training centers are all common base types. Once you get the first three bases set up, your fourth base will probably be to fulfill one of these special missions.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. &lt;br /&gt;
When they go searching for your strike base, they may stumble upon your factory. &lt;br /&gt;
There is very little penalty to spreading out your bases. &lt;br /&gt;
Building bases at the poles is probably not fun for the personel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defendable base is. The secondary consideration is the amount of time modules take to build. All bases need general stores and they are a fast module to build. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete. Money &lt;br /&gt;
is the final arbiter of what you should build. Be sure you are aware of your income situation before you go on a building binge. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? Make sure you have a more or less balanced budget. Build workshops first if you are tight on cash.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities (UFO Defense) | Base Facilities]] &lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures (UFO Defense)|Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection (UFO Defense)|UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Managing_the_Item_Limit&amp;diff=9548</id>
		<title>Managing the Item Limit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Managing_the_Item_Limit&amp;diff=9548"/>
		<updated>2007-01-19T04:38:55Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Section 3: Bring out the shears */  Linked to Spring Cleaning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Working with the 80 Item Limit in 7623 easy steps== &lt;br /&gt;
&lt;br /&gt;
The game limits you to only using 80 items, and this is a rich source of concern for most players that have a style of play that calls for a lot of items and a lot of soldiers.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To understand why the 80 item restriction in place, one must understand that at the time the game was made, most IBM PCs and Compatibles did not come with a lot of RAM. At the time the game was first released, most common household computers had less than 4 megabytes of RAM. Mind you, that was a lot of memory back in those days. Due to the limited memory available, constraints had to be imposed on the game so that everything could be handled by the computer within the limited amount of memory. The game is also rather inefficient with memory use, but that&#039;s another matter entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The item table for the [[Info#Battlescape|Battlescape]] in X-COM UFO can only hold 170 objects on the map at any given time. The object table holds everything that a soldier can pick up, such as weapons, elerium and corpses. If the table is too full, items start to vanish off the map. This typically happens with corpses as they are only created on demand.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With only 170 possible items to work with, the game shares this space with the player and the aliens. Assuming an even split, each side only has 85 slots that can be used for weapons, ammo, tools, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So if you only get 85 slots, why is the limit 80? The game needs to reserve some slots for generating [[Elerium]] pods, which can number between 0 to 4. Yes, if you didn&#039;t know, [[Elerium]] comes in a physical form, a pod that, when you return to base, converts into 50 elerium units per pod. It&#039;s a small purple box in the battlescape, but in the inventory it looks like orange crystals. Also some space needs to be set aside for corpses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The aliens don&#039;t really use up the whole of their 85 slots, so there&#039;s often sufficient room for corpses and unconcious units to be generated in the common recovery missions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Section 2: How? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So it looks like we&#039;re stuck with only 80 items. Isn&#039;t there any other way?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Short of obtaining the source code and fixing this, no. Using an editor to add equipment onto the troop transport will work, but again, you must remember that the aliens need some space as well.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Is there any way around it? Yes! Revise your strategies and start pruning your inventory loadout by removing all unnecessary items that are either rarely or never used, or redudant. &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: A tank may count towards the 80 item limit in the [[Info#Geoscape|Geoscape]], but in the [[Info#Battlescape|Battlescape]], the tank is not counted as an object until it is destroyed.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Section 3: Bring out the shears==&lt;br /&gt;
&lt;br /&gt;
So what needs to go and what stays? As everyone has their own preferred weapon kits and styles of play, it would be impossile to say exactly what should go and what should stay. Here are some suggestions one some items that can help minimise your space requirements. There are a few more in the [[Spring Cleaning Tips|Spring Cleaning]] article.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Medikits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Many novice to experienced commanders would prefer to have each soldier carrying a [[Medi-Kit]] at all times. It makes perfect sense, as it&#039;s very convenient to have a medikit on you at all times. However, for a team of 8 soldiers, that&#039;s already 10% of your alloted limit. So how do we remain just as efficient but with a smaller number of medical kits? Teamwork.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rather than 8 for 8 soldiers, consider 4 medikits instead. If soldiers go off in pairs or smaller squads, make sure each group has one soldier with a medikit, or is close to a squad with a medikit. If the wounded soldier and the nominated field doctor are not near a medikit, the nearest soldier with a medikit can always throw the medikit to the field docter using a technique identical to the grenade-relay.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flares&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electro-flare]]s are always handy and last a lot longer than incendiary rounds as light sources. However, each flare takes up one slot, while  a single belt of 6 or 12 [[incendiary]] shells only takes up one space. If, like the medikits, each soldier has one, this also knocks off a big chunk of the 80 item allotment.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You don&#039;t need many flares to be efficient. You only need to use a few - smartly. Remember that flares can be reused. Pick up flares as you go along once they&#039;ve served their purpose and the area is clear and redeploy them.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Leap-frogging, a very useful strategy that can be used for soldier movement and for deployment of flares. Remember that.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Plasmas&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It may sound strange, but if you plan to use [[Heavy Plasma]]s as your primary mode of offence, you can significantly cut down on your item usage by simply not bringing many (or any) Heavy Plasmas along at all! Simply substitute a few or all of your Heavy Plasmas with laser weapons and then scavenge for Heavy Plasmas off dead aliens in the field.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The trick here is that Heavy Plasmas literally grown on trees - or rather you&#039;re guaranteed to find several amongst the alien forces once they become standard issue. Laser weapons can defeat almost anything with a few good hits, and as they don&#039;t require clips, can easily make more space on your transport for additional equipment.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This doesn&#039;t necessarily reduce your firepower, as you can fill all that extra space with more powerful weapons, like High Explosives, and large rockets.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Alternatively, if you cannot live without the Heavy Plasmas, you can make some space by not bringing any spare clips along. The bullets in each clip are quite plentiful, and you can pick up more clips during the battle. This falls flat, of course, if your strategy involves hosing alien forces on the other side of the map with full auto continuously for several turns - and missing every time. The [[Laser Pistol]] and [[Laser Rifle]] fit that strategy perfectly because of their speed and limitless ammo - the heavy plasma on the other hand requires thought and a bit of moderation until you can find some  spare clips.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mind Probes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mind Probe]]s are useful information gathering tools, but certainly not a device you&#039;d want to arm everyone in the squad with. Limit your supply to a reasonable level. Most commanders can make do with only one or two mind probes, a lot of other commanders just ignore it completely.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stun Rods&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
How many [[Stun Rod]]s you will be using depends entirely on your strategy. But they can also become a source of redunancy very easily.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Like the Medi-Kits, don&#039;t arm everyone with Stun Rods. Halve your Stun Rod requirements, or set yourself a reasonable limit, such as 2 to 4 Stun Rods per transport and make do with them.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be patient, share the Stun Rods and use them smartly. If you have access to the [[Mind Probe]], use it to look for aliens you want to abduct and to check whether or not it&#039;s safe to walk up to them and give them a light tap on the shoulder.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Another device that you can increase or decrease depending on your strategies. [[Smoke Grenade]]s are very handy devices that can be both a blessing and a curse - but more of a blessing if you are wise in the ways of how the Smoke Grenade functions. But again, Smoke Grenades do not need to be carried by every soldier in the squad.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Many novice and even veteran commanders can make do without Smoke Grenades, but for those that do, remember that moderation is the key. Due to a game engine limitation, there can only be so many smoke particles at any given time, so you&#039;ll only be able to use a few of them per few turns.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Do note that explosive weapons can kick up a dust cloud that can be used for concealment, so you can make use of them as a quick alternative to Smoke Grenades, especially if it explodes on contact rather than at the end of the turn. Just remember that they will never be as effective as a Smoke Grenade smoke screen.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psi Amps&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Only soldiers that can actually use their psi skills get [[Psi-Amp]]s. Psi troops that are really good can even go without sidearms if they are truly powerful. You can always have the enemy arm them with weapons. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The most common reason to make some extra space in the trunk would be to bring more along ammo, and [[grenade]]s. From the standard grenade to the alien grenade, to high explosives and proximity activated mines. It&#039;s always great to have a few more of these.&amp;lt;br&amp;gt;&lt;br /&gt;
Good tacticians make use of everything at their disposal. Everything, from the humble [[pistol]] to the deadly [[High Explosive]]. But if it doesn&#039;t fit in your playing style at all, then there&#039;s no reason to bring them along.&lt;br /&gt;
&lt;br /&gt;
== Section Orange: Dumb Questions ==&lt;br /&gt;
Q: I used a game editor to add more than the 80 items. What&#039;s going to happen?&amp;lt;br&amp;gt; &lt;br /&gt;
A: You&#039;re hogging the item table! Stop it! Aliens will be generated without weapons and it hasn&#039;t been verified, but it may be possible that elerium will go missing.&amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Q: There&#039;s a dead alien in my inventory! Get it off! Get it off! Wait, what is a dead alien doing in my ship&#039;s inventory anyway? Is it using up a slot?&amp;lt;br&amp;gt;&lt;br /&gt;
A: Uh, it&#039;s just data corruption, or just a plain programming glitch/error. For some reason the pre-generated corpse has had its location stats defaulted on the equipment pile. Not to worry. It&#039;s just a harmless glitch.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenade&amp;diff=9483</id>
		<title>Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenade&amp;diff=9483"/>
		<updated>2007-01-08T00:14:21Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The humble fragmentation grenade. Although useless against, say, [[Cyberdisc|Cyberdiscs]] at higher difficulty settings, it is still a cheap area-effect indirect-fire weapon. Which is to say, it can hurt or kill several closely-grouped weakly-armored aliens at the same time, and you can throw it over obstacles or from behind cover. Grenade tactics can be applied to the more powerful [[High Explosive]] and [[Alien Grenade]]s.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS19.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 50 High Explosive&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*TUs: &lt;br /&gt;
**Transfer from shoulder strap to hand: 3 TU. See [[Inventory TU Table]] &lt;br /&gt;
**Priming: 50%&lt;br /&gt;
**Throwing: 25% &lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $300&lt;br /&gt;
*Sell Price: $240&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* Timers are most commonly set to 0 (end of your turn) or 1 (end of alien turn)&lt;br /&gt;
* Are less likely to trigger reaction shots from aliens than direct fire (particularly when they are facing away from you) and have a high chance of a kill against weaker aliens, particularly [[Sectoid]]s&lt;br /&gt;
* Can often be thrown from a position hidden to the aliens, completely avoiding the risk of reaction fire&lt;br /&gt;
* Can be thrown up through ceilings, exploding on floor above (HE rounds also do this) - see [[Exploits]]&lt;br /&gt;
* Can be thrown into diagonal walls, exploding on the far side&lt;br /&gt;
* Will explode before doors close at the end of a turn (catching aliens with doors open) [Zeno]&lt;br /&gt;
* Primed grenades will not explode when it&#039;s in your inventory when the timer runs out. It will only detonate when it&#039;s on the ground. If you fall unconscious, it will be counted as being on the ground. &lt;br /&gt;
* Grenades improve normal [[Firing Accuracy]] as well as [[Throwing Accuracy]] when used for a kill. All enemies (if not mind controlled) caught in the [[Explosions|blast]] will give experience toward firing accuracy, even if undamaged (i.e., their armor absorbed it) - see [[Experience]].&lt;br /&gt;
* If several explode on the same turn, the lowest, most north-east grenade will explode first [Zeno]&lt;br /&gt;
* [[Grenade Relay]] allows soldiers with more [[TU]]s to prime grenades and throw them on to front-line soldiers with less TUs, who then only incur (pickup cost+throw cost) TUs to put the grenade on target. You actually spend more TUs overall, but the important point is that the front-line soldier (the one who suffers the most from reaction shots) will not lose 75% overall time units (plus item move costs) just to arm and throw a grenade.&lt;br /&gt;
*The last person to throw the grenade gets experience points for the hits; soldiers that only drop or pick it up do not get attribution. If no one threw it, your first unit gets the experience - which means it&#039;s wasted if your first unit is a tank or a dead soldier! (Your tanks always come before soldiers in the unit list, but enemy &amp;quot;tanks&amp;quot; such as cyberdiscs do not.)&lt;br /&gt;
*Kneeling allows you to throw grenades farther under ceilings, landing craft, doorways, etc.  Kneel to deploy smoke grenades at the base of your landing ramp on the first turn without exiting the craft.&lt;br /&gt;
*Grenades and [[Alien Grenade|Alien Grenades]] are excellent for destroying cover in farm and jungle terrain. Farm buildings, hedges, and trees that may be concealing aliens are readily destroyed with a single grenade. Another trick is to remove the roofs of buildings using an agent in a flying suit to reveal aliens on upper stories.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[Grenade Relay]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alien Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[High Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Explosions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Inventory TU Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Throwing Accuracy#Throwing Distance|Throwing Distance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Field Manual: Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== NKF&#039;s Notes ==&lt;br /&gt;
&#039;&#039; [ [[User:NKF|NKF]]: Oy, this article is a bit old, and it needs to be seriously reworked and meshed seamlessly with the rest of the wiki pages.] &#039;&#039;&lt;br /&gt;
-----&lt;br /&gt;
*There&#039;s so many ways you can use grenades. I&#039;ll only be touching a small portion of what you can do with them in this post. &lt;br /&gt;
&lt;br /&gt;
*Just arming them and tossing them is the easiest way of using them. Since priming your grenades is quite time consuming (50% TUs!), pre-arming your grenade is a good idea, but it has its drawbacks. If your soldier dies or falls unconscious, the grenade will go off and wipe out equipment and your soldier. So if you want pre-armed grenades, protect that soldier! &lt;br /&gt;
&lt;br /&gt;
*Just FYI, TFTD&#039;s [[Sonic Pulser]]s are nigh indestructible, so you can have multiple explosions if you&#039;re carrying multiple pulsers. But X-COM explosives are destroyed by, rather than add to, an explosion.&lt;br /&gt;
&lt;br /&gt;
*Learn the grenade relay. This is just having one soldier in secure area arm a grenade and tossing it to a nearby comrade, who then picks it up and tosses it to the next. Repeat until you get the grenade to where you want it to be. &lt;br /&gt;
&lt;br /&gt;
*When throwing grenades, make sure that there are no obstructions above you, like the [[Skyranger]] wings, or tree tops. You can still throw them (the grenades), but not at any reasonable distance. &lt;br /&gt;
&lt;br /&gt;
*If your game hasn&#039;t got the skill caps in (i.e. pre Col. Ed. or 1.4), soldiers with more than 70 strength have a lot of trouble throwing anything, possibly because they are so strong the [[Throwing_Accuracy#Throwing_Distance|arc]] of the grenade intersects the battlescape &amp;quot;ceiling&amp;quot;. They do not make good grenadiers. Period. &lt;br /&gt;
&lt;br /&gt;
*A patched up critically injured soldier might not be able to shoot straight, but he or she can still throw grenades just as well as the next person (even though the throwing stat may have decreased). Might as well rack up plenty of experience (and a bit more firing accuracy) with grenades before hitting the month long stay in the infirmary eh? (&amp;quot;Hits&amp;quot; by grenades count toward increasing Firing Accuracy [[Experience#How Experience Points Are Applied|skill points]].)&lt;br /&gt;
&lt;br /&gt;
*Grenades, especially armed ones, are best stored in your shoulder or belt slots. The shoulders are expensive to move items into, but it&#039;s very cheap to move items from your shoulders to your hands (3 TUs). Store ammunition in your pack, as they&#039;ll still cost 15 TUs to load in a gun regardless. Keep the slots clear for your grenades. &lt;br /&gt;
&lt;br /&gt;
*Be crafty when using your grenades. Make use of their splash effect. Around corners are nice, like before going around the bend to the command room in the alien [[Supply Ship]]s. Or maybe if you see a [[Floater]] floating at roof level but not standing on it? You can toss a grenade onto the roof, and the splash damage will get the floater. Oh, and toss them into the tile of a large terror unit. They&#039;ll receive roughly 4x more damage. Cyberdiscs and Sectopods need hi-explosives or alien grenades for the best results. [[Reaper]]s will die from a regular grenade. &lt;br /&gt;
&lt;br /&gt;
*As for quantity, bring as many as you want as long as its within the [[Managing the Item Limit|80 item limit]] and your soldiers are strong enough to carry them. I like taking plenty of regular and [[Alien Grenade]]s, maybe two or three per soldier. One [[High Explosive]] per soldier, or more if a lot of my soldiers are above 40 strength (soldiers under 30 strength do NOT get them, for obvious reasons). One [[Smoke Grenade]] for the first fellow to leave the transport. And a couple of [[Proximity Grenade]]s randomly distributed. I&#039;d take more, but the collectors edition has this funny bug that makes random and potential harmful things explode if an armed proximity mine isn&#039;t used.  &lt;br /&gt;
&lt;br /&gt;
[NKF, Oct 30, 2002, copied from forums by --[[User:JellyfishGreen|JellyfishGreen]] 08:54, 4 May 2005 (BST)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (UFO Defense)]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=9447</id>
		<title>Heavy Plasma</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Plasma&amp;diff=9447"/>
		<updated>2007-01-04T16:46:32Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Corrected statement about accuracy vs that of plasma rifle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The larger cousion of the [[Plasma Rifle]] is a powerful squad support weapon which is nonetheless light enough to be usable by nearly any soldier. It is the most powerful weapon available to X-COM agents short of the [[Blaster Launcher]], plus it has a fast rate of fire and high accuracy.&lt;br /&gt;
&lt;br /&gt;
This weapon is capable of penetrating a wide variety of terrain features, including most inner UFO walls and doors (See [[Destroying Terrain]] for more info). This property makes it indispensible for certain [[UFO Assault]] tactics, while its clip size of 35 rounds is usually more than sufficient for the typical engagement.&lt;br /&gt;
&lt;br /&gt;
Researching the Heavy Plasma and its clip allows you to begin the [[Plasma Beam]] and [[Hovertank/Plasma]] projects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; High stopping power. High penetration power. Light weight. Spare clips and almost fully loaded guns are plentiful by mid-game - Just pry them out of dead alien fingers. Its auto and snap fire modes are second only to the [[Plasma Rifle]] in accuracy. However, the Heavy Plasma has a higher accuracy in aimed fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039; Clips count towards 80-item limit. Doesn&#039;t have infinite ammo like the [[Laser Rifle]], although 35 shots goes a long way. Clips can be hard to come by in the early part of the game, and require Elerium if manufactured.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Heavy Plasma:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS30.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 3 high x 2 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*TUs: &lt;br /&gt;
**Auto:  35% (Accuracy  50%)&lt;br /&gt;
**Snap:  30% (Accuracy  75%)&lt;br /&gt;
**Aimed: 60% (Accuracy 110%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $122,000 for parts, 1,000 Engineer Hours, 1 Alien Alloy&lt;br /&gt;
*Sell Price: $171,600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Heavy Plasma Clip:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS25.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 115 Plasma&lt;br /&gt;
*Ammo: 35&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $6,000 for parts, 80 Engineer Hours, 3 Elerium&lt;br /&gt;
*Sell Price: $9,590&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (UFO Defense)]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Flying_Suit&amp;diff=9364</id>
		<title>Talk:Flying Suit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Flying_Suit&amp;diff=9364"/>
		<updated>2006-11-29T23:13:29Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a soldier with armour on is hit during the course of a mission, is the armour then depleted in any way? For example, if a solider in personal armour takes a laser pistol hit to the chest, is the soldier&#039;s chestplate armour rating reduced in any way?&lt;br /&gt;
[[User:Majick|Majick]] 13:07, 29 November 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
According to the [[damage]] article, it is. But only if the shot did damage to the soldier. You can confirm this by mind controlling some aliens after taking a few shots at them. Or maybe even letting your soldiers shoot at each other (not recommended).--[[User:Dumas|Dumas]] 15:13, 29 November 2006 (PST)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=General_Stores&amp;diff=9324</id>
		<title>General Stores</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=General_Stores&amp;diff=9324"/>
		<updated>2006-11-21T03:25:09Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* See Also */ Spring Cleaning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information [[Image:Base-stores.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Every General Store you add to your base increases your base&#039;s storage capacity by 50 units for storage of weapons, tanks and other objects.&lt;br /&gt;
&lt;br /&gt;
Note that the storage capacity for your base is in actual fact unlimited. It is not necessary to have a storage module in order to store items. Your troops will gladly store junk in the halls, on beds, in the showers, the commander&#039;s office, etc. &lt;br /&gt;
&lt;br /&gt;
However, in order for you to be able to transfer objects from transport ships or other bases into the base, or purchase new items, you will need more storage module space than what you actually own. If you have more items stored than your minimum storage space, you will no longer be able to transfer items into the base from ships and other bases, or purchase new items. &lt;br /&gt;
&lt;br /&gt;
You can continue to construct new objects and bring home gear captured through tactical combat well beyond the storage limit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:XBASE_07MAP-L1.JPG|General Stores: Level 0|250 px]] [[Image:XBASE_07MAP-L2.JPG|General Stores: Level 1|250 px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nuts and Bolts ==&lt;br /&gt;
How does a General Store function? Before we begin, let us take a look at the space each item occupies:&lt;br /&gt;
 &#039;&#039;&#039;Item&#039;&#039;&#039;                     &#039;&#039;&#039;Space&#039;&#039;&#039;      &#039;&#039;&#039;Multiplier&#039;&#039;&#039; &lt;br /&gt;
 Stingray Launcher         0.80          5/4&lt;br /&gt;
 Avalanche Launcher        1.00          1/1&lt;br /&gt;
 Cannon                    1.50          2/3&lt;br /&gt;
 Fusion Ball Launcher      2.00          1/2&lt;br /&gt;
 Laser Cannon              2.00          1/2&lt;br /&gt;
 Plasma Beam               1.20          5/6&lt;br /&gt;
 Stingray Missile          0.40          5/2&lt;br /&gt;
 Avalanche Missiles        1.50          2/3&lt;br /&gt;
 Cannon Rounds(x50)        0.00          N.A.&lt;br /&gt;
 Fusion Ball               0.60          5/3&lt;br /&gt;
 Tank/Cannon               6.00          1/6&lt;br /&gt;
 HWP Cannon Shells         0.10         10/1&lt;br /&gt;
 Tank/Rocket Launcher      6.00          1/6&lt;br /&gt;
 HWP Rockets               0.60          5/3&lt;br /&gt;
 Tank/Laser Cannon         6.00          1/6&lt;br /&gt;
 Hovertank/Plasma          6.00          1/6&lt;br /&gt;
 Hovertank/Launcher        6.00          1/6 &lt;br /&gt;
 HWP Fusion Bomb           0.60          5/3&lt;br /&gt;
 Pistol                    0.10         10/1&lt;br /&gt;
 Pistol Clip               0.10         10/1&lt;br /&gt;
 Rifle                     0.20          5/1&lt;br /&gt;
 Rifle Clip                0.10         10/1&lt;br /&gt;
 Heavy Cannon              0.30         10/3&lt;br /&gt;
 HC-AP Ammo                0.10         10/1&lt;br /&gt;
 HC-HE Ammo                0.10         10/1&lt;br /&gt;
 HC-I Ammo                 0.10         10/1&lt;br /&gt;
 Auto-Cannon               0.30         10/3&lt;br /&gt;
 AC-AP Ammo                0.10         10/1&lt;br /&gt;
 AC-HE Ammo                0.10         10/1&lt;br /&gt;
 AC-I Ammo                 0.10         10/1&lt;br /&gt;
 Rocket Launcher           0.40          5/2&lt;br /&gt;
 Small Rocket              0.20          5/1&lt;br /&gt;
 Large Rocket              0.20          5/1&lt;br /&gt;
 Incendiary Rocket         0.20          5/1&lt;br /&gt;
 Laser Pistol              0.10         10/1&lt;br /&gt;
 Laser Rifle               0.20          5/1&lt;br /&gt;
 Heavy Laser               0.30         10/3&lt;br /&gt;
 Grenade                   0.10         10/1&lt;br /&gt;
 Smoke Grenade             0.10         10/1&lt;br /&gt;
 Proximity Grenade         0.10         10/1&lt;br /&gt;
 High Explosive            0.20          5/1&lt;br /&gt;
 Motion Scanner            0.10         10/1&lt;br /&gt;
 Medi-Kit                  0.10         10/1&lt;br /&gt;
 Psi-Amp                   0.10         10/1&lt;br /&gt;
 Stun Rod                  0.10         10/1&lt;br /&gt;
 Electro-flare             0.10         10/1&lt;br /&gt;
 Elerium-115               0.10         10/1&lt;br /&gt;
 Heavy Plasma              0.20          5/1&lt;br /&gt;
 Heavy Plasma Clip         0.30         10/3&lt;br /&gt;
 Plasma Rifle              0.20          5/1&lt;br /&gt;
 Plasma Rifle Clip         0.10         10/1&lt;br /&gt;
 Plasma Pistol             0.10         10/1&lt;br /&gt;
 Plasma Pistol Clip        0.10         10/1&lt;br /&gt;
 Blaster Launcher          0.30         10/3&lt;br /&gt;
 Blaster Bomb              0.20          5/1&lt;br /&gt;
 Small Launcher            0.20          5/1&lt;br /&gt;
 Stun Bomb                 0.10         10/1&lt;br /&gt;
 Alien Grenade             0.10         10/1&lt;br /&gt;
 Mind Probe                0.10         10/1&lt;br /&gt;
 Sectoid Corpse            0.40          5/2&lt;br /&gt;
 Snakeman Corpse           0.40          5/2&lt;br /&gt;
 Ethereal Corpse           0.40          5/2&lt;br /&gt;
 Muton Corpse              0.40          5/2&lt;br /&gt;
 Floater Corpse            0.40          5/2&lt;br /&gt;
 Celatid Corpse            0.40          5/2&lt;br /&gt;
 Silacoid Corpse           0.40          5/2&lt;br /&gt;
 Chryssalid Corpse         0.40          5/2&lt;br /&gt;
 Reaper Corpse             1.00          1/1&lt;br /&gt;
 Sectopod Corpse           1.00          1/1&lt;br /&gt;
 Cyberdisc Corpse          1.00          1/1&lt;br /&gt;
 UFO Power Source          0.70         10/7&lt;br /&gt;
 UFO Navigation            0.20          5/1&lt;br /&gt;
 UFO Construction          0.10         10/1&lt;br /&gt;
 Alien Food                0.20          5/1&lt;br /&gt;
 Alien Reproduction        0.20          5/1&lt;br /&gt;
 Alien Entertainment       0.20          5/1&lt;br /&gt;
 Alien Surgery             0.20          5/1&lt;br /&gt;
 Examination Room          0.20          5/1&lt;br /&gt;
 Alien Alloys              0.10         10/1&lt;br /&gt;
 Alien Habitat             0.10         10/1&lt;br /&gt;
 Personal Armor            0.80          5/4&lt;br /&gt;
 Power Suit                0.80          5/4&lt;br /&gt;
 Flying Suit               0.80          5/4&lt;br /&gt;
Space is the volume a single item occupies in storage. If you have 50 items with a space of 0.10 each, the group would occupy 5 slots. Notice that aircraft, personnel and live aliens are not listed. These things require specialized storage facilities ([[Hangar]], [[Living Quarters]] and [[Alien Containment]]) and do not use space in the General Stores.&lt;br /&gt;
&lt;br /&gt;
General Store facilities stack. Multiple modules act as a single cohesive storage unit, not as separate facilities. This is an important point to consider as you may be able to store more items in 100 units of space than 2 facilities with 50. For example, one General Store can contain 62 Stingray Launchers. If General Stores were not stackable, then two should hold 124. In actuality, two modules can hold a total of 125 Stingray Launchers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Multiplier&amp;quot; column is used for determining the quantity of items you can store in a module (It is simply the inverse of the Space column). As usual, integer rounding plays a role. The equation linking total storage space to the number of items is&lt;br /&gt;
 &#039;&#039;&#039;Total Items = INT(Total Storage Space * Multiplier)&#039;&#039;&#039;&lt;br /&gt;
To illustrate,. assume we want to know how many UFO Power Sources can be contained in 2 General Stores. 2 General Stores have a total space of 100, while the UFO Power Source multiplier is 10/7.&lt;br /&gt;
 Total Items = INT(100 * 10 / 7)&lt;br /&gt;
             = INT(1000 / 7)&lt;br /&gt;
             = INT(142.857...)&lt;br /&gt;
             = 142&lt;br /&gt;
These calculations only apply to items being transferred into a base. Items purchased are a little different. As long as your current General Store space is &amp;lt; total space, you can still purchase items. (Your current space level is found by multiplying the quantity of an item by its Space and then adding all those numbers together). When dealing with only a specific purchasable item, the equation for the maximum number of items possible is found using an IF-THEN statement. &lt;br /&gt;
 &#039;&#039;&#039;IF (INT(Total Space * Item Multiplier) / Item Multiplier) &amp;lt; Total Space,&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;THEN Total Items = INT(Total Space * Item Multiplier) + 1&#039;&#039;&#039;&lt;br /&gt;
Example: How many Stingray Launchers (Item Multiplier = 5/4) can you purchase if you have one General Store (50 Total Space)?&lt;br /&gt;
 IF (INT(50 * 5 / 4) / (5 /4)) &amp;lt; 50&lt;br /&gt;
 IF (INT(250 / 4) * 4 / 5) &amp;lt; 50&lt;br /&gt;
 IF (INT(62.5) * 4 / 5) &amp;lt; 50&lt;br /&gt;
 IF 62 * 4 / 5 &amp;lt; 50&lt;br /&gt;
 IF 49.6 &amp;lt; 50 (TRUE)&lt;br /&gt;
 THEN&lt;br /&gt;
 Total Stingray Launchers = INT(50 * 5 / 4) + 1&lt;br /&gt;
                          = INT(62.5) + 1&lt;br /&gt;
                          = 62 + 1&lt;br /&gt;
                          = 63&lt;br /&gt;
Interesting points to contemplate:&lt;br /&gt;
*Most weapons use up more space than their clip. Not the Heavy Plasma. Each weapon takes up 0.20 slots in the General Store, while a Heavy Plasma clip takes up 0.30.&lt;br /&gt;
*Craft Cannon Shells do not require (or use) any space in General Store inventory. As long as you have at least one open slot at a base, you could purchase (and contain) an infinite quantity of these shells. However, once General Store space is filled to capacity, these shells cannot be purchased anymore.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
Construction Time: 10 days&amp;lt;br&amp;gt;&lt;br /&gt;
Construction Cost: $150,000&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Cost: $5,000/month&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Spring Cleaning Tips]]&lt;br /&gt;
[[Category:Base Facilities (UFO Defense)]]&lt;br /&gt;
[[Category: data tables]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spring_Cleaning_Tips&amp;diff=9323</id>
		<title>Spring Cleaning Tips</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spring_Cleaning_Tips&amp;diff=9323"/>
		<updated>2006-11-21T03:11:21Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Spring Cleaning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Spring Cleaning =&lt;br /&gt;
&lt;br /&gt;
While your bases&#039; storage space is for all practical purposes infinite, the number of [[General Stores]] modules you have does have real effects. Once your Stores fill up, you will only be able to move items into the base by acquiring them on tactical missions or manufacturing them on site (or maybe moving them in stuffed in the back of a Skyranger). You will be unable to purchase new items, transfer items from another base, or move them off craft. More importantly, the amount of clutter in Stores determines what is available to use when [[Base Defense|aliens attack your base]]. Therefore, it is to your best interest to keep at least a little free space in Stores. In addition, selling those corpses, weapons, etc. is a good source of money.&lt;br /&gt;
&lt;br /&gt;
Decluttering your stores is as simple as selling or moving unnecessary or even redundant equipment. You should make it a point to spring clean once every few months or after playing a series of missions with a high amount of recovered loot.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s simple common sense. What&#039;s more difficult is deciding on what to keep. If you have a clear idea of what you need and how much you need, then your job will be much easier. But if you&#039;re new to the game, or you aren&#039;t too sure but want to keep your stores as bare bones but still functional as possible, read on for a few tips to get you started. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Exotics: These items are usually acquired by capturing downed or landed UFOs, though navigation, power units, and alloys can be manufactured.&lt;br /&gt;
**UFO Components - 1 [[UFO Navigation|navigation]], 2 [[UFO Power Source|power sources]] minimum. This is enough to construct one of any hybrid craft. There is little reason to keep too many spares once your fleet is complete, however. These should only be stored at your &#039;shipyard&#039; base(s).&lt;br /&gt;
** [[Elerium-115|Elerium]] - keep all of it unless you&#039;re lucky enough to have so much of it that it&#039;s spilling out your ears or you &#039;&#039;really&#039;&#039; need the space. It&#039;s probably a better idea to just transfer it to another base.&lt;br /&gt;
** [[Alien Alloys|Alloys]] - Keep enough to produce what you want, otherwise use it up by producing useful items that use alloys or just sell it. Far too easy to obtain and easy to produce (*gasp* The very thought!), so you&#039;ll never have to worry about running out. A single raid on a landed [[Supply Ship]] nets enough alloy to build an [[Avenger]] with a little left over.&lt;br /&gt;
&lt;br /&gt;
*Weapons: At minimum, each base should have one weapon per soldier with one clip per weapon. Most commanders will wish to keep at least one or two reloads on hand per soldier, but don&#039;t go overboard with this. &lt;br /&gt;
**Sell off excess weapons and ammunition, especially weapons you rarely or never use. For example, once you have completed the research that requires live aliens, there is little reason to keep [[Stun Rod|Stun Rods]] or [[Small Launcher|Small Launchers]] on hand.&lt;br /&gt;
***Remember that weapons stored in a troop transport are unloaded for use in a base defence mission. Nevertheless, it&#039;s a good idea to have some spare weapons in the base itself in the event that the [[Skyranger]] is out on a mission when the aliens come calling.&lt;br /&gt;
**[[Weapons (UFO Defense)#Laser Technology|Laser weapons]] do not require ammunition and are fairly effective against most enemies. If you are willing to sacrifice a little firepower, they are great space-savers compared to plasma weapons that require clips.&lt;br /&gt;
**Don&#039;t stock too many [[Heavy Weapons Platforms (UFO Defense)|HWPs]] as they take up 6 Stores units apiece. Also, they might start to take up soldier spawn points on base defense missions.&lt;br /&gt;
***If used only for base defence, don&#039;t bother purchasing or building any ammo for the tank as HWPs receive free ammunition on base defence missions.   &lt;br /&gt;
***If used in the field, buy enough ammunition to last two or more missions. Tank ammo do not count as battlescape items and won&#039;t clog your stores in the event of a base defence mission. &lt;br /&gt;
*Miscellaneous Equipment: [[Psi-Amp|Psi-Amps]], [[Medi-Kit|Medi-kits]], [[Electro-flare|Electro-flares]], and other items also take up Stores space. Stock enough Psi-Amps for your psi-capable troopers.&lt;br /&gt;
**[[Motion Scanner|Motion Scanners]], Medi-Kits, and Flares should all be stored on craft since tactical missions are the only times you will use them. Due to the random nature of Base Defense mission spawning, your medics are likely to be too far from the main action to be useful and your bases are well-lit.&lt;br /&gt;
**[[Mind Probe]]s are useful for locating specific aliens and for analysing their current state. However, you will often pick up more probes than you&#039;ll ever reasonably need. Keep one or two probes and sell the excess.  &lt;br /&gt;
* Storage facility: If you really want to hang on to a very large amount of stuff, build a storage facility somewhere and garrison it with a small squad. This base can also serve non-combat roles such as psi screening, UFO detection, etc. It should be constructed in an area with low UFO activity and protected with a Mind Shield. It should also keep a few HWPs on hand so the soldiers don&#039;t get completely shafted by the 80 item limit&lt;br /&gt;
&lt;br /&gt;
* Warning&lt;br /&gt;
** IMHO you should never sell anything that needs to be Manufactured and cannot be bought. You might need that stuff in a hurry if you are expanding unexpectedly, or suffer a setback, or a change in tactics is forced. Your main assault force might not need those 14 Laser Rifles but they could be great for a defence force for that new base you just built. You can&#039;t afford to stop building your new Avenger in order to produce more Heavy Plasmas and Power Suits, so get the Laser Rifles and Personal Armour out of storage. Don&#039;t leave them at your main base cluttering your 80 item limit, send them off to a research base or radar base somewhere. But DO NOT SELL THEM! At least not until you have maxed out the research tree and produced more top-end equipment than will physically fit on 250 soldiers. --[[User:Spike|Spike]] 18:25, 3 June 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spring_Cleaning_Tips&amp;diff=9322</id>
		<title>Spring Cleaning Tips</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spring_Cleaning_Tips&amp;diff=9322"/>
		<updated>2006-11-21T03:07:48Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Tips */  Linked to articles on specific pieces of gear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Spring Cleaning =&lt;br /&gt;
&lt;br /&gt;
While your bases&#039; storage space is for all practical purposes infinite, the number of [[General Stores]] modules you have does have real effects. Once your Stores fill up, you will only be able to move items into the base by acquiring them on tactical missions or manufacturing them on site (or maybe moving them in stuffed in the back of a Skyranger). You will be unable to purchase new items, transfer items from another base, or move them off craft. Therefore, it is to your best interest to keep at least a little free space in Stores. In addition, selling those corpses, weapons, etc. is a good source of money.&lt;br /&gt;
&lt;br /&gt;
Decluttering your stores is as simple as selling or moving unnecessary or even redundant equipment. You should make it a point to spring clean once every few months or after playing a series of missions with a high amount of recovered loot.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s simple common sense. What&#039;s more difficult is deciding on what to keep. If you have a clear idea of what you need and how much you need, then your job will be much easier. But if you&#039;re new to the game, or you aren&#039;t too sure but want to keep your stores as bare bones but still functional as possible, read on for a few tips to get you started. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Exotics: These items are usually acquired by capturing downed or landed UFOs, though navigation, power units, and alloys can be manufactured.&lt;br /&gt;
**UFO Components - 1 [[UFO Navigation|navigation]], 2 [[UFO Power Source|power sources]] minimum. This is enough to construct one of any hybrid craft. There is little reason to keep too many spares once your fleet is complete, however. These should only be stored at your &#039;shipyard&#039; base(s).&lt;br /&gt;
** [[Elerium-115|Elerium]] - keep all of it unless you&#039;re lucky enough to have so much of it that it&#039;s spilling out your ears or you &#039;&#039;really&#039;&#039; need the space. It&#039;s probably a better idea to just transfer it to another base.&lt;br /&gt;
** [[Alien Alloys|Alloys]] - Keep enough to produce what you want, otherwise use it up by producing useful items that use alloys or just sell it. Far too easy to obtain and easy to produce (*gasp* The very thought!), so you&#039;ll never have to worry about running out. A single raid on a landed [[Supply Ship]] nets enough alloy to build an [[Avenger]] with a little left over.&lt;br /&gt;
&lt;br /&gt;
*Weapons: At minimum, each base should have one weapon per soldier with one clip per weapon. Most commanders will wish to keep at least one or two reloads on hand per soldier, but don&#039;t go overboard with this. &lt;br /&gt;
**Sell off excess weapons and ammunition, especially weapons you rarely or never use. For example, once you have completed the research that requires live aliens, there is little reason to keep [[Stun Rod|Stun Rods]] or [[Small Launcher|Small Launchers]] on hand.&lt;br /&gt;
***Remember that weapons stored in a troop transport are unloaded for use in a base defence mission. Nevertheless, it&#039;s a good idea to have some spare weapons in the base itself in the event that the [[Skyranger]] is out on a mission when the aliens come calling.&lt;br /&gt;
**[[Weapons (UFO Defense)#Laser Technology|Laser weapons]] do not require ammunition and are fairly effective against most enemies. If you are willing to sacrifice a little firepower, they are great space-savers compared to plasma weapons that require clips.&lt;br /&gt;
**Don&#039;t stock too many [[Heavy Weapons Platforms (UFO Defense)|HWPs]] as they take up 6 Stores units apiece. Also, they might start to take up soldier spawn points on base defense missions.&lt;br /&gt;
***If used only for base defence, don&#039;t bother purchasing or building any ammo for the tank as HWPs receive free ammunition on base defence missions.   &lt;br /&gt;
***If used in the field, buy enough ammunition to last two or more missions. Tank ammo do not count as battlescape items and won&#039;t clog your stores in the event of a base defence mission. &lt;br /&gt;
*Miscellaneous Equipment: [[Psi-Amp|Psi-Amps]], [[Medi-Kit|Medi-kits]], [[Electro-flare|Electro-flares]], and other items also take up Stores space. Stock enough Psi-Amps for your psi-capable troopers.&lt;br /&gt;
**[[Motion Scanner|Motion Scanners]], Medi-Kits, and Flares should all be stored on craft since tactical missions are the only times you will use them. Due to the random nature of Base Defense mission spawning, your medics are likely to be too far from the main action to be useful and your bases are well-lit.&lt;br /&gt;
**[[Mind Probe]]s are useful for locating specific aliens and for analysing their current state. However, you will often pick up more probes than you&#039;ll ever reasonably need. Keep one or two probes and sell the excess.  &lt;br /&gt;
* Storage facility: If you really want to hang on to a very large amount of stuff, build a storage facility somewhere and garrison it with a small squad. This base can also serve non-combat roles such as psi screening, UFO detection, etc. It should be constructed in an area with low UFO activity and protected with a Mind Shield. It should also keep a few HWPs on hand so the soldiers don&#039;t get completely shafted by the 80 item limit&lt;br /&gt;
&lt;br /&gt;
* Warning&lt;br /&gt;
** IMHO you should never sell anything that needs to be Manufactured and cannot be bought. You might need that stuff in a hurry if you are expanding unexpectedly, or suffer a setback, or a change in tactics is forced. Your main assault force might not need those 14 Laser Rifles but they could be great for a defence force for that new base you just built. You can&#039;t afford to stop building your new Avenger in order to produce more Heavy Plasmas and Power Suits, so get the Laser Rifles and Personal Armour out of storage. Don&#039;t leave them at your main base cluttering your 80 item limit, send them off to a research base or radar base somewhere. But DO NOT SELL THEM! At least not until you have maxed out the research tree and produced more top-end equipment than will physically fit on 250 soldiers. --[[User:Spike|Spike]] 18:25, 3 June 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spring_Cleaning_Tips&amp;diff=9320</id>
		<title>Spring Cleaning Tips</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spring_Cleaning_Tips&amp;diff=9320"/>
		<updated>2006-11-19T17:08:56Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Spring Cleaning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Spring Cleaning =&lt;br /&gt;
&lt;br /&gt;
While your bases&#039; storage space is for all practical purposes infinite, the number of [[General Stores]] modules you have does have real effects. Once your Stores fill up, you will only be able to move items into the base by acquiring them on tactical missions or manufacturing them on site (or maybe moving them in stuffed in the back of a Skyranger). You will be unable to purchase new items, transfer items from another base, or move them off craft. Therefore, it is to your best interest to keep at least a little free space in Stores. In addition, selling those corpses, weapons, etc. is a good source of money.&lt;br /&gt;
&lt;br /&gt;
Decluttering your stores is as simple as selling or moving unnecessary or even redundant equipment. You should make it a point to spring clean once every few months or after playing a series of missions with a high amount of recovered loot.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s simple common sense. What&#039;s more difficult is deciding on what to keep. If you have a clear idea of what you need and how much you need, then your job will be much easier. But if you&#039;re new to the game, or you aren&#039;t too sure but want to keep your stores as bare bones but still functional as possible, read on for a few tips to get you started. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Exotics: These items are usually acquired by capturing downed or landed UFOs, though navigation, power units, and alloys can be manufactured.&lt;br /&gt;
**UFO Components - 1 navigation, 2 power units minimum. This is enough to construct one of any hybrid craft. There is little reason to keep too many spares once your fleet is complete, however. These should only be stored at your &#039;shipyard&#039; base(s).&lt;br /&gt;
** Elerium - keep all of it unless you&#039;re lucky enough to have so much of it that it&#039;s spilling out your ears or you &#039;&#039;really&#039;&#039; need the space. It&#039;s probably a better idea to just transfer it to another base.&lt;br /&gt;
** Alloys - Keep enough to produce what you want, otherwise use it up by producing useful items that use alloys or just sell it. Far too easy to obtain and easy to produce (*gasp* The very thought!), so you&#039;ll never have to worry about running out. A single raid on a landed Supply Ship nets enough alloy to build an Avenger with a little left over.&lt;br /&gt;
&lt;br /&gt;
*Weapons: At minimum, each base should have one weapon per soldier with one clip per weapon. Most commanders will wish to keep at least one or two reloads on hand per soldier, but don&#039;t go overboard with this. &lt;br /&gt;
**Sell off excess weapons and ammunition, especially weapons you rarely or never use. For example, once you have completed the research that requires live aliens, there is little reason to keep Stun Rods or Small Launchers on hand.&lt;br /&gt;
***Remember that weapons stored in a troop transport are unloaded for use in a base defence mission. Nevertheless, it&#039;s a good idea to have some spare weapons in the base itself in the event that the Skyranger is out on a mission when the aliens come calling.&lt;br /&gt;
**Laser weapons do not require ammunition and are fairly effective against most enemies. If you are willing to sacrifice a little firepower, they are great space-savers compared to plasma weapons that require clips.&lt;br /&gt;
**Don&#039;t stock too many HWPs as they take up 6 Stores units apiece. Also, they might start to take up soldier spawn points on base defense missions.&lt;br /&gt;
***If used only for base defence, don&#039;t bother purchasing or building any ammo for the tank as HWPs receive free ammunition on base defence missions.   &lt;br /&gt;
***If used in the field, buy enough ammunition to last two or more missions. Tank ammo do not count as battlescape items and won&#039;t clog your stores in the event of a base defence mission. &lt;br /&gt;
*Miscellaneous Equipment: Psi-Amps, Medi-kits, Electro-flares, and other items also take up Stores space. Stock enough Psi-Amps for your psi-capable troopers.&lt;br /&gt;
**Motion Sensors, Medi-Kits, and Flares should all be stored on craft since tactical missions are the only times you will use them. Due to the random nature of Base Defense mission spawning, your medics are likely to be too far from the main action to be useful and your bases are well-lit.&lt;br /&gt;
**Mind Probes should be sold off once you have no further need for prisoners.&lt;br /&gt;
* Storage facility: If you really want to hang on to a very large amount of stuff, build a storage facility somewhere and garrison it with a small squad. This base can also serve non-combat roles such as psi screening, UFO detection, etc. It should be constructed in an area with low UFO activity and protected with a Mind Shield. It should also keep a few HWPs on hand so the soldiers don&#039;t get completely shafted by the 80 item limit&lt;br /&gt;
&lt;br /&gt;
* Warning&lt;br /&gt;
** IMHO you should never sell anything that needs to be Manufactured and cannot be bought. You might need that stuff in a hurry if you are expanding unexpectedly, or suffer a setback, or a change in tactics is forced. Your main assault force might not need those 14 Laser Rifles but they could be great for a defence force for that new base you just built. You can&#039;t afford to stop building your new Avenger in order to produce more Heavy Plasmas and Power Suits, so get the Laser Rifles and Personal Armour out of storage. Don&#039;t leave them at your main base cluttering your 80 item limit, send them off to a research base or radar base somewhere. But DO NOT SELL THEM! At least not until you have maxed out the research tree and produced more top-end equipment than will physically fit on 250 soldiers. --[[User:Spike|Spike]] 18:25, 3 June 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Defence&amp;diff=9319</id>
		<title>Base Defence</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Defence&amp;diff=9319"/>
		<updated>2006-11-19T16:23:30Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Bugs */ Linked to the Spring Cleaning article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non-combat personnel and XCom craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death.&lt;br /&gt;
&lt;br /&gt;
== Battleships ==&lt;br /&gt;
&lt;br /&gt;
An inbound [[Battleship]] on a &amp;quot;[[Alien Missions#Alien Retaliation|Retaliation]]&amp;quot; mission means there is a high chance that a Base Defense mission is in the offing for you. These ships will come in at a very low altitude, at about their top speed. They obviously must not care about the well being of the craft to run it that hard in a full atmosphere!&lt;br /&gt;
&lt;br /&gt;
You can bring down these battleships with sufficient [[Base Defense Measures (UFO Defense)|Base Defense Measures]], but the game is programmed to just send another on the exact same mission. It&#039;s been proven that about 6 or 7 Fusion Ball Defenses with Grav Shield (total defensive strength 6000) can hold off incoming battleships (hull strength 3000) indefinitely, but since you get no bonus for blowing a battleship out of the sky, not even to monthly score, it&#039;s better to let them land eventually and just run the mission. Once you&#039;ve run the mission, win or lose, the attacks stop coming. The aliens seem to forget where the base is...&lt;br /&gt;
&lt;br /&gt;
Only battleships actually assault your base. Don&#039;t worry too much about other alien craft on &amp;quot;Retaliation&amp;quot; missions, they&#039;re just scouts.  Shooting these down far away from your base may confuse the aliens as to where your base actually is. Shooting them down will also ruin their base finding mission, saving your base until the next scout is sent to replace the first.&lt;br /&gt;
&lt;br /&gt;
== Battle Tips ==&lt;br /&gt;
&lt;br /&gt;
A good [[Base Layout Strategy]] is of paramount importance here.  Make sure your base is designed to make it easy to defend.&lt;br /&gt;
&lt;br /&gt;
You really want everybody at home for a base defense mission. If you&#039;re caught with your Skyranger off at some UFO crash site, you&#039;ll have to defend the base with a rookie, two guys on crutches that were in med-bay, and the antique [[Tank/Cannon]] you hadn&#039;t got around to selling yet. Mind you, the odds are still in your favor. You know the layout, it&#039;s fully lit, and you (should have) designed in choke points. &lt;br /&gt;
&lt;br /&gt;
Equipment assigned to your craft is available for base defense missions, unless the craft is out of the base. Equipment loaded on craft in the base becomes part of the general 80-item pool. If it were otherwise, your psionic troopers would likely be useless for want of Psi-amps.&lt;br /&gt;
&lt;br /&gt;
Battleships will unload both regular aliens and their associated [[Terror Units (UFO Defense)|Terror Unit]]s. You won&#039;t ever see the battleship, but you will get to see all those nifty modules you&#039;ve been constructing in the Base Planner view, close-up! Base modules have two levels. Soldiers will normally spawn/start in Living Quarters and Storage modules. Aliens spawn/start in Hangars and the Access Lift.&lt;br /&gt;
&lt;br /&gt;
A soldier with a [[Motion Scanner]] in an upstairs closet near the access lift combined with a [[Tank/Rocket_Launcher|rocket tank]] at standoff range will keep the aliens at bay until the rockets run out. &#039;&#039;-see also [Stewart&#039;s] strategy on xcomufo.com forums.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Blaster Bomb]]s can clear your base in just a few turns, if you launch a few into the hangars and access lift. &#039;&#039;The problem is getting the program to supply your soldiers with blaster bombs before hitting the 80-item limit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hovertank/Launchers are almost as good at clearing out your base, except for the fact that their missiles are more prone to inaccuracy and often veer off and blow up against the wrong walls. &#039;&#039;Since the game has a &amp;quot;free ammo for HWP in base defence&amp;quot; bug, I don&#039;t see HOW you can lose as long as you keep 3-4 of these things in every base.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Doing too much damage to a room can also collapse it, and you will lose that room permanently. Any rooms that can only be accessed by going through the collapsed room will also be lost. Spawn-point rooms such as Living Quarters, Stores, Access Lift, and Hangars can&#039;t be collapsed.&lt;br /&gt;
&lt;br /&gt;
You can recover lots of valuable [[Elerium-115]] and alien weapons from a successful base defense. Losing or abandoning the battle means losing the base. Although sometimes you can still come out with a positive score for your trouble.&lt;br /&gt;
&lt;br /&gt;
It might be best to disarm all your psi-weak soldiers at this base if there are ethereals or sectoids attacking.&lt;br /&gt;
&lt;br /&gt;
If you built a General Stores near the Access Lift, the double doors are a great place for ambushing aliens as they leave the Access Lift. Each chamber will hold two soldiers. Eight soldiers stepping out and firing one or two bursts of laser or plasma shots will almost guarantee that no alien penetrates further into your base. Also, so long as no soldiers or tanks are visible during the aliens&#039; turn, they will not make psi attacks. The [[Destroying Terrain#Terrain structures|doors]] have a damage rating of 75, which means they will withstand an alien grenade detonated right beside them. This tactic has one downside against Sectoids: Cyberdisks will explode when killed at the chokepoint and destroy a large proportion of the loot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[ [[User:NKF|NKF]]: Elerium collection from a base defence mission can only happen if elerium pods are generated in the battlescape. See, if you have 10 units in storage, the game will generate 10 pods in the base, given sufficient space in the object table. But because the way the game automatically converts 1 pod into 50 units at the end of the mission, you&#039;re basically getting 5000% more elerium from your own pods (those that don&#039;t get destroyed, anyway). None of them come from the aliens! Until this is verified for 1.4 and 1.4ce, it is safe to say that this will only happen in earlier versions of the game.] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[ [[User:Zombie|Zombie]]: I tried this out today on my 1.4ce, and just like I thought, no Elerium spawned.] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[A somewhat unorthodox strategy, forced by necessity, paid off for Zombie: &amp;quot;I armed my best soldiers with the stun rods, hid them in the General Stores next to the Access Lift, and went to work. Every round a Snakeman would appear from the Access Lift, and every round one of my soldiers would stun the alien while another veteran grabbed the body and hauled the poor alien upstairs for observation. I was laughing so hard I almost peed my pants!&amp;quot; - as copied from strategycore. Mental picture of a Snakeman with a pillowcase over his head, zipcuffed arms behind his back, old army sock stuffed in the mouth, being heaved into a darkened storeroom on top of his buddies. &amp;quot;We get $20K for each, alive or dead, right?&amp;quot; --[[User:JellyfishGreen|JellyfishGreen]] 08:34, 14 Oct 2005 (PDT) ]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== To Surrender or Not To Surrender ==&lt;br /&gt;
&lt;br /&gt;
There are only two costs incurred when you lose a base:&lt;br /&gt;
# You lose the base and everything in it;&lt;br /&gt;
# You lose points for the soldiers and tanks that died defending the base. &lt;br /&gt;
&lt;br /&gt;
The loss of the base is presumably erased from the annals of history. It&#039;s all kept very hush-hush from the public. The non-combat staff and all ships that were at the base are disbanded and are not lost in the battle. X-Com ships vanish without a trace, probably stolen by wretched engineers. The deaths of the soldiers on the other hand are a lot harder to explain, and friends and families are bound to make inquiries. &lt;br /&gt;
&lt;br /&gt;
Therefore, if you find yourself in a situation where you are defending a base against an enemy that you have no hope of winning against, should you surrender without a fight, or fight it out? You will need to base this on who you are fighting with and what you have to fight them with. &lt;br /&gt;
&lt;br /&gt;
For example, a fresh batch of recruits in jumpsuits armed with regulation standard pistols and rifles against an elite squad of [[Ethereal]]s and [[Sectopod]]s. This can be classed as a hopeless battle should you not be able to utilise the weapons used by the attackers. In a situation like this, you should cut your losses and surrender without a fight. &lt;br /&gt;
This will incur a 0 point penalty along with the loss of the base. &lt;br /&gt;
&lt;br /&gt;
On the other hand, should it be against [[Floater]]s, you could push on and try your luck. &lt;br /&gt;
&lt;br /&gt;
Alternately, you could also try to kill as many raiders as you can before surrendering. &lt;br /&gt;
As long as you did not lose any soldiers in the process, you will get a positive score for losing the base. If this is an option, go for it. If not, don&#039;t.&lt;br /&gt;
&lt;br /&gt;
It is understandable that some commanders may be too proud to go down without a fight. There is nothing wrong with that, but do try to consider the consequences of any actions before taking them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; All of the above relates to raids on bases when you have more than one base. If you are put into a situation where you cannot save your very last base, then you should consider restarting the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you have have advance warning about a base raid that you&#039;re going to surrender-- i.e., a hyperwave decoder, or you can see that battleship making a beeline for your base on a normal radar-- take the time to transfer as much as you can out of that base to other bases before the raid hits.  &lt;br /&gt;
If you&#039;ve got free hangars in other bases, transfer the craft, save any elerium there, and transfer out all the personnel you can.  &lt;br /&gt;
An obvious thing, but can be quickly forgotten in the shadow of a battleship. --[[User:Papa Legba|Papa Legba]] 17:36, 22 Nov 2005 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As stated earlier, the aliens can attack your base pretty early (especially on superhuman; For example, I got my first raid before laser pistol research was done!) - pistols and grenades may work well against sektoids, but are pretty worthless against cyberdiscs - still, even in this case, the answer should be clearly &amp;quot;not to surrender!&amp;quot; - In the early stage of the game, there are two ways of winning against cyberdiscs: first: get a soldier to stand near it and provoke a reaction shot by a different alien and hope it hits the disc, leads to its death and doesnt let it explode. Or just stun it - 2-3 soldiers with stun rods do a great job there, especially in a base with its plenty of cover.. &#039;&#039; [[User: Player11]] 23:47, 23 oct 2006&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Base defenses can be DEADLY.&lt;br /&gt;
&lt;br /&gt;
But not for the reason you think.&lt;br /&gt;
&lt;br /&gt;
*When you have more than 80 items present at a base, the game will only make available the first 80 items on the stores list (See &#039;80-item Limit&#039; in [[Known Bugs]].) . This will result in conventional weapons/stun rods/electroflares/etc. being available instead of lasers/plasmas. To prevent this there are 3 possible solutions before that Battleship strikes the base: &lt;br /&gt;
1) Transfer the unwanted items to another base.&amp;lt;br&amp;gt;&lt;br /&gt;
2) Load your transports (if there&#039;s any) with the unwanted items and launch them before the UFO lands. This saves the work of having to transfer those items back but if the base gets destroyed the transport will disappear and the waypoint to which it was headed will remain visible for the rest of the game. &amp;lt;br&amp;gt;&lt;br /&gt;
3)[[Spring_Cleaning_Tips|Sell unnecessary stuff]]. &#039;&#039;&amp;quot;Imminent Alien Invasion Yard Sale! Everything Must Go!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you had 40 heavy plasmas in your base and forgot to get rid of those 40 smoke grenades, all your troopers would be lacking the clips for the heavy plasma. Good luck defending a base with nothing but 40 smoke grenades. &#039;&#039;[Darksun: Lucky for my stupid self, I had a couple of laser tanks to convince the aliens to lend me some ammo.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A relatively easy way to counter this problem is to keep your stores of &amp;quot;conventional&amp;quot; weapons low and keep 20 or more [[Laser Rifle]]s in base inventories.  Laser Rifles are high on the inventory list and are distributed before most other items.  As they do not require ammo, any laser is immediately combat-ready.&lt;br /&gt;
&lt;br /&gt;
*Another ANNOYING bug I find is the disappearing bodies and booty from aliens. This is related to the 80 item bug problem.&lt;br /&gt;
&lt;br /&gt;
*Also much feared is the dreaded &amp;quot;walled off section&amp;quot; or [[Known_Bugs#Base_Disjoint_Bug|Base Disjoint Bug]]. Sections of your base along the extreme south and east edges will often be separated from each other by dirt walls. Heavy plasma and blaster launchers are needed in this scenario to excavate the dirt. Possible that heavy explosives might work too, I&#039;m not sure. Soldiers spawning in Stores or Living Quarters here may be trapped for the duration.&lt;br /&gt;
&lt;br /&gt;
*A much nicer bug is that [[HWP]]&#039;s automatically get a free load of ammo (which is added to your stores if unused). Note you still need at least one soldier as aliens landing at an unguarded base - or a base defended only by HWP&#039;s - take it without a fight.&lt;br /&gt;
&lt;br /&gt;
*If you have a LOT of soldiers, enough to fill all your spawn points, soldiers will start taking alien spawn points. Which means less aliens. &#039;&#039;- much kudos to [Zombie]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Masochists: at superhuman, you get the same quantity of aliens as in the battleship, e.g. +25 aliens, +8 terror units. To get the full compliment to attack your base, you need AT MINIMUM 2 hangars. (Unless you want aliens to spawn in general stores downstairs corridor). Four hangars guarantee maximum alien load if you use 15 soldiers and conservative loadouts. &#039;&#039;I usually defend with 10 guys, 2 tanks VS four hangars. LasR &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[X-Com Base Terrain]]&lt;br /&gt;
*[[Base Layout Strategy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Spring_Cleaning_Tips&amp;diff=9318</id>
		<title>Spring Cleaning Tips</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Spring_Cleaning_Tips&amp;diff=9318"/>
		<updated>2006-11-19T16:21:24Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Turned this into something a little more like a real article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Spring Cleaning =&lt;br /&gt;
&lt;br /&gt;
While your bases&#039; storage space is for all practical purposes infinite, the number of [[General Stores]] modules you have does have real effects. Once your Stores fill up, you will only be able to move items into the base by acquiring them on tactical missions or manufacturing them on site (or maybe moving them in stuffed in the back of a Skyranger). You will be unable to purchase new items, transfer items from another base, or move them off craft. Therefore, it is to your best interest to keep at least a little free space in Stores. In addition, selling those corpses, weapons, etc. is a good source of money.&lt;br /&gt;
&lt;br /&gt;
Decluttering your stores is as simple as selling or moving unnecessary or even redundant equipment. You should make it a point to spring clean once every few months or after playing a series of missions with a high amount of recovered loot.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s simple common sense. What&#039;s more difficult is deciding on what to keep. If you have a clear idea of what you need and how much you need, then your job will be much easier. But if you&#039;re new to the game, or you aren&#039;t too sure but want to keep your stores as bare bones but still functional as possible, read on for a few tips to get you started. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
*Exotics: These items are usually acquired by capturing downed or landed UFOs, though navigation, power units, and alloys can be manufactured.&lt;br /&gt;
**UFO Components - 1 navigation, 2 power units minimum. This is enough to construct one of any hybrid craft. There is little reason to keep too many spares once your fleet is complete, however. These should only be stored at your &#039;shipyard&#039; base(s).&lt;br /&gt;
** Elerium - keep all of it unless you&#039;re lucky enough to have so much of it that it&#039;s spilling out your ears or you &#039;&#039;really&#039;&#039; need the space. It&#039;s probably a better idea to just transfer it to another base.&lt;br /&gt;
** Alloys - Keep enough to produce what you want, otherwise use it up by producing useful items that use alloys or just sell it. Far too easy to obtain and easy to produce (*gasp* The very thought!), so you&#039;ll never have to worry about running out. A single raid on a landed Supply Ship nets enough alloy to build an Avenger with a little left over.&lt;br /&gt;
&lt;br /&gt;
*Weapons: At minimum, each base should have one weapon per soldier with one clip per weapon. Naturally, most commanders will wish to keep at least one or two reloads on hand per soldier, but don&#039;t go overboard with this. &lt;br /&gt;
**Sell off excess weapons and ammunition, especially weapons you rarely or never use. For example, once you have completed the research that requires live aliens, there is little reason to keep Stun Rods or Small Launchers on hand.&lt;br /&gt;
***Remember that weapons stored in a troop transport are unloaded for use in a base defence mission. Nevertheless, it&#039;s a good idea to have some spare weapons in the base itself in the event that the Skyranger is out on a mission when the aliens come calling.&lt;br /&gt;
**Laser weapons do not require ammunition and are fairly effective against most enemies. If you are willing to sacrifice a little firepower, they are great space-savers compared to plasma weapons that require clips.&lt;br /&gt;
**Don&#039;t stock too many HWPs as they take up 6 Stores units apiece. Also, they might start to take up soldier spawn points on base defense missions.&lt;br /&gt;
***If used only for base defence, don&#039;t bother purchasing or building any ammo for the tank as HWPs receive free ammunition on base defence missions.   &lt;br /&gt;
***If used in the field, buy enough ammunition to last two or more missions. Tank ammo do not count as battlescape items and won&#039;t clog your stores in the event of a base defence mission. &lt;br /&gt;
* Storage facility: If you really want to hang on to a very large amount of stuff, build a storage facility somewhere and garrison it with a small squad. This base can also serve non-combat roles such as psi screening, UFO detection, etc. It should be constructed in an area with low UFO activity and protected with a Mind Shield. It should also keep a few HWPs on hand so the soldiers don&#039;t get completely shafted by the 80 item limit&lt;br /&gt;
&lt;br /&gt;
* Warning&lt;br /&gt;
** IMHO you should never sell anything that needs to be Manufactured and cannot be bought. You might need that stuff in a hurry if you are expanding unexpectedly, or suffer a setback, or a change in tactics is forced. Your main assault force might not need those 14 Laser Rifles but they could be great for a defence force for that new base you just built. You can&#039;t afford to stop building your new Avenger in order to produce more Heavy Plasmas and Power Suits, so get the Laser Rifles and Personal Armour out of storage. Don&#039;t leave them at your main base cluttering your 80 item limit, send them off to a research base or radar base somewhere. But DO NOT SELL THEM! At least not until you have maxed out the research tree and produced more top-end equipment than will physically fit on 250 soldiers. --[[User:Spike|Spike]] 18:25, 3 June 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Base_Assault&amp;diff=9311</id>
		<title>Alien Base Assault</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Base_Assault&amp;diff=9311"/>
		<updated>2006-11-18T17:42:58Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
XCom operatives have gained entrance to an alien base. The control centre must be destroyed to render the base inoperative. The Mission will terminate when all enemies are eliminated.&lt;br /&gt;
&lt;br /&gt;
==Locating an Alien Base==&lt;br /&gt;
Alien bases do not show up on the Geoscape by default.  They are hidden until you find them.  To locate one, an X-Com craft must patrol in its vicinity for a short time.  Also, X-Com agents may report a base location to you at the beginning of the month, but that shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
There are several clues that indicate the presence of an alien base:  &lt;br /&gt;
*A large UFO performing an &amp;quot;Alien Base&amp;quot; mission may indicate the creation of a base, or a preliminary scouting mission.  Several UFOS running alien base missions simultaneously indicate the construction of a base, and the base may be built even if you interdict all of those UFOs.  See: [[Alien Missions]]&lt;br /&gt;
*An &amp;quot;Alien Supply&amp;quot; mission will always land directly on top of a base; patrol the location until you find it.  &lt;br /&gt;
*For each nation that the aliens enter a pact with, they will also build a base somewhere on that nation&#039;s continent-- but not necessarily within that nation&#039;s borders.&lt;br /&gt;
*Check your graphs for UFO activity by region.  A spike of UFO activity in a given region probably indicates the construction of a base there.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
Destroying the contents of the room on the second floor of the Command Center renders the base destroyed for all intents of a base assault.  Specifically, you must destroy all 16 sections of the 4 purple octagonal tables (normally these are UFO Navigations).  A single [[Blaster Bomb]] to the upper level will usually set off a chain reaction: if you hear 16 explosions in a row, you&#039;re all set.&lt;br /&gt;
&lt;br /&gt;
If you abort the mission after destroying the Command Center, the base will be destroyed.  However, the mission will not end until you abort it or kill every alien in the base -- the latter is of course to be preferred.&lt;br /&gt;
&lt;br /&gt;
If you do abort the mission, be sure to move all your troops onto the green tiles in the &amp;quot;exit areas&amp;quot; on the upper level.  Any troops not on a green tile (including those on the red lift tiles in the exit rooms) will be counted as MIA.&lt;br /&gt;
&lt;br /&gt;
It is often much easier to infiltrate the Command Center by shooting through its walls (and ceiling) than by entering it via its doors and access lift.  See [[Destroying Terrain#UFO Walls]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Recoverable Components ==&lt;br /&gt;
&lt;br /&gt;
The components that can be recovered from an alien base varies, dependent on what modules are used in its layout (see [[Alien Base Terrain]]).  Most of the recovery value from an alien base assault will come from recovered alien armaments.  See [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;12-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Smash And Grab==&lt;br /&gt;
Alien bases can be a very quick and dirty (dangerous) way to get Elerium, using what we call the &amp;quot;smash and grab&amp;quot; mission. Raid them by seeking out the storage room with power units. Destroy the power units without using explosives, and pick up the purple elerium canisters that were underneath.  Boogie back to the entry lift, and abort the mission. You get the elerium and the base is not destroyed. This means you can raid as often as you dare. Consider grabbing a few alien equipment on your retreat to replenish any spent equipment during the raid, and perhaps if you are lucky enough to knock out a high ranking alien, drag it back to the entrance to have it abducted. &lt;br /&gt;
&lt;br /&gt;
If you want to do repeated Smash And Grabs on the same base, you must not destroy the base Control Center, and you must leave some aliens alive in the base. &lt;br /&gt;
&lt;br /&gt;
One tip is to knock out an alien, bring it somewhere safe where you can watch over it (such as the small storage rooms with the small grav-lift), and then revive it with a med-kit. Proceed to wipe out the rest of the aliens, but do not damage the command consoles in the command centre. As soon as the base is neutralized, initiate a recovery mission and gather as much equipment (and corpses, if you&#039;re really stretched for cash) in the green entrance pads before aborting the mission. Though this may seem time consuming, it does allow you to reap the rewards of a normal successful mission. &lt;br /&gt;
&lt;br /&gt;
The mission will be counted as a technical failure, but that&#039;s nothing to worry about, as the activity points, loot and experience will tell you otherwise.&lt;br /&gt;
&lt;br /&gt;
Many (or most?) alien bases will &#039;&#039;not&#039;&#039; have power units, or any Elerium.  Recent research has shown that attacking a base&#039;s [[Supply Ship]]s is likely to be more profitable (and less dangerous) than attacking the base itself, and a more reliable source of Elerium.  See [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Somebody turned the lights out. Alien bases start dim and remain dim, so bring electroflares. &lt;br /&gt;
*Remember those [[Proximity Grenade]]s; you can&#039;t guard every intersection.&lt;br /&gt;
*The alien base will be staffed by the same variety of aliens that ran the &amp;quot;alien base&amp;quot; UFO mission that set the base up, and the aliens that run the &amp;quot;alien supply&amp;quot; missions to that base. See [[Alien Missions]] for more detail. They will have their associated terror units there.&lt;br /&gt;
*Alien bases populated with Snakemen deserve special caution.  The high mobility of the [[Chryssalid]] makes it especially dangerous here-- it can run around three corners and still have enough time to infect your troops.&lt;br /&gt;
*The Alien Base Commander and a couple leaders will usually- but not always- be hanging around the Control Center.  Expect at least some of them to have blaster bombs.&lt;br /&gt;
*Alien Engineers hang out around the Storage Loft sections.  many of them will be armed with blasters as well.&lt;br /&gt;
*Don&#039;t linger long in the rooms beneath the access lifts, and stay spread out at all times.  There WILL be aliens with blaster bombs here, and they will be happy to use them on any clusters of your troops.&lt;br /&gt;
*If you are trying to capture a [[Commander]], be aware that before entering the inner door of the command center, if the commander is not killed or incapacitated before the end of the turn where the door is opened, he may fire his blaster launcher and kill himself and most of the aliens in the command center accidentally.&lt;br /&gt;
*Also be aware that bases staffed by [[Muton]]s will never have a Commander; Mutons can only be Soldiers, Engineers, or Navigators.&lt;br /&gt;
*Feel free to throw explosives around to open up the terrain, especially in those garden areas. It&#039;s your enemy&#039;s base, after all.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Alien Base Terrain]]&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Defence&amp;diff=9310</id>
		<title>Base Defence</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Defence&amp;diff=9310"/>
		<updated>2006-11-18T17:14:02Z</updated>

		<summary type="html">&lt;p&gt;Dumas: Shuffled a few things around and added a small line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non-combat personnel and XCom craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death.&lt;br /&gt;
&lt;br /&gt;
== Battleships ==&lt;br /&gt;
&lt;br /&gt;
An inbound [[Battleship]] on a &amp;quot;[[Alien Missions#Alien Retaliation|Retaliation]]&amp;quot; mission means there is a high chance that a Base Defense mission is in the offing for you. These ships will come in at a very low altitude, at about their top speed. They obviously must not care about the well being of the craft to run it that hard in a full atmosphere!&lt;br /&gt;
&lt;br /&gt;
You can bring down these battleships with sufficient [[Base Defense Measures (UFO Defense)|Base Defense Measures]], but the game is programmed to just send another on the exact same mission. It&#039;s been proven that about 6 or 7 Fusion Ball Defenses with Grav Shield (total defensive strength 6000) can hold off incoming battleships (hull strength 3000) indefinitely, but since you get no bonus for blowing a battleship out of the sky, not even to monthly score, it&#039;s better to let them land eventually and just run the mission. Once you&#039;ve run the mission, win or lose, the attacks stop coming. The aliens seem to forget where the base is...&lt;br /&gt;
&lt;br /&gt;
Only battleships actually assault your base. Don&#039;t worry too much about other alien craft on &amp;quot;Retaliation&amp;quot; missions, they&#039;re just scouts.  Shooting these down far away from your base may confuse the aliens as to where your base actually is. Shooting them down will also ruin their base finding mission, saving your base until the next scout is sent to replace the first.&lt;br /&gt;
&lt;br /&gt;
== Battle Tips ==&lt;br /&gt;
&lt;br /&gt;
A good [[Base Layout Strategy]] is of paramount importance here.  Make sure your base is designed to make it easy to defend.&lt;br /&gt;
&lt;br /&gt;
You really want everybody at home for a base defense mission. If you&#039;re caught with your Skyranger off at some UFO crash site, you&#039;ll have to defend the base with a rookie, two guys on crutches that were in med-bay, and the antique [[Tank/Cannon]] you hadn&#039;t got around to selling yet. Mind you, the odds are still in your favor. You know the layout, it&#039;s fully lit, and you (should have) designed in choke points. &lt;br /&gt;
&lt;br /&gt;
Equipment assigned to your craft is available for base defense missions, unless the craft is out of the base. Equipment loaded on craft in the base becomes part of the general 80-item pool. If it were otherwise, your psionic troopers would likely be useless for want of Psi-amps.&lt;br /&gt;
&lt;br /&gt;
Battleships will unload both regular aliens and their associated [[Terror Units (UFO Defense)|Terror Unit]]s. You won&#039;t ever see the battleship, but you will get to see all those nifty modules you&#039;ve been constructing in the Base Planner view, close-up! Base modules have two levels. Soldiers will normally spawn/start in Living Quarters and Storage modules. Aliens spawn/start in Hangars and the Access Lift.&lt;br /&gt;
&lt;br /&gt;
A soldier with a [[Motion Scanner]] in an upstairs closet near the access lift combined with a [[Tank/Rocket_Launcher|rocket tank]] at standoff range will keep the aliens at bay until the rockets run out. &#039;&#039;-see also [Stewart&#039;s] strategy on xcomufo.com forums.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Blaster Bomb]]s can clear your base in just a few turns, if you launch a few into the hangars and access lift. &#039;&#039;The problem is getting the program to supply your soldiers with blaster bombs before hitting the 80-item limit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hovertank/Launchers are almost as good at clearing out your base, except for the fact that their missiles are more prone to inaccuracy and often veer off and blow up against the wrong walls. &#039;&#039;Since the game has a &amp;quot;free ammo for HWP in base defence&amp;quot; bug, I don&#039;t see HOW you can lose as long as you keep 3-4 of these things in every base.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Doing too much damage to a room can also collapse it, and you will lose that room permanently. Any rooms that can only be accessed by going through the collapsed room will also be lost. Spawn-point rooms such as Living Quarters, Stores, Access Lift, and Hangars can&#039;t be collapsed.&lt;br /&gt;
&lt;br /&gt;
You can recover lots of valuable [[Elerium-115]] and alien weapons from a successful base defense. Losing or abandoning the battle means losing the base. Although sometimes you can still come out with a positive score for your trouble.&lt;br /&gt;
&lt;br /&gt;
It might be best to disarm all your psi-weak soldiers at this base if there are ethereals or sectoids attacking.&lt;br /&gt;
&lt;br /&gt;
If you built a General Stores near the Access Lift, the double doors are a great place for ambushing aliens as they leave the Access Lift. Each chamber will hold two soldiers. Eight soldiers stepping out and firing one or two bursts of laser or plasma shots will almost guarantee that no alien penetrates further into your base. Also, so long as no soldiers or tanks are visible during the aliens&#039; turn, they will not make psi attacks. The [[Destroying Terrain#Terrain structures|doors]] have a damage rating of 75, which means they will withstand an alien grenade detonated right beside them. This tactic has one downside against Sectoids: Cyberdisks will explode when killed at the chokepoint and destroy a large proportion of the loot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[ [[User:NKF|NKF]]: Elerium collection from a base defence mission can only happen if elerium pods are generated in the battlescape. See, if you have 10 units in storage, the game will generate 10 pods in the base, given sufficient space in the object table. But because the way the game automatically converts 1 pod into 50 units at the end of the mission, you&#039;re basically getting 5000% more elerium from your own pods (those that don&#039;t get destroyed, anyway). None of them come from the aliens! Until this is verified for 1.4 and 1.4ce, it is safe to say that this will only happen in earlier versions of the game.] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[ [[User:Zombie|Zombie]]: I tried this out today on my 1.4ce, and just like I thought, no Elerium spawned.] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[A somewhat unorthodox strategy, forced by necessity, paid off for Zombie: &amp;quot;I armed my best soldiers with the stun rods, hid them in the General Stores next to the Access Lift, and went to work. Every round a Snakeman would appear from the Access Lift, and every round one of my soldiers would stun the alien while another veteran grabbed the body and hauled the poor alien upstairs for observation. I was laughing so hard I almost peed my pants!&amp;quot; - as copied from strategycore. Mental picture of a Snakeman with a pillowcase over his head, zipcuffed arms behind his back, old army sock stuffed in the mouth, being heaved into a darkened storeroom on top of his buddies. &amp;quot;We get $20K for each, alive or dead, right?&amp;quot; --[[User:JellyfishGreen|JellyfishGreen]] 08:34, 14 Oct 2005 (PDT) ]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== To Surrender or Not To Surrender ==&lt;br /&gt;
&lt;br /&gt;
There are only two costs incurred when you lose a base:&lt;br /&gt;
# You lose the base and everything in it;&lt;br /&gt;
# You lose points for the soldiers and tanks that died defending the base. &lt;br /&gt;
&lt;br /&gt;
The loss of the base is presumably erased from the annals of history. It&#039;s all kept very hush-hush from the public. The non-combat staff and all ships that were at the base are disbanded and are not lost in the battle. X-Com ships vanish without a trace, probably stolen by wretched engineers. The deaths of the soldiers on the other hand are a lot harder to explain, and friends and families are bound to make inquiries. &lt;br /&gt;
&lt;br /&gt;
Therefore, if you find yourself in a situation where you are defending a base against an enemy that you have no hope of winning against, should you surrender without a fight, or fight it out? You will need to base this on who you are fighting with and what you have to fight them with. &lt;br /&gt;
&lt;br /&gt;
For example, a fresh batch of recruits in jumpsuits armed with regulation standard pistols and rifles against an elite squad of [[Ethereal]]s and [[Sectopod]]s. This can be classed as a hopeless battle should you not be able to utilise the weapons used by the attackers. In a situation like this, you should cut your losses and surrender without a fight. &lt;br /&gt;
This will incur a 0 point penalty along with the loss of the base. &lt;br /&gt;
&lt;br /&gt;
On the other hand, should it be against [[Floater]]s, you could push on and try your luck. &lt;br /&gt;
&lt;br /&gt;
Alternately, you could also try to kill as many raiders as you can before surrendering. &lt;br /&gt;
As long as you did not lose any soldiers in the process, you will get a positive score for losing the base. If this is an option, go for it. If not, don&#039;t.&lt;br /&gt;
&lt;br /&gt;
It is understandable that some commanders may be too proud to go down without a fight. There is nothing wrong with that, but do try to consider the consequences of any actions before taking them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; All of the above relates to raids on bases when you have more than one base. If you are put into a situation where you cannot save your very last base, then you should consider restarting the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you have have advance warning about a base raid that you&#039;re going to surrender-- i.e., a hyperwave decoder, or you can see that battleship making a beeline for your base on a normal radar-- take the time to transfer as much as you can out of that base to other bases before the raid hits.  &lt;br /&gt;
If you&#039;ve got free hangars in other bases, transfer the craft, save any elerium there, and transfer out all the personnel you can.  &lt;br /&gt;
An obvious thing, but can be quickly forgotten in the shadow of a battleship. --[[User:Papa Legba|Papa Legba]] 17:36, 22 Nov 2005 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As stated earlier, the aliens can attack your base pretty early (especially on superhuman; For example, I got my first raid before laser pistol research was done!) - pistols and grenades may work well against sektoids, but are pretty worthless against cyberdiscs - still, even in this case, the answer should be clearly &amp;quot;not to surrender!&amp;quot; - In the early stage of the game, there are two ways of winning against cyberdiscs: first: get a soldier to stand near it and provoke a reaction shot by a different alien and hope it hits the disc, leads to its death and doesnt let it explode. Or just stun it - 2-3 soldiers with stun rods do a great job there, especially in a base with its plenty of cover.. &#039;&#039; [[User: Player11]] 23:47, 23 oct 2006&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Base defenses can be DEADLY.&lt;br /&gt;
&lt;br /&gt;
But not for the reason you think.&lt;br /&gt;
&lt;br /&gt;
*When you have more than 80 items present at a base, the game will only make available the first 80 items on the stores list (See &#039;80-item Limit&#039; in [[Known Bugs]].) . This will result in conventional weapons/stun rods/electroflares/etc. being available instead of lasers/plasmas. To prevent this there are 3 possible solutions before that Battleship strikes the base: &lt;br /&gt;
1) Transfer the unwanted items to another base.&amp;lt;br&amp;gt;&lt;br /&gt;
2) Load your transports (if there&#039;s any) with the unwanted items and launch them before the UFO lands. This saves the work of having to transfer those items back but if the base gets destroyed the transport will disappear and the waypoint to which it was headed will remain visible for the rest of the game. &amp;lt;br&amp;gt;&lt;br /&gt;
3) Sell unnecessary stuff. &#039;&#039;&amp;quot;Imminent Alien Invasion Yard Sale! Everything Must Go!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you had 40 heavy plasmas in your base and forgot to get rid of those 40 smoke grenades, all your troopers would be lacking the clips for the heavy plasma. Good luck defending a base with nothing but 40 smoke grenades. &#039;&#039;[Darksun: Lucky for my stupid self, I had a couple of laser tanks to convince the aliens to lend me some ammo.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A relatively easy way to counter this problem is to keep your stores of &amp;quot;conventional&amp;quot; weapons low and keep 20 or more [[Laser Rifle]]s in base inventories.  Laser Rifles are high on the inventory list and are distributed before most other items.  As they do not require ammo, any laser is immediately combat-ready.&lt;br /&gt;
&lt;br /&gt;
*Another ANNOYING bug I find is the disappearing bodies and booty from aliens. This is related to the 80 item bug problem.&lt;br /&gt;
&lt;br /&gt;
*Also much feared is the dreaded &amp;quot;walled off section&amp;quot; or [[Known_Bugs#Base_Disjoint_Bug|Base Disjoint Bug]]. Sections of your base along the extreme south and east edges will often be separated from each other by dirt walls. Heavy plasma and blaster launchers are needed in this scenario to excavate the dirt. Possible that heavy explosives might work too, I&#039;m not sure. Soldiers spawning in Stores or Living Quarters here may be trapped for the duration.&lt;br /&gt;
&lt;br /&gt;
*A much nicer bug is that [[HWP]]&#039;s automatically get a free load of ammo (which is added to your stores if unused). Note you still need at least one soldier as aliens landing at an unguarded base - or a base defended only by HWP&#039;s - take it without a fight.&lt;br /&gt;
&lt;br /&gt;
*If you have a LOT of soldiers, enough to fill all your spawn points, soldiers will start taking alien spawn points. Which means less aliens. &#039;&#039;- much kudos to [Zombie]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Masochists: at superhuman, you get the same quantity of aliens as in the battleship, e.g. +25 aliens, +8 terror units. To get the full compliment to attack your base, you need AT MINIMUM 2 hangars. (Unless you want aliens to spawn in general stores downstairs corridor). Four hangars guarantee maximum alien load if you use 15 soldiers and conservative loadouts. &#039;&#039;I usually defend with 10 guys, 2 tanks VS four hangars. LasR &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[X-Com Base Terrain]]&lt;br /&gt;
*[[Base Layout Strategy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hiring/firing&amp;diff=9294</id>
		<title>Hiring/firing</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hiring/firing&amp;diff=9294"/>
		<updated>2006-11-16T23:33:09Z</updated>

		<summary type="html">&lt;p&gt;Dumas: /* Costs */  Added leases on Skyrangers and Interceptors to the table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
*You can only have a maximum of 250 soldiers. This includes new recruits (not yet shown up) and soldiers in transit between bases.&lt;br /&gt;
*New soldiers cost $40,000, while their monthly salary is half that price, or $20,000. If you have the full 250 soldiers, they&#039;re costing you $5M/month.&lt;br /&gt;
*Sacking a soldier costs nothing. To do so, make sure the soldiers name is listed in the Sell/Sack screen. If it is not there, the soldier is probably loaded on a transport ship. &lt;br /&gt;
*It takes 72 hours (3 days) for new recruits to show up. Once at a base, it takes anywhere from 6 to 16 hours to transfer between bases, dependent entirely on distance. The minimum transfer time is guaranteed even if both of your bases are stacked right on top of each other. The cost to transfer soldiers is free, regardless if they are wearing armor. &amp;lt;i&amp;gt;Coming soon: an analysis of transfer time to distance.&amp;lt;/i&amp;gt;--[[User:Zombie|Zombie]] 22:52, 13 Oct 2005 (PDT)&lt;br /&gt;
*Statistics and names of new recruits are always randomly generated. See [[Raw recruit statistical likelihood|recruit statistics]] for more info, including the probability of getting the perfect soldier.&lt;br /&gt;
*A soldier&#039;s armor stays with them, including if they are transferred or fired. So it is &amp;lt;b&amp;gt;LOST&amp;lt;/b&amp;gt; if you fire them when they have on armor. This is the only item that stays with a soldier. Armor can be seen/changed on the Soldier tab, or under Equip Craft.&lt;br /&gt;
*Only 100 items can be in transit (transferred between bases) in total at any given time. &amp;quot;Items&amp;quot; here means line items; one transfer of 200 Elerium counts as one line item. Soldiers (including new recruits) each count as one item. So, in the endgame, if you want to hire a ton of new recruits for high-psi screening at the beginning of a month, you can only have 100 on the way at a time. This leads to a theoretical max of 1,000 soldiers per month if you&#039;re doing high-volume screening (3 days for 100 soldiers; 30 days per month). Do routine inter-base transfers before hiring huge batches, because they will hog your transfer queue for 3 days.&lt;br /&gt;
==Aircraft== &lt;br /&gt;
&lt;br /&gt;
*Sacking aircraft - loss of craft weapons&lt;br /&gt;
**I&#039;m pretty sure that when you sack a leased aircraft (Skyranger or Interceptor), you lose the craft weapons (and ammo) it is armed with. So you have to remove the weapons before sacking the aircraft. &lt;br /&gt;
**Unfortunately you don&#039;t seem to be able to totally remove weapons - you have to switch (rearm) to another weapon type. Therefore, before you sack an aircraft, make sure you have 2 spare cheap weapons in that base. Switch to the cheap weapons that you would rather lose, and keep your Plasma Beams or whatever was on the aircraft. &lt;br /&gt;
**Also, if you sell the aircraft right away after you have begun to rearm, there will be little or no ammunition lost when it flies back home to the leasing company. &lt;br /&gt;
**In theory the cheapest &#039;sacrifice&#039; weapon is a Stingray Launcher, $16K each. In practice an Avalanche Launcher, $17K each, is a much more useful thing to have laying around spare. &lt;br /&gt;
**So far from being &#039;free&#039; to sack an aircraft, it is likely to cost you $16K-$34K to sack an armed aircraft, even if you are careful. If you are careless it could cost you half a million dollars cash, plus lost manufacturing time. &lt;br /&gt;
*Sacking aircraft - no loss of troops and squad weapons&lt;br /&gt;
**When you sack an aircraft, the soldiers and equipment get off first. So you don&#039;t need to worry about removing them first. The only consideration would be if there is not enough room in your Stores to hold the squad equipment from the aircraft. I haven&#039;t checked this situation but I imagine you either lose the excess equipment, or are unable to sack the aircraft.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Personnel&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Recruit&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Salary&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$40,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$50,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$25,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Scientist&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$60,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$30,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Interceptor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$600,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$600,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
        &amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Skyranger&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$500,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$500,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Buying/Selling/Transferring]]&lt;br /&gt;
*[[Raw_recruit_statistical_likelihood|Recruit statistics]]&lt;br /&gt;
*[[Soldier Name Stats|Soldier Names]]&lt;br /&gt;
*[[Known_Bugs#Transfer_Limit_cash_eater|Transfer-limit cash-eating glitch]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Dumas&amp;diff=9239</id>
		<title>User talk:Dumas</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Dumas&amp;diff=9239"/>
		<updated>2006-11-12T08:42:27Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random Speculation spun out at ungodly hours:&lt;br /&gt;
&lt;br /&gt;
1) Based on the autopsy image, I am inclined to believe that Ethereals are a caste or offshoot of the Sectoid race. Their bodies have atrophied as their psionic powers improved.&lt;br /&gt;
&lt;br /&gt;
2) Sectopods were originally designed as counter-insurrection weapons. Their heavy armour and firepower, along with their resistance to plasma fire, point in this direction. The use of laser weaponry may point to a certain degree of infighting amongst the Ethereals.&lt;br /&gt;
&lt;br /&gt;
3) UFOs use shields similar to Star Trek deflector shields instead of armoured hulls. As pointed out in-game, alien propulsion is based on gravity waves, as are deflector shields. Also, the Supply Ship is much larger than an Avenger, yet its hull and interior structures contain only 1/6 more Alloy (141 vs 120). This may also account for the tendency of even small UFOs to land almost intact after being shot down. An exploded power unit is usually the only major damage (well, aside from damage caused by exploding Elerium and navigation consoles). Also note the fact that a Blaster Bomb can pierce a standard UFO hull, but not an Avenger hull.&lt;br /&gt;
&lt;br /&gt;
This can be explained by positing a relatively thin and fragile hull reinforced by strong forcefields. These fields can only absorb so much energy (read: weapon impacts) and an overload would have adverse effects on the power source.--[[User:Dumas|Dumas]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Dumas&amp;diff=9238</id>
		<title>User talk:Dumas</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Dumas&amp;diff=9238"/>
		<updated>2006-11-12T08:42:12Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random Speculation spun out at ungodly hours:&lt;br /&gt;
&lt;br /&gt;
1) Based on the autopsy image, I am inclined to believe that Ethereals are a caste or offshoot of the Sectoid race. Their bodies have atrophied as their psionic powers improved.&lt;br /&gt;
&lt;br /&gt;
2) Sectopods were originally designed as counter-insurrection weapons. Their heavy armour and firepower, along with their resistance to plasma fire, point in this direction. The use of laser weaponry may point to a certain degree of infighting amongst the Ethereals.&lt;br /&gt;
&lt;br /&gt;
3) UFOs use shields similar to Star Trek deflector shields instead of armoured hulls. As pointed out in-game, alien propulsion is based on gravity waves, as are deflector shields. Also, the Supply Ship is much larger than an Avenger, yet its hull and interior structures contain only 1/6 more Alloy (141 vs 120). This may also account for the tendency of even small UFOs to land almost intact after being shot down. An exploded power unit is usually the only major damage (well, aside from damage caused by exploding Elerium and navigation consoles). Also note the fact that a Blaste Bomb can pierce a standard UFO hull, but not an Avenger hull.&lt;br /&gt;
&lt;br /&gt;
This can be explained by positing a relatively thin and fragile hull reinforced by strong forcefields. These fields can only absorb so much energy (read: weapon impacts) and an overload would have adverse effects on the power source.--[[User:Dumas|Dumas]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Dumas&amp;diff=9237</id>
		<title>User talk:Dumas</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Dumas&amp;diff=9237"/>
		<updated>2006-11-12T08:34:25Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random Speculation spun out at ungodly hours:&lt;br /&gt;
&lt;br /&gt;
1) Based on the autopsy image, I am inclined to believe that Ethereals are a caste or offshoot of the Sectoid race. Their bodies have atrophied as their psionic powers improved.&lt;br /&gt;
&lt;br /&gt;
2) Sectopods were originally designed as counter-insurrection weapons. Their heavy armour and firepower, along with their resistance to plasma fire, point in this direction. The use of laser weaponry may point to a certain degree of infighting amongst the Ethereals.&lt;br /&gt;
&lt;br /&gt;
3) UFOs use shields similar to Star Trek deflector shields instead of armoured hulls. As pointed out in-game, alien propulsion is based on gravity waves, as are deflector shields. Also, the Supply Ship is much larger than an Avenger, yet its hull and interior structures contain only 1/6 more Alloy (141 vs 120). This may also account for the tendency of even small UFOs to land almost intact after being shot down. An exploded power unit is usually the only major damage (well, aside from damage caused by exploding Elerium and navigation consoles).&lt;br /&gt;
&lt;br /&gt;
This can be explained by positing a relatively thin and fragile hull reinforced by strong forcefields. These fields can only absorb so much energy (read: weapon impacts) and an overload would have adverse effects on the power source.--[[User:Dumas|Dumas]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artefacts&amp;diff=9207</id>
		<title>Alien Artefacts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artefacts&amp;diff=9207"/>
		<updated>2006-11-10T21:02:19Z</updated>

		<summary type="html">&lt;p&gt;Dumas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Artefacts are all forms of equipment, weapons and ammunition used by the aliens. X-Com will only score points for recovered Artefacts that have not yet been researched. The following items are recoverable from [[UFOs]], [[Alien Base Assault|Alien Bases]], and [[Base Defense|X-Com Base Defense Missions]]:&lt;br /&gt;
&lt;br /&gt;
*[[Plasma Pistol]]&lt;br /&gt;
**[[Plasma Pistol Clip]]&lt;br /&gt;
*[[Plasma Rifle]]&lt;br /&gt;
**[[Plasma Rifle Clip]]&lt;br /&gt;
*[[Heavy Plasma]]&lt;br /&gt;
**[[Heavy Plasma Clip]]&lt;br /&gt;
*[[Small Launcher]]&lt;br /&gt;
**[[Stun Bomb]]&lt;br /&gt;
*[[Blaster Launcher]]&lt;br /&gt;
**[[Blaster Bomb]]&lt;br /&gt;
*[[Mind Probe]]&lt;br /&gt;
*[[Alien Grenade]]&lt;br /&gt;
*[[Elerium-115]]&lt;/div&gt;</summary>
		<author><name>Dumas</name></author>
	</entry>
</feed>