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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ethereal+Cereal</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T09:52:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research&amp;diff=33650</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research&amp;diff=33650"/>
		<updated>2011-05-24T22:44:27Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: Navboxes are best for &amp;quot;auxiliary information&amp;quot;; converting to a standard list since these links are the content that should be on this page anyway.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Research&#039;&#039;&#039; is a decisive factor in the contest of Man versus Alien.  X-COM forces start out badly outclassed by their alien foes, but as they master alien technology, the battle swings to the Humans&#039; favor.&lt;br /&gt;
&lt;br /&gt;
Through research, X-COM forces gain access to vastly improved [[weapons]] technology, [[armour]], [[Base Facilities|base facilities]], interception and transport [[craft]], and a variety of other useful technologies.  Researching captive live aliens provides information about the aliens&#039; methods and traits, and is ultimately the only path toward [[Alien Research#Cydonia or Bust|winning the game]].&lt;br /&gt;
&lt;br /&gt;
For specifics on research, see the following pages:&lt;br /&gt;
&lt;br /&gt;
*[[Research Basics]]&lt;br /&gt;
*[[Research Popular Sequences and Tips|Popular Sequences and Tips]]&lt;br /&gt;
*[[Research Trees]]&lt;br /&gt;
*[[Live Alien Research|Researching Live Aliens]]&lt;br /&gt;
*[[Research Technical Details|Technical Details]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Incendiary&amp;diff=32901</id>
		<title>Incendiary</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Incendiary&amp;diff=32901"/>
		<updated>2011-01-31T05:34:15Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: bit o&amp;#039; rewriting and expansion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Fire_ground.gif|Ground Fire Animation]] [[Image:Fire_unit.gif|Unit Fire Animation]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Incendiary]]&#039;&#039;&#039; (IN) ammunition creates a large area of &#039;&#039;&#039;fire&#039;&#039;&#039; on the [[battlescape]] equal to its [[#Blast Diameter|blast diameter]].  Incendiary rounds will burn for two turns on inflammable terrain.  Flammable terrain will burn for longer, and the fire is likely to spread to any adjacent flammable tiles.  Aliens and unarmored X-COM agents can catch fire as well.&lt;br /&gt;
&lt;br /&gt;
Incendiary rounds do very little direct damage -- between 0 and 10 points per hit -- but continue to do damage every turn that a unit is in fire or on fire.  Due to the &amp;quot;[[Known_Bugs#Funky_Fire|funky fire]]&amp;quot; bug, units in or on fire will also take damage every time an incendiary round goes of &#039;&#039;anywhere&#039;&#039; on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
Incendiary rounds are available for the following weapons:&lt;br /&gt;
&lt;br /&gt;
*[[Auto-Cannon]]&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
Some tiles may already be on fire at the start of the mission if the [[UFO Crash Recovery|UFO crashed]].&lt;br /&gt;
&lt;br /&gt;
== Blast Diameter ==&lt;br /&gt;
&lt;br /&gt;
*Auto-Cannon incendiary rounds have a blast diameter of 5 tiles; note that the southern tip of the &amp;quot;diamond&amp;quot; will always be missing.&lt;br /&gt;
*Heavy Cannon incendiary rounds have a blast diameter of 7 tiles.&lt;br /&gt;
*Incendiary rockets have a blast diameter of 9 tiles.&lt;br /&gt;
&lt;br /&gt;
                               X&lt;br /&gt;
                X           XXXXXXX&lt;br /&gt;
   X          XXXXX         XXXXXXX&lt;br /&gt;
  XXX         XXXXX         XXXXXXX&lt;br /&gt;
 XXXXX       XXXXXXX       XXXXXXXXX&lt;br /&gt;
  XXX         XXXXX         XXXXXXX&lt;br /&gt;
   X          XXXXX         XXXXXXX&lt;br /&gt;
                X           XXXXXXX&lt;br /&gt;
                               X&lt;br /&gt;
 &lt;br /&gt;
 AC-IN        HC-IN          RL-IN&lt;br /&gt;
&lt;br /&gt;
==Smoke==&lt;br /&gt;
[[Image:Smoke1.gif]] [[Image:Smoke2.gif]] [[Image:Smoke3.gif]]&lt;br /&gt;
A burning fire can also be used as an impromptu smoke screen. No smoke appears immediately, but smoke will appear outside the edges of the fire, as the fire slowly spreads in subsequent turns. The smoke begins on the first turn after the turn the incendiary round is fired. The smoke will spread vertically (upwards) as well as laterally. Smoke can block [[Line_of_sight|line of sight]].&lt;br /&gt;
&lt;br /&gt;
==Light== &lt;br /&gt;
[[File:FlarePattern.png|thumb|right|A single square of fire will illuminate the area within the grey line.]]&lt;br /&gt;
Fire not only damages aliens and obstacles hiding in dark corners of the map, but also illuminates the area for several turns. This is especially useful during [[Night Missions]].&lt;br /&gt;
&lt;br /&gt;
Any tile on fire will provide illumination within a 9 tile radius.  A large patch of fire will illuminate everything within 9 tiles of the outer edge of the fire.  Curiously, aliens on fire do not provide illumination.  Maybe they&#039;re [http://firecritic.com/2010/12/firefighters-guide-to-invisible-fire-otherwise-known-as-ethanol-fires/ made of ethanol] or something.&lt;br /&gt;
&lt;br /&gt;
==Damage== &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;Incendiary damage mechanics are not fully understood and are being re-investigated by [[User:Zombie|Zombie]]. The information below is part of the picture but not the completely accurate picture. Treat with caution! More discussion is on the [[Talk:Incendiary|Talk page]].&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Brush and wood on fire will eventually be consumed, leaving a flat scorched-earth [[MCD|tile]]. &lt;br /&gt;
&lt;br /&gt;
* If a [[Zombie]] is killed by the explosive impact of any form of Incendiary munitions, the [[Chryssalid]] larva will be burnt up instead of hatching. However, Zombies have high [[Alien Stats|hit points]] and will have to be near death to be killed by an IN round, per se.&lt;br /&gt;
&lt;br /&gt;
* UFO interiors and dropped items are fireproof, even if their owners aren&#039;t. Silverblade recommends combining this fact with the diagonal wall bug and an incendiary rocket to roast them in the shell.&lt;br /&gt;
&lt;br /&gt;
* Damage caused by fire does not alter [[Morale]] level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; forms of manufactured X-COM armor will completely block the effects of fire -- including direct hits from incendiary rounds. Soldiers not wearing armor take [[Health]] damage.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldiers wearing armour, if wounded, can die from spreading fire.&#039;&#039;&#039;  Apparently if the damage the fire would inflict exceeds the soldier&#039;s remaining [[health]], the soldier will die.  If the damage is not enough to kill the soldier that turn, no damage will be inflicted.  This bug only applies to &#039;&#039;spreading&#039;&#039; fire, and will not affect a wounded soldier already standing in fire.&lt;br /&gt;
&lt;br /&gt;
* Certain creatures take increased or decreased [[Damage#Damage_Modifiers|damage]] from incendiary rounds:&lt;br /&gt;
**More Vulnerable:&lt;br /&gt;
***170% - Reaper         &lt;br /&gt;
**Less Vulnerable:&lt;br /&gt;
***80% - Chryssalid     &lt;br /&gt;
***70% - Ethereal, Snakeman       &lt;br /&gt;
***40% - Tanks/Hovertanks          &lt;br /&gt;
*** 0% - Silacoid (rocks don&#039;t burn!)&lt;br /&gt;
&lt;br /&gt;
* Initial &amp;quot;impact&amp;quot; damage from incendiary ammunition is either for no points (unit does not catch fire), or between 5-10 points (unit catches fire). Since the distribution is randomly chosen from the set [ 0, 5, 6, 7, 8, 9, 10 ] (seven values), the probability of remaining unharmed is 14% (1/7), while there is an 86% chance (6/7) a unit will take some damage. The average damage is 6.4.&lt;br /&gt;
&lt;br /&gt;
* Units standing in a blaze (as opposed to being on fire themselves) will receive between 1-12 damage points, most likely determined by the flammability rating of their tile ([[MCD]] offset 45). They have a 33% chance of catching fire (observation from 6000+ trials). &lt;br /&gt;
&lt;br /&gt;
* Once lit, units burn for 1-5 rounds, taking 5-10 damage points each turn. (If units fall unconscious, they do not continue to burn.) Thus the average total damage is 21.5 points (3 x 7.5), but could be as high as 50. Compare that [[Alien Stats|alien health values]] range from 30 to 120... it can kill or seriously damage sectoids, floaters (if on ground!), and maybe snakes, but barely warms up mutons. Terrorists are hardly touched (but now you might have their attention). &lt;br /&gt;
&lt;br /&gt;
* Smoke does not snuff out units on fire.&lt;br /&gt;
&lt;br /&gt;
* Ultimately, in comparison with other ammo types, incendiary ammo is both weak and slow. Most of the time you will want to use it for other purposes (light, blocking LOS, clearing areas) and consider any damage a plus. However, it can be particularly effective against sectoids - so have plenty of IN for your early-game missions. Barbecue spits are optional.&lt;br /&gt;
&lt;br /&gt;
==Spreading==&lt;br /&gt;
Fires can spread one tile in every direction, in ideal conditions (such as wheat fields and haylofts). However, since [[Battlescape_Map_Generation|no map]] is a pure wheat field and many tile types are unlikely to burn, they eventually go out.&lt;br /&gt;
&lt;br /&gt;
Unarmored soldiers can walk through fire unscathed, but don&#039;t be left standing on &#039;&#039;&#039;&#039;&#039;or next to&#039;&#039;&#039;&#039;&#039; a burning tile at the end of the turn. That&#039;s when the fire-spreading code runs. Incendiaries also restrict alien movement; they, too, try to avoid fire.&lt;br /&gt;
&lt;br /&gt;
Explosives (any weapon with [[damage]] type [[Explosives|HE]]) can start fires, particularly in mountains (due to a [[Explosives#Mile-High_Madness|bug]]). Copious use of explosives on thick cover can flush out the enemy - but you have an [[Managing_the_Item_Limit|80-item limit]].&lt;br /&gt;
&lt;br /&gt;
Explosives will not put out fires, per se. You can directly destroy tile flammability via [[Explosives#Tile_Characteristics|explosives]] so that areas can&#039;t burn (or stop burning), but it&#039;s tricky. (How accurate is your [[Throwing_Accuracy|throwing]]?) In theory, it&#039;s possible for your team to corral or even direct flames, but how many folks have tried this? Please put any good war stories along these lines on this page&#039;s Discussion.&lt;br /&gt;
&lt;br /&gt;
==Quirks, Tips, And Tricks==&lt;br /&gt;
XCOM makes a brave attempt to model fire. However, there are some quirks:&lt;br /&gt;
&lt;br /&gt;
*If a unit (alien or friendly) is on fire or standing in flames, an incendiary explosion &#039;&#039;anywhere else on the map&#039;&#039; will damage it, even if you just shoot an IN round at a random patch of ground.&lt;br /&gt;
&lt;br /&gt;
*Friendly units standing in &#039;&#039;&#039;smoke&#039;&#039;&#039; will take &#039;&#039;&#039;STUN&#039;&#039;&#039; damage every time an incendiary round explodes, &#039;&#039;&#039;even if armored.&#039;&#039;&#039; Alien units are not affected (needs further testing).&lt;br /&gt;
&lt;br /&gt;
*Aliens not facing you will not respond with reaction fire when hit (directly or indirectly) by an incendiary round (see [[Reaction fire triggers]]).&lt;br /&gt;
&lt;br /&gt;
* Smoke and flames do not mix. Only one type may exist on a particular tile on a particular turn. To quickly smother a blaze simply drop a primed [[Smoke Grenade]] in the center. This is a fairly useful trick for unarmored soldiers who want to safely cross a blaze without waiting for it to burn out by itself. But remember, you can cross a blaze safely - just don&#039;t stop in or next to one.&lt;br /&gt;
&lt;br /&gt;
*There is an upper limit to how many squares can be on fire or in smoke (400 squares total for both). Once you have a good sized blaze going - forest fire, anyone? - further incendiary rounds will seem to fizzle, because no more fire can be created. Impact damage will still be dealt and units can still be set on fire. Still, existing smoke-covered tiles can be turned into fire instead of smoke, and vice versa. &lt;br /&gt;
&lt;br /&gt;
*The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames. Fire is unlike other damage; it works at initial blast and then over time, as described above.&lt;br /&gt;
&lt;br /&gt;
*Soldiers cannot gain any form of [[experience]] shooting any weapon loaded with [[incendiary]] rounds. &lt;br /&gt;
&lt;br /&gt;
*Incendiary rounds (and other forms of fire) do not damage valuable equipment/loot; even corpses will not burn.&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32900</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32900"/>
		<updated>2011-01-31T04:55:26Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Rockets and smoke */ more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but most squads can handle full loads of large rockets -- see [[#Weapon weight|weapon weight]], below.  Small rockets have a blast radius of 4 tiles (diameter 9), dealing as much as 52 points of damage at the outer edge.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.  Large rockets have a blast radius of 6 tiles (diameter 13), dealing as much as 60 points of damage at the outer edge.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.  Incendiary rockets create a fire with a radius of 6 tiles (diameter 13), and do negligible immediate damage everywhere within the blast.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Many of these tips can also apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.  Destroying the top floor of a building also destroys roof tiles, making it easier to spot any aliens lurking up there -- roofs are notorious for their blind spots.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
When destroying buildings, it is better to fire the rocket through a window or open doorway, or to make your own holes, even if you can only target the square immediately inside the building.  The [[Explosions#HE_Block|HE block]] property of terrain objects reduces the power of explosive blasts.  By detonating a rocket inside the building, the blast will reach more of its internal structure (and any occupants) with undiminished strength.  More bang for your buck.&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a large rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed large &lt;br /&gt;
rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.  &lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
Rocketeers are, surprisingly, a viable choice for scouts.  You want to position them away from other troops for safety reasons, and if they don&#039;t have a target at the beginning of a turn, you might as well use up their TUs to keep them from taking reaction shots.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Weapon weight ===&lt;br /&gt;
A rocket launcher plus a full load of large rockets is the heaviest weapon system in the entire game.  The launcher weighs 10 and four large rockets weigh 8 each, totaling 42.  Any soldier who wants to carry this must have at least 42 Strength, or accept the loss of a few TUs to [[Time_Units#Encumbrance|overburden]].&lt;br /&gt;
&lt;br /&gt;
However, due to [[Known_Bugs#Weightless_Loaded_Ammo|a bug]] in X-COM&#039;s equipment handling code, the weight of any ammo loaded in a weapon at the beginning of combat is not counted.  This means that in effect you get one rocket free, and the total weight of a loaded launcher plus three large rockets is only 34.  You are likely to have a couple of soldiers this strong even in your first batch of rookies.  Before your first combat, rename your soldiers to note which ones can handle the weight, and give the strong ones the launcher and rockets during the inventory phase of combat.&lt;br /&gt;
&lt;br /&gt;
Even a fairly weak soldier can handle a launcher plus two large rockets (weight 26); this is arguably a better choice than a launcher plus three small rockets (weight 28), which are substantially less powerful.&lt;br /&gt;
&lt;br /&gt;
Strong rocketeers have the option of carrying a sidearm on their belt for when they run out of ammo or need to switch to precision fire.  A full load of large rockets plus a [[Laser Pistol]] weighs 41; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol is selected by opening and closing its fire menu.&lt;br /&gt;
&lt;br /&gt;
Some players like to use ammo bearers to split up the weight of the launcher and its ammo.  Given the &amp;quot;free load&amp;quot; bug, you are probably better off bringing an extra full rocketeer into combat.  There are still times when it may be good to throw extra rockets to a specific soldier -- in these cases, bear in mind that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a large rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Rockets and smoke ===&lt;br /&gt;
[[Smoke]], when properly used, is great for keeping aliens from seeing (and firing upon) your troops.  Instead of waiting a turn for a [[Smoke Grenade]] to go off, another option is to fire a rocket at the ground, which will generate an instant smoke cloud.  This can potentially save the life of a scout facing an alien where the usual options -- attack or retreat -- are not available.&lt;br /&gt;
&lt;br /&gt;
Smoke will only be generated when a terrain object has been damaged -- a blast inside a UFO, for instance, will generate little if any smoke.&lt;br /&gt;
&lt;br /&gt;
The total amount of smoke that can be arranged on the battlefield is quite limited -- about three large rockets or three smoke grenades&#039; worth (unless the game is patched, e.g. by Seb76&#039;s UFOExtender).  If you make heavy use of rockets, it can take 10 or more turns before any new smoke can be added to the battlefield.  Any tiles on fire also eat into the same limited pool of available smoke-or-fire tiles.&lt;br /&gt;
&lt;br /&gt;
=== Object destruction ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens that are standing near equipment.  Explosions do not affect equipment that is not on the ground, so a blast that obliterates an alien will still leave behind a corpse and all its gear.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Night_Missions&amp;diff=32896</id>
		<title>Night Missions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Night_Missions&amp;diff=32896"/>
		<updated>2011-01-30T21:32:46Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Alien Nightvision */ add info, slight rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Night missions are very challenging as the visibility is about a third of day missions.&lt;br /&gt;
It is possible to avoid most night missions by delaying your landing until daytime.&lt;br /&gt;
Night [[Terror Mission]]s will disappear before daytime unless you can keep the site continually targeted with different aircraft by using an [[ExploitsD#All_Terror_Missions_During_Daylight|exploit]]. If you only have one [[Skyranger]] you may find yourself landing at night.&lt;br /&gt;
&lt;br /&gt;
The most important additional operation in night missions is to manage your illumination. It comes in four varieties - flares, fires, artificial lighting, and personal lighting. But first, an important message about alien night vision.&lt;br /&gt;
&lt;br /&gt;
== Alien Nightvision ==&lt;br /&gt;
In full daylight, every unit in the game can see up to 20 tiles away (counting from zero where the unit is standing), not counting obstructions to [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
At night, your agents and tanks cannot see enemies that stand in dark places. Personal light carried by soldiers illuminates enemies up to 9 tiles away, &#039;&#039;but aliens can still see 20&#039;&#039;. &#039;&#039;&#039;Aliens always see the full 20&#039;&#039;&#039; (and night missions can end in disaster!) Anything you do to improve lighting only affects &#039;&#039;you&#039;&#039;. Your flares do not make you more obvious to aliens, etc. - aliens can always see just fine. Aliens under X-com mind control can see 20 tiles away.&lt;br /&gt;
&lt;br /&gt;
Although dusk or dawn battlescapes use a darker palette than full daylight, there is no visual range in between day and night: it is either 9 or 20. The [[geoscape]] displays a band of dusk/dawn between day and night areas; when entering combat, you will get daytime visibility in the lighter half of this band and night in the darker half.&lt;br /&gt;
&lt;br /&gt;
Note that visual range and lighting rules ignore elevation levels. If you can see 9 (or 20) when both you and your visual target are on the ground, you will also be able to see them when you&#039;re flying 4 stories high and they&#039;re on the ground 9 (or 20) tiles away, ignoring vertical distance. Elevation differences do not add to distance for vision and lighting.&lt;br /&gt;
&lt;br /&gt;
== Flares ==&lt;br /&gt;
[[image:FlarePattern.png|right|thumb|202px|Pattern of light produced by Flares and Personal Lighting. Numbers refer to value that palette is shifted to darker colours. Line shows effective radius - outside it light is purely cosmetic.]] Start combat with some of your soldiers holding [[flare]]s. The first soldiers shown on the combat load-out screen will be the first out the door. The smallest number of [[Inventory_TU_Table|inventory TUs]] are needed to move something from your shoulder to your hand (3 TUs), although the belt and leg are a close second (4 TUs).&lt;br /&gt;
&lt;br /&gt;
Key advantages to flares are that they never &amp;quot;burn out&amp;quot;, and they can be picked up and re-thrown, including as part of a [[grenade relay]]. Leapfrogging flares reduces this important count against your [[Known_Bugs#80-item_Limit|80 item limit]]. Usually one throws them to the places they want to walk to, or which will reveal the most &amp;quot;around corners&amp;quot;, but read onward for the most efficient throwing patterns. A key disadvantage of flares is that they are always destroyed by any explosion they&#039;re caught within; indeed, they have the weakest [[Explosions#Object_Destruction|explosion resistance]] of any item in the game. So you might think twice before fragging an alien revealed by a flare - or you might very well not!&lt;br /&gt;
&lt;br /&gt;
Flares cause a circle of light of effective radius 9 (not counting ground-zero tile), diameter 19 (including GZ). Graphically radius is 15, but at the edge there is not enough light to reveal enemies. They cast the exact same amount/pattern of light as Personal Lighting (below). In real life, something seen in very dim light would probably only be visible to the closest person, but this is not the case in X-COM. If anyone can see an alien, everyone can (as long as they have [[Line of sight]]). (In fact, even if NO ONE can currently see an alien, but someone spotted him during the turn, everyone can see him. Very important for sniping purposes. I guess everyone&#039;s in radio contact.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that both soldiers and flares have radius 9 light patterns, flares should be thrown approx. 18 tiles away (laterally; less for diagonally) for complete coverage. Of course, this doesn&#039;t take into account that you will be moving, etc. Likewise, flares should be about 18 tiles away from each other. A hexagon of flares around a soldier will cause almost complete coverage out to approximately 27 tiles -- further than your visual range.&lt;br /&gt;
&lt;br /&gt;
It is possible to see the outline of an alien against a light backdrop if you get lucky, even though no one can &amp;quot;officially&amp;quot; see him (and get the glowing red number). This can happen if, e.g., the alien is elevated. The edge of a lit area (9 tiles from a flare or soldier) is extremely dim, making it impossible to see an alien just in front of an edge. But an elevated alien is in profile against farther, less-dim parts of the illuminated area. It can also happen in situations where an alien is just off to the side of a well-lit area, due to light being blocked from hitting his tile by, e.g., the corner of a building.&lt;br /&gt;
&lt;br /&gt;
Using the [[Throwing_Accuracy#Throwing_Distance|throwing formula]] vs. flare [[Item_Weight|weight]] of 3, the weakest soldier ([[Strength|STR]] 20) can throw a flare approx. 17 tiles, and the strongest soldier (STR 70) can throw it approx. 58 tiles - all the way across even the largest map (except diagonally). BUT, as pointed out by NKF, there is an unfortunate limit on how high an object can go before its arc intercepts the fourth-level &amp;quot;ceiling&amp;quot;, which causes the confusing/annoying &amp;quot;Unable to throw here!&amp;quot; message even when the route is obviously clear. Ceiling interception appears to make the actual maximum throwing distance approx. 35 tiles. &#039;&#039;(More testing needed, pls.)&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Unfortunately, the stronger you are, a greater percentage of your possible distance gets clipped, but even fairly weak soldiers may see some clipping. &#039;&#039;(THAT&#039;S why we often get this frustrating message when trying to throw flares as far as we can!)&lt;br /&gt;
&lt;br /&gt;
As a parlor game: Flares illuminate 269 tiles (see inset). &lt;br /&gt;
Small maps (4x4 [[Module|tilesets]] for small and medium scouts) have 1,600 tiles and would need 5.9 flares to totally cover them, using the extremely simple (and unrealistic) math of 1600/269. &lt;br /&gt;
Large maps (5x5) have 2,500 tiles and would need 9.3 flares to totally cover them. &lt;br /&gt;
This does not take into account any issues of properly joining/overlapping the patterns, etc., nor that your soldiers or other sources produce light. &lt;br /&gt;
Anyway, there it is.&lt;br /&gt;
(Using the information from [http://www.stetson.edu/~efriedma/circovsqu/ here] we can show that a small map would require 9-10 flares for full coverage, a large map 15-16. So now you know.)&lt;br /&gt;
&lt;br /&gt;
For what it&#039;s worth, flares that are dropped or picked up do not change their light status until the start of the next turn. &lt;br /&gt;
To wit: If you drop a flare and walk away, it does not give illumination until the next turn. (Not that it matters, since your soldier had the same range-9 lighting as the flare when he was standing there.) &lt;br /&gt;
And if you pick up a flare and walk away, its lighting remains behind until next turn. &lt;br /&gt;
Conversely, if flares are [[Throwing Accuracy|thrown]], they do immediately light up their area.&lt;br /&gt;
&lt;br /&gt;
== Personal lighting ==&lt;br /&gt;
As discussed under Flares (above), soldiers can see to a radius of 9 around them, and are effectively light sources exactly equal to flares. This does not matter to aliens; they always see the full 20, day or night.&lt;br /&gt;
&lt;br /&gt;
If you have just mind controlled an alien, you will not get its personal lighting until you move someone (including your new pet alien, or any other MC&#039;d aliens). For these purposes, turning in place does not cause personal lighting to come on - only actual movement does. Since movement of your new pet can trigger reaction fire, move one of your &#039;back field&#039; troops if you want to light up the pet&#039;s area while playing it safe re: your new pet drawing reaction fire. Note that turning in place also does not cause reaction fire.&lt;br /&gt;
&lt;br /&gt;
More specifically, &#039;&#039;aliens do not check for personal lighting status &#039;&#039;&#039;change&#039;&#039;&#039; until someone on your team uses &#039;&#039;&#039;energy&#039;&#039;&#039;&#039;&#039;. For example, using an elevator or flying up/down will &#039;&#039;not&#039;&#039; cause newly-MC&#039;d aliens to light up. This also means that &#039;&#039;aliens that you MC&#039;d last turn, will stay lit this turn, &#039;&#039;&#039;until&#039;&#039;&#039; one of your guys moves in a way that uses energy&#039;&#039;. This might be useful on night missions or in those dark, windy alien base &#039;gardens&#039; - at the start of a turn, aliens you MC&#039;d last turn stay lit until one of your soldiers moves. Then again, while all of this is true, you will &#039;&#039;&#039;still&#039;&#039;&#039; get the glowing &#039;alien seen&#039; number, even if you do move - and it&#039;s the most important thing of all, by far. Perhaps these insights will help, some cold dark night.&lt;br /&gt;
&lt;br /&gt;
== Incendiaries ==&lt;br /&gt;
[[Incendiary]] ammo also provides light, plus it can travel further and do some damage if it hits the enemy. It does not do very much damage, so never rely on it to kill an alien.&lt;br /&gt;
&lt;br /&gt;
Pattern around map tile on fire is identical to those of flares and personal light.&lt;br /&gt;
&lt;br /&gt;
Load up the [[Auto-Cannon]] with Incendiary before starting the mission. Use on snap-shot to light up the depths of the map, further than flares can be thrown. Give the soldier a back-up pistol. Incendiary ammo is also available for the [[Heavy Cannon]] and [[Rocket Launcher]], but the Auto Cannon&#039;s fast shot makes it best for the mission - a soldier can still use his pistol the same turn. Incendiary rounds detonated into the canopy of a forest will still cast light on the ground but without the troublesome fires which hinder movement.&lt;br /&gt;
&lt;br /&gt;
Enemy units on fire do not provide any light.&lt;br /&gt;
&lt;br /&gt;
== Artificial Lighting ==&lt;br /&gt;
Certain items in the game produce their own light. This can be a big bonus on night terror city missions. Explosives and shots that can destroy the object will stop the lighting (see terrain damage [[Damage#Overview|here]]).&lt;br /&gt;
&lt;br /&gt;
There are 11 [[TERRAIN|terrain]] items that produce light:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Object&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Brightness&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Image&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;ROADS[16]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Streetlight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Streetlight.gif]]&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;FRNITURE[10]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Lamp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Lamp.gif]]&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;U_BASE[10-13]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Tank #1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Alien-Tank-1.gif]]&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;U_BASE[14-17]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Tank #2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Alien-Tank-2.gif]]&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;U_BASE[18-21]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Tank #3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Alien-Tank-3.gif]]&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;U_BASE[22-25]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Tank #4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Alien-Tank-4.gif]]&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;U_PODS[00]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Fuel Pod #1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_PODS_00.gif]]&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;U_PODS[01]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Fuel Pod #2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_PODS-02-.gif]]&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;U_PODS[02]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Pod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_PODS_04.gif]]&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;XBASE1[06]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Base Floor Tile #1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Base-Tile-1.gif]]&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;XBASE1[09]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Base Floor Tile #2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Base-Tile-2.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;[[Image:Palette.gif|thumb|This is the colour palette used by UFO: Enemy Unknown.]]&lt;br /&gt;
&amp;amp;nbsp;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Only the top segment is illuminating&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Only the front segment is illuminating&lt;br /&gt;
 &lt;br /&gt;
Note: Because the palette (see image to the right) uses 16 hues ranging through 16 shades of brightness (256 colours), it&#039;s assumed that the brightness value simply tells the tile how many shades to scale each colour down from full-bright.&lt;br /&gt;
&lt;br /&gt;
Ones that were checked (street lamp and liquid containers) were found to also illuminate aliens within 9 tiles of them, even though these two object types cast very different light. (The street lamp casts a lot of light; the containers only cast a little.) Thus it is presumed that &#039;&#039;&#039;all&#039;&#039;&#039; light sources give the ability to visualize aliens up to 9 tiles away, regardless of how much light they appear to cast.&lt;br /&gt;
&lt;br /&gt;
See byte 58 of the [[MCD]] file structure for more info on lighting data.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
For those techies who like to look [[Under The Hood]], the X-COM engine handles varying levels of illumination quite cleverly. The palette is arranged so that the base colours of a tile can be added to the degree of illumination to get the dimmer colours.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=32871</id>
		<title>User talk:NKF</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=32871"/>
		<updated>2011-01-29T07:06:30Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Spam */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NKF:Talk =&lt;br /&gt;
&lt;br /&gt;
Welcome to NKF Talk. Pardon the mess.  &lt;br /&gt;
&lt;br /&gt;
=The NKF-Centric TO-DO-List of Doom=&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;[[NKF&#039;s X-Com Apocalypse: Starter&#039;s Guide|X-Com Apocalypse Starter&#039;s Guide]]&amp;quot;  - kind of there. Kind of not there. &lt;br /&gt;
&lt;br /&gt;
= Total Randomness =&lt;br /&gt;
== UFO Base Kit == &lt;br /&gt;
&lt;br /&gt;
The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at [[Template:UBK]] to see how to use it.&lt;br /&gt;
&lt;br /&gt;
== Stats Card (complete) == &lt;br /&gt;
&lt;br /&gt;
Well, it has been ages since I thought about making a stat cheat sheet, and not knowing how to organize it without making it overly confusing has kept me behind. But with all the wonderful stuff that came with the recent Mediawiki software updates, and getting some ideas from Madned&#039;s infobox templates followed by a crash course in understanding named parameters over the last few days, it&#039;s there. Kind of. Check it out on the [[Lobsterman]] page. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not the fancy GI-Joe style action figure dossiers that I envisaged below, but I guess it&#039;s sufficiently functional. Of course, as with the nature of wikis, it needs to be perpetually improved! &lt;br /&gt;
&lt;br /&gt;
One future plan is to create a separate infobox style template to create multiple-column rank/difficulty combination data tables. -[[User:NKF|NKF]] 03:46, 13 January 2011 (EST) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot; style = &amp;quot;border-collapse:collapse; font-family:monospace;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th {{StdDescTable_Heading}} style=&amp;quot; border-right:2px #808000 solid; border-left:2px #808000 solid; border-top:2px #808000 solid; background:#FFFF80;&amp;quot; align=&amp;quot;left&amp;quot; &amp;gt;&amp;lt;span style = &amp;quot;font-size:large;&amp;quot;&amp;gt;Lobsterman&amp;lt;/span&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;td style=&amp;quot;border-bottom:2px #808000 solid; border-top:none; border-right: none; background:transparent;&amp;quot;&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style = &amp;quot;background: #FFFF80; border-left:2px #808000 solid; border-right:2px #808000 solid;&amp;quot;&amp;gt;&amp;lt;td valign = &amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width = &amp;quot;99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Time Units&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;56-112&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;Energy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;90-148&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;Health&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;90-125&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;Bravery&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;80-90&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;Reactions&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;60-108&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;Firing Accuracy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;21-87&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;Throwing Accuracy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;62&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;Strength&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign = &amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width = &amp;quot;99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;M.C. Strength&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt; 35-62&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;M.C. Skill&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Melee Accuracy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;78-115&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; colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;amp;nbsp;&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;Front Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;8-26&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;L/R Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;8-26&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;Rear Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;6-21&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;Under Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4-14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style = &amp;quot;background: #FFFF80; border-left:2px #808000 solid; border-right:2px #808000 solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Lobsterman.png|right|Lobsterman]] &lt;br /&gt;
This is a staggering creature, 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;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style = &amp;quot;background: #FFFF80; border-left:2px #808000 solid; border-right:2px #808000 solid; border-bottom:2px #808000 solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:LobstermanAutopsy.png|right|Lobsterman Autopsy]]&#039;&#039;&#039;Autopsy&#039;&#039;&#039;&lt;br /&gt;
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;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clean up ==&lt;br /&gt;
&lt;br /&gt;
Wiped old discussion for brevity. Cleanup of the vandalism of the Russian pages has been resolved for the moment. Will keep a watchful eye out for further abuse of the the wiki. Thank you. -[[User:NKF|NKF]] 07:17, 26 October 2010 (BST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Test of Gallery markup ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Yes, this is a caption&lt;br /&gt;
File:TFTDBadge.gif&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif &lt;br /&gt;
File:Ufobadge.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Now with adjustments &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption = &amp;quot;Icons&amp;quot; widths = &amp;quot;50&amp;quot; heights = &amp;quot;50&amp;quot; perrow = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Oo-fow&lt;br /&gt;
File:TFTDBadge.gif | Tee-eff-tee-dee&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ah-pock&lt;br /&gt;
File:Ufobadge.gif | Yoo-eff-ow&lt;br /&gt;
File:TFTDBadge.gif | Tiftid&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ay-pock&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.&lt;br /&gt;
&lt;br /&gt;
== Spam ==&lt;br /&gt;
&lt;br /&gt;
I&#039;d recommend adding the following extensions to the wiki&#039;s installation, if you can get hold of the person who runs the wiki:&lt;br /&gt;
&lt;br /&gt;
* http://www.mediawiki.org/wiki/Extension:SpamBlacklist&lt;br /&gt;
* http://www.mediawiki.org/wiki/Manual:Combating_spam#IP_address_blacklists&lt;br /&gt;
&lt;br /&gt;
And blocking open proxies: [http://meta.wikimedia.org/wiki/Proxy_blocking#How set $wgEnableSorbs = true; in your LocalSettings.php]&lt;br /&gt;
&lt;br /&gt;
While we&#039;re at it, it would be really nice to add http://www.mediawiki.org/wiki/Extension:SphinxSearch since the default Mediawiki search engine sucks.--[[User:Ethereal Cereal|Ethereal Cereal]] 02:06, 29 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Making_the_Game_Harder&amp;diff=32810</id>
		<title>Making the Game Harder</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Making_the_Game_Harder&amp;diff=32810"/>
		<updated>2011-01-25T10:31:26Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Single-Base Hawaiian */ link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is intended for players who finish the game frequently on the highest difficulty and would like to keep the challenge alive. &lt;br /&gt;
&lt;br /&gt;
Naturally it is quite easy to handicap yourself while playing the game: using only conventional weaponry, no armor, fighting only on night missions, etc. Some of these situations are detailed here, in addition to exploits/cheats/tactics that make the game easier, which you might want to refrain from using.  &lt;br /&gt;
&lt;br /&gt;
Feel free to try any of these ideas (or all of them!). Some may make the game very hard or even impossible to win. &lt;br /&gt;
&lt;br /&gt;
==No Psionics==&lt;br /&gt;
&lt;br /&gt;
Psionics and [[Psi-Amp]]s can completely imbalance the game in favor of the human player. Even one Psi-Amp is bad news for aliens, and with training and screening, a squad full of psionic troops can eventually mind-control all the aliens during the first turn (even [[Cyberdisc]]s and [[Sectopod]]s). This turns combat into a cakewalk, which is not nearly as much fun as sweating your way around every single corner. Therefore, one of the most important things you can do to make the game more challenging is to avoid using Psi-Amps.&lt;br /&gt;
&lt;br /&gt;
Significantly less unbalancing is the use of [[Psionic Laboratory|Psi Labs]] to screen troops (and perhaps also increase their [[Psionics#Psionic_Formulas|Psionic Defense]]).  However, for an even greater challenge, you can avoid using Psi Labs altogether, which forces you to rely on combat trauma to find out which of your troops are psi weaklings.&lt;br /&gt;
&lt;br /&gt;
===No Mind Probes===&lt;br /&gt;
&lt;br /&gt;
Much less powerful than Psionics is the advantage from using [[Mind Probe]]s since those devices can be used to screen aliens for their rank (for capture or to identify the threat they pose), or to check if they are able to reaction fire.  Mind control can also provide most of this information, so restricting use of Mind Probes is most significant when combined with a ban on Psi-Amps.&lt;br /&gt;
&lt;br /&gt;
==Don&#039;t Use Game Exploits==&lt;br /&gt;
Plenty of [[Exploits]] have been identified for UFO: Enemy Unknown. Their influence on [[Battlescape]]/[[Geoscape]] varies, here&#039;s a list of those that you should particularly avoid and their consequences. &lt;br /&gt;
&lt;br /&gt;
===Alien Inventory Screen===&lt;br /&gt;
&lt;br /&gt;
Although you are not supposed to be able to access an alien&#039;s inventory screen when you mind control it, there is a [[ExploitsB#Access_the_Alien_Inventory_Screen|way]] to do so. This allows for nasty things like priming grenades and dropping them at the feet of the alien. &lt;br /&gt;
Another thing to consider is to stop using [[Psionics]] all together (see above). &lt;br /&gt;
&lt;br /&gt;
===Faulty Collision Detection===&lt;br /&gt;
&lt;br /&gt;
A full description can be found [[Exploiting_Collison_Detection|here]]. These exploits allow you to attack through walls or other solid objects, and bypass map chokepoints (such as UFO doors) which can be used by the aliens to ambush your soldiers.&lt;br /&gt;
&lt;br /&gt;
===Free Wages/Manufacturing/Fuel===&lt;br /&gt;
&lt;br /&gt;
These exploits are commonly used to prevent your finances from going negative at the end of the month or to keep your planes flying for free. The [[ExploitsA#Free_Wages|Free Wages]] avoids having to pay your scientists/engineers/soldiers&#039; salaries. Most of your monthly expenses are made of those, so having to pay for your 250 scientists makes financial matters more hard to deal with. If you have never played the game without using these exploits, you&#039;ve never really played the strategic game - it is MUCH harder to succeed when you have to pay your way. &lt;br /&gt;
&lt;br /&gt;
===UFO Redux===&lt;br /&gt;
&lt;br /&gt;
Increases your loot, income, score and experience up to two or even three times normal, and in turn boosts your technology progress. If you haven&#039;t been using this [[ExploitsA#UFO Redux|exploit]], don&#039;t start now!&lt;br /&gt;
&lt;br /&gt;
===Scared Of The Dark?===&lt;br /&gt;
&lt;br /&gt;
If you regularly avoid all night missions using [[ExploitsD|these exploits]], shame on you! Grab the flares and IC rounds, and be afraid, be &#039;&#039;&#039;very&#039;&#039;&#039; afraid!&lt;br /&gt;
&lt;br /&gt;
==Don&#039;t Use Beneficial XComUtil Options==&lt;br /&gt;
&lt;br /&gt;
Many XComUtil options (or similar options from other &#039;game enhancers&#039; or variant games) make the game easier to win. As XComUtil was designed to make the game harder, it&#039;s a shame that the options that make the game easier are not flagged up more conspicuously.&lt;br /&gt;
&lt;br /&gt;
=== Improved Starting Base ===&lt;br /&gt;
&lt;br /&gt;
This actually hands you $4.5 million on a plate. In fact, it&#039;s far better than $4.5 million in cash, because the stuff you would buy with the $4.5 million is already built and/or in situ in your base. This option gives you a 1-2 month head start on the aliens, who don&#039;t get any advantages. So while the intent is to alleviate boring and repetitive play for experienced players, the net effect is to reduce the challenge. &lt;br /&gt;
&lt;br /&gt;
=== Alternate Starting Base ===&lt;br /&gt;
&lt;br /&gt;
This option is much less of a boon, but it still in effect hands you the $800K it would cost to reorganise your normal (badly layed out) starting base. And you get to do useful things with your base instead, during the month it would&#039;ve take to reorganise it. Still, this is only a minor buff, and not a big deal compared to the Improved Starting Base. And the initial base layout &#039;&#039;is&#039;&#039; infuriating.&lt;br /&gt;
&lt;br /&gt;
=== Improved Tanks ===&lt;br /&gt;
&lt;br /&gt;
Players often forget that they routinely take this option to give human-technology tank chassis the same armour level as the hybrid, alien-alloy-armoured tank chassis. This has a big difference on the viability of the starting tanks (Cannon Tank, Rocket Tank, Laser Tank). Scott Jones believed that these HWPs were not viable without this mod. Perhaps he was right. Nonetheless, if you use this option, you are making the early game significantly easier. Assuming you believe an HWP is better than 4 soldiers - and if you don&#039;t believe that, you shouldn&#039;t care about using this option anyway.&lt;br /&gt;
&lt;br /&gt;
=== Improved Weapons ===&lt;br /&gt;
&lt;br /&gt;
This option improves the Pistol, Heavy Laser, and High Explosive. The Heavy Laser mod is fairly subtle and is intended to make &amp;quot;an otherwise useless item, useful&amp;quot;. It does not create an uber-weapon. The Pistol improvement is [[Talk:XcomUtil#Improved_Pistol_Modification|arguably unnecessary]] as the Pistol is [[Rifle vs Pistol|arguably already]] the most powerful starting weapon, something that was not appreciated when XComUtil was written. The High Explosive buff is downright unbalancing since it allows UFO outer hulls to be penetrated at the very start of the game, totally changing the tactics of the Battlescape in a way that the Alien AI is not prepared for, and can&#039;t respond to. If you do select this option, use it only for the Heavy Laser mod, and refrain from using Pistol autofire, and definitely refrain from using HE as an entry charge to blast holes in UFOs.&lt;br /&gt;
&lt;br /&gt;
In TFTD this option gives Gauss weapons unlimited ammunition. There is still a running argument about whether Gauss weapons are worth bothering with ([[Skipping Gauss Weapons]]). So using this option might be justified. But clearly it still gives an advantage to XCom, at least until weapons better than Gauss are available. So if you want the game to be harder, don&#039;t use it.&lt;br /&gt;
&lt;br /&gt;
=== Other Options To Avoid ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Automatically Screen for Psi Ability&lt;br /&gt;
* Fight All Battles In Daylight&lt;br /&gt;
* Fighter aircraft can carry troops / HWPs&lt;br /&gt;
* Skyranger can mount air to air weapons&lt;br /&gt;
* Troops have all-round visibility from inside transports&lt;br /&gt;
&lt;br /&gt;
Actually these last three aren&#039;t even options, prior to XComUtil 9.6, they are defaults. Turning them off is hard - just don&#039;t use weapons on transports or troops/HWPs on fighters. The all round visibility is not such a big deal, but if you turn it off, you will make the game harder again.&lt;br /&gt;
&lt;br /&gt;
==Firepower Adjustment==&lt;br /&gt;
&lt;br /&gt;
Despites what it feels like in the early game, X-COM eventually gets access to extremely powerful weaponry that make all both ground and air battles too easy. &lt;br /&gt;
&lt;br /&gt;
===Avoid Heavy Plasmas===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t equip the majority of your squad with [[Heavy Plasma|Heavy Plasmas]]. If that sounds too easy, then don&#039;t use alien weapons at all.&lt;br /&gt;
&lt;br /&gt;
===Advanced Human Craft (Firestorm/Lightning/Avenger)===&lt;br /&gt;
&lt;br /&gt;
The [[Avenger]] is an awesome craft but it is very overpowered. So build only ONE, and only when you are going to Cydonia. Battleships suddenly become very tough if faced with Firestorms...&lt;br /&gt;
&lt;br /&gt;
Or, to fully experience the helplessness of seeing alien Battleships flying unopposed through Earth&#039;s atmosphere, don&#039;t build any [[Firestorm|Firestorms]] or [[Lightning|Lightnings]].&lt;br /&gt;
&lt;br /&gt;
===Avoid Blaster Launchers===&lt;br /&gt;
&lt;br /&gt;
To put it simply: the weapons are too powerful and thus the temptation to overuse them too great. Completely destroying a map is fun at start but butchering the aliens gets boring after a while. Either do not use the weapons or only bring 1 on each mission. &lt;br /&gt;
&lt;br /&gt;
===Rank-based equipment===&lt;br /&gt;
&lt;br /&gt;
Only give the best stuff to officers. For example Squaddies have to use personal armors and laser rifles; rookies don&#039;t get armor at all. Advancing in ranks earns the privilege to use newest equipment. So Sergeants can use Power Suit, but not Flying Suit. Even better, only give Flying suit to your Commander. Of course, you never want to commit your most experienced troops to hazardous front line duties, so this creates extra challenge. &lt;br /&gt;
&lt;br /&gt;
===Tech levels===&lt;br /&gt;
Limit yourself to certain &amp;quot;tech levels&amp;quot;. Here&#039;s an example:&lt;br /&gt;
*Level 1: Coverall, genuine Earth equipment&lt;br /&gt;
*Level 2: Personal Armor, Laser weapons&lt;br /&gt;
*Level 3: Power Suit, light alien weaponry&lt;br /&gt;
*Level 4: Flying Suit, heavy alien weaponry&lt;br /&gt;
How does it work? Simply limit yourself to stopping at a certain level. Or limit yourself in the speed of advancement, i.e. one level per a half year, etc. The latter example would mean you won&#039;t get to use the best equipment for two years!!!&lt;br /&gt;
&lt;br /&gt;
Alternatively, allow yourself access to only a few high-power research topics, under the grounds that they&#039;re so complex that understanding them fully takes years.  (Exceptions are made for end-game requirements, of course).  Research topics that are high-power (AKA game-breaking) would include anything associated with Psionics, Plasma Rifle, Heavy Plasma, Blaster Bomb, the advanced aircraft (in particular the Avenger), the Plasma Beam/FBL, Hovertanks, and the Power and Flying Suits.&lt;br /&gt;
&lt;br /&gt;
===Use Unfamiliar Weapons===&lt;br /&gt;
&lt;br /&gt;
Use weapons that you are not generally fond of using or are not comfortable using. Use them in greater quantities or outfit your entire team with them. This has the potential to not only make the game harder, but it may get you accustomed to how these weapons are best handled. Combine it with restrictions on plasma weapons for best results. &lt;br /&gt;
&lt;br /&gt;
One excellent example is the standard [[Heavy Laser]] - not the XCOMUtil variant. It&#039;s a weapon that is often branded &amp;quot;useless&amp;quot; because it&#039;s not an ammo-less parallel of the Heavy Plasma. &lt;br /&gt;
&lt;br /&gt;
Other examples include [[Heavy Cannon]]s and tanks. In particular, unmodified tanks. &lt;br /&gt;
&lt;br /&gt;
===Ranged Base Accuracy===&lt;br /&gt;
&lt;br /&gt;
If you are using the Collectors Edition of the game, consider making use of Seb76&#039;s loader and activate the ranged base accuracy settings. This adds new rules to shooting so that weapons will only work as advertised under a certain range, depending on the class of the weapon. Beyond these ranges, the shots start to get wilder. So while they can still hit, the odds of them hitting are reduced. &lt;br /&gt;
&lt;br /&gt;
For those with other editions and can not make use of the loader, you can artificially set the ranges yourself and pick the type of shots based on the distance between you and the target. &lt;br /&gt;
&lt;br /&gt;
===Extreme Weapon Scenarios===&lt;br /&gt;
&lt;br /&gt;
Test your machismo by going to ridiculous lengths and see how far you can get before combat is no longer viable with a uniform weapon set whereby you limit yourself to only one type or class of weapon. In addition to making the game harder, it you may find yourself appreciating the benefits and understanding the limitations of these weapons. &lt;br /&gt;
&lt;br /&gt;
Some ideas to get you started: [[Heavy Cannon]], [[Autocannon]] or a combination of both. Basic [[Rifle]]s only. Pistol sized weapons only. [[Rocket Launcher]]s only. Grenade type weapons only (note, may need an emergency ranged weapons for flyers). Consider also a pistol and grenade scenario. &lt;br /&gt;
&lt;br /&gt;
A Rocket Launcher or Grenade campaign for example will have several effects. While it does make defeating enemies easy, it introduces several management twists to combat that you would not normally subject yourself to in great frequency. Like collateral damage management will be needed for each and every shot taken. Ammunition has to be strictly managed, from the item limit to its actual expenditure and portage. Loot recovery is more difficult. Some blast zone management is required to prevent loot destruction. Mind control and reaction fire become extremely hazardous. &lt;br /&gt;
&lt;br /&gt;
If combined with several other challenges such as no-psi and no alien weapons, you may even have to abandon some battle if all ammunition is depleted. Even if it was going entirely in your favour. &lt;br /&gt;
&lt;br /&gt;
If you plan to play through to the final mission, allow yourself the use of stun weapons for capture of all the necessary aliens.&lt;br /&gt;
&lt;br /&gt;
== Squad Management == &lt;br /&gt;
&lt;br /&gt;
===Avoid Large Squads===&lt;br /&gt;
&lt;br /&gt;
Restrict your squad regarding soldiers and tanks. Never use more than 14 plane slots to bring units into a battlefield (the capacity of a Skyranger).&lt;br /&gt;
The logic behind this is that you can easily outnumber the aliens, especially if you are facing small UFOs thus assuring victory. &lt;br /&gt;
Also, smaller squads allow for quicker play (you don&#039;t have to move 26 units each turn) and they make your soldiers more memorable, since you&#039;ll remember more their heroic achievements (or stupid deaths).&lt;br /&gt;
&lt;br /&gt;
===Load up your Skyrangers with maximum HWPs===&lt;br /&gt;
&lt;br /&gt;
A variant of the preceding scenario, not quite so hard. Instead of bringing 14 units into a battle you&#039;ll get just 5 (3 HWPs + 2 Soldiers) or 8 (2 HWPs + 6 soldiers).&lt;br /&gt;
&lt;br /&gt;
===Commando Missions===&lt;br /&gt;
&lt;br /&gt;
Use as few men to complete ground missions as possible-without HWPs, of course. Stealth, patience, care and caution become the priority. Even two or three-man teams can be effective if used properly. The logic behind this is that either way, aliens are probably too busy carrying out their mission or repairing the UFO to notice the dropship approaching (as evidenced by the fact that if you go against psionic aliens, you are safe from psionic attacks as long as none of them sees you, adding an extra difficulty: you have to kill every alien from behind and with one shot so they won&#039;t turn around and see you). Plus, micromanaging a three-man team is easier than managing a fully loaded Avenger. You have the advantage of surprise, use it! Just make sure you try to get at least most of the aliens before Turn 20 comes around (when they automatically spot you).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Solo Missions===&lt;br /&gt;
; Iron Man&lt;br /&gt;
If you are confident in yourself, use only one soldier. Knowing when to retreat and switch weapons at the dropship is essential, but try not to get wounded. Without friends with medkits around, fatal wounds are truly fatal. Get your popcorn out people and enjoy the show!&lt;br /&gt;
&lt;br /&gt;
;Chuck Norris&lt;br /&gt;
Your best man, a rocket launcher, grenades, and an automatic rifle. Nothing invented before about 1970. A stun rod to simulate the devastating karate attack - watch out Aliens!&lt;br /&gt;
&lt;br /&gt;
;Bruce Lee&lt;br /&gt;
One man, one stun rod. (You might want to cheat and max out your stats first.) They won&#039;t stand a chance!&lt;br /&gt;
&lt;br /&gt;
;Bozo the Clown&lt;br /&gt;
One man, no weapons. And pray that either some aliens died during the crash or that they are stupid enough to hit one another with their weapons.&lt;br /&gt;
&lt;br /&gt;
===Large Squads===&lt;br /&gt;
&lt;br /&gt;
For those that are content with small squads between 4 - 8 soldiers, break the habit and take the opposite approach. Start using large squads. Hire a large qauntity of soldiers and fill the all available spaces on the transport. Rotate the entire team regularly so that there are no outstanding idividuals or superstars amongst the tea. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the battle, keep the slogan &#039;&#039;&amp;quot;There&#039;s no I in Team&amp;quot;&#039;&#039; in mind all the time. Make every effort to send out the whole squad into the battlefield and that everyone gets some piece of the action. No more than 1 rear commanders if at all possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The difficulties introduced here include longer turns due to the increased coordination of the larger squad. Larger squads make bigger targets and increases the danger of friendly fire. When things do go wrong, the level of severity tends to be great, with the possibility of mass hysteria. Weapon by stat assignment may also be a problem with so many troops to handle and if you are in the regular habit of rotating the team. &lt;br /&gt;
&lt;br /&gt;
If you find that this makes it too easy, consider dropping your weapon technology down a few notches.&lt;br /&gt;
&lt;br /&gt;
==Limited Miltary==&lt;br /&gt;
&lt;br /&gt;
Limit X-COM to a set number of soldiers per game.  Not at one time, per game.  So every soldier killed or sacked is an irreplaceable resource.  The easiest version of this could be 250 soldiers, maybe rolling down to as few as fifty, depends on the masochism of the player.  Optionally, to help a bit, start with maximum hires by editing the starting base, or allow those who want to can increase the physical stats of soldiers up to their caps in SOLDIER.DAT if wanted and can start with maximum hires.  (Leave Psi alone!)  This game is winnable, but increasingly hard as you decrease troops as every man lost is a critical resource you never get back.&lt;br /&gt;
&lt;br /&gt;
The hard version of this is to try and complete the game with just the 8 soldiers you start with.  It is possible to complete the game with just one soldier if you really want to make the game harder.  You better hope that he has good Psi skills as you will not find out of the a few months.  At least you&#039;ll have room for a 3 tanks on your skyranger.&lt;br /&gt;
&lt;br /&gt;
==Battlescape Time Limits==&lt;br /&gt;
&lt;br /&gt;
If you are used to playing the &#039;waiting game&#039;, pick up the pace. The Aliens aren&#039;t stupid. After 20 Turns in a UFO Ground Assault, they will take off again, leaving you empty handed (simulate this with a march back to the Transport, and Abort). After 20 Turns in a UFO Crash Recovery, the Engineers blow the reactor and destroy everything. Simulate this with a forced Abort on Turn 20, regardless of where everyone is at the time. Those who don&#039;t get airborne in the Transport are all missing or dead. Anything not hauled back to the Transport is lost. &lt;br /&gt;
&lt;br /&gt;
==Harder Economics==&lt;br /&gt;
&lt;br /&gt;
First of all, don&#039;t use any of the economics-related Exploits (see above). That really is cheating. For greater challenge in the strategic aspect of the game, try these scenarios:&lt;br /&gt;
&lt;br /&gt;
===Funding Council Income===&lt;br /&gt;
&lt;br /&gt;
Rely entirely on the Funding Nations to run your war.  Details [[User:Tequilachef#Rules|here]].&lt;br /&gt;
&lt;br /&gt;
Do not sell any alien equipment, corpses or UFO components. Do not sell manufactured items. Only genuine starting Earth technology (like Rifles or Avalanche Launchers) or researched aircraft (since they don&#039;t bring in money) may be sold. This makes it significantly harder. In February for example you have around $6,000,000 to cover base maintenance, wages, crafts, manufacturing and losses on the battlefield. This leaves not very much! Building new bases, hiring more engineers or just building a second laboratory is almost impossible. But it is definitely more fun than having worldwide radar coverage and 16 interceptors by the end of march.&lt;br /&gt;
&lt;br /&gt;
===No Commercial Manufacturing===&lt;br /&gt;
&lt;br /&gt;
Slightly less strict than Funding Council Income Only: don&#039;t manufacture anything for profit, as it&#039;s too easy to become largely independent of both the Funding Nations and the need to capture alien loot for cash. If you have any surplus manufactured material you don&#039;t want laying around, you have to build a warehouse for it somewhere. &lt;br /&gt;
&lt;br /&gt;
===No Laser Cannon Sales===&lt;br /&gt;
&lt;br /&gt;
An easier option than the previous scenario, but still quite a challenge if you are used to relying on Laser Cannon income. This will cut your income signficantly. Alternatively, play the XComUtil variant (see below) that makes Laser Cannons unprofitable (then you don&#039;t have to resist the temptation to cheat).&lt;br /&gt;
&lt;br /&gt;
===Limited Elerium===&lt;br /&gt;
&lt;br /&gt;
Elerium is incredibly valuable, probably the most important strategic material ever encountered by mankind. Much too valuable for the CFN to leave it in the hands of those crazy commandos who run X-Com! The CFN governments insist on keeping most or all of the Elerium for their own use. You goet to see what it&#039;s like defending civilisation without it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;50 Elerium Limit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are limited to only 50 units of Elerium for the whole game. Any surplus must be &amp;quot;sold&amp;quot; - i.e. returned to the CFN for a fraction of its real value. Keep in mind you need at least 12 units to build your Avenger, otherwise you can&#039;t win the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Avenger Elerium Only&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are only allowed to keep enough Elerium to fuel one mission of your Avenger (12 units). Everything else must be handed back to the CFN. This means you can&#039;t build anything that requires Elerium. It also means you must scavenge all the parts for your Avenger from UFOs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mandatory Recycling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As above, plus you are required to immediately hand over to the CFN (&amp;quot;sell&amp;quot;) any captured items containing Elerium (except for the specific parts you need to build your &#039;&#039;one&#039;&#039; Avenger). This is so the CFN can send them to a top-secret Elerium Reprocessing plant for extraction of the precious Elerium. You are allowed to start Research projects on them when you first return them to Base, but then you must immediately hand them over to the CFN. You are not allowed to use these items (except during the actual Battlescape mission when you capture them - and even then your troops have to lie about the ammo counts and pretend the aliens fired them). &lt;br /&gt;
&lt;br /&gt;
This means you can never hold any Plasma or Fusion/Blaster weapons or tanks, no Psi Amps or Mind Probes, no Stun bombs, alien grenades, Power/Flying suits. You can build a Firestorm or Lightning, but there&#039;s no point, since you can&#039;t operate it (since that expends Elerium). You can&#039;t arm your craft with Plasma Beams or Fusion Balls. Lasers are your best weapons: in the air, on your tanks, and in the hands of your troops. &lt;br /&gt;
&lt;br /&gt;
As a quirk, you can still build Plasma or Fusion defences for your Bases, since those don&#039;t appear to require any Elerium. As mentioned elsewhere, perhaps these are powered by a regular power station instead of Elerium. &lt;br /&gt;
&lt;br /&gt;
(If playing TFTD, you are allowed to hold one copy of an item in Stores, if it is needed to be present for a Technology advancement, but then you must sell it as soon as it is no longer needed, and you must never use it in combat.)&lt;br /&gt;
&lt;br /&gt;
==Base Limitations==&lt;br /&gt;
&lt;br /&gt;
===Base Defense===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t play base defense missions. If your Base Defence weapons can&#039;t stop the Battleship, you have to abandon the base. This is because, actually, Base Defence is too easy and just an excuse to take lots of valuables off the Aliens, and maybe capture yourself a high ranking Alien to interrogate. &lt;br /&gt;
&lt;br /&gt;
===One Base===&lt;br /&gt;
&lt;br /&gt;
Build only a single base.  This severely limits your efficiency, as you can only build a maximum of 35 base modules.  Aircraft and radar coverage will be quite limited. Particularly challenging if combined with the scenario above!&lt;br /&gt;
&lt;br /&gt;
====For a real challenge...====&lt;br /&gt;
&lt;br /&gt;
Build that single base in Hawaii. See below under Scott Jones&#039; scenarios.&lt;br /&gt;
&lt;br /&gt;
===Limit Base Size===&lt;br /&gt;
&lt;br /&gt;
You can build as many bases as you like but each base can only be 4x4 (or for the hard version 3x3, yes it is do able just very hard) instead of the normal 6x6.  This version you will have to start a game and then edit you save game to make you first base smaller.  Feel free to refund the cost of any modules and crafts you don’t have room for also if you don’t have room for a lab or workshop you might want to remove your Scientist or Engineer and refund there cost as well.&lt;br /&gt;
&lt;br /&gt;
3x3 notes: No using XcomUtil to let you place troops in an intercepter,  just because you dont have room for 2 hangers in any one base is no reson for making it easyer,  This is ment to be hard if you want 2 crafts make 2 bases you start with more money then normal you should be able to build a second base right a way only 25 days till your hanger is built.&lt;br /&gt;
&lt;br /&gt;
===Earth Tech Modules Only===&lt;br /&gt;
&lt;br /&gt;
Don&#039;t build modules requiring alien tech, ie. Psi Lab, Hyperwave Decoder, Plasma/Fusion Defence, Grav Shield, Mind Shield. Laser Defence is OK.&lt;br /&gt;
&lt;br /&gt;
===Starting from Scratch - the No-Base Start===&lt;br /&gt;
&lt;br /&gt;
This scenario starts you off with no base, but with an ample amount of starting funds to get a minimal intercept/recovery base up and running. The goal is to obviously get the organization up and running from scratch with your starting funds and then attaining self sufficiency through selling captured equipment until you&#039;re back to playing to what you may consider to be a normal game. &lt;br /&gt;
&lt;br /&gt;
To create this scenario, start a brand new game and sell everything, sack all staff and remove all base modules right down to the access lift. This will [[Starting Base (EU)#Sale Value of Starting Base|net only $300K - $350K]] . You will no longer have a base on the Geoscape, but the game will not think you&#039;ve lost. From here, save the game. You will then need to edit your funds accordingly to how difficult you would like to make the scenario.&lt;br /&gt;
&lt;br /&gt;
The initial starting base, inclusive of all facilities, personnel and equipment, has a [[Starting Base (EU)#Replacement Cost of Starting Base|replacement cost of $7.345 to $7.795 million]], typically $7.795 million. In addition, starting cash is typically around $4 million. So anything less than $12 million in starting cash will make for a tougher than normal game.&lt;br /&gt;
&lt;br /&gt;
For a player looking to play this type of scenario, a starting kitty of $5 million, or even less, should be sufficient to build XCom up from nothing. It won&#039;t be easy but it&#039;s possible. You could even play with just the roughly $4.4 million in funds that are left after fully dismantling the starting base.&lt;br /&gt;
&lt;br /&gt;
Assuming you want a bigger kitty, once you&#039;ve edited your funds, the scenario is ready to play. Before you start playing, consider making a backup of the save so that you can start a new no-base scenario again in the future. Or you can download this Superhuman savegame with $4.45M starting funds: [[Image:NoBaseSuperH.zip]].&lt;br /&gt;
&lt;br /&gt;
The only slight downside to the No Base scenario is that your &#039;&#039;first&#039;&#039; Skyranger and Interceptor will be numbered 2 and 3 respectively. &lt;br /&gt;
&lt;br /&gt;
As an added challenge, you can also chose to combine this with the no-funding-country scenario by editing all the countries so that they&#039;ve all withdrawn from funding X-COM. With this, you&#039;ll truly have to live off the spoils of war to survive.&lt;br /&gt;
&lt;br /&gt;
==One Mission X-COM==&lt;br /&gt;
&lt;br /&gt;
A more hardline version of Funding Council Income Only, detailed [[User_talk:Arrow_Quivershaft#1_Mission_X-COM|here]].  In short, one Battleship mission, properly executed, can provide all the research needed to complete the game.  The focus is on intercepting that Battleship and completing the game with only the spoils from that mission.&lt;br /&gt;
&lt;br /&gt;
==No Detection==&lt;br /&gt;
&lt;br /&gt;
Similar in concept to 1 Mission X-COM. No detection, and therefore no interception, of UFOs. Radar, airborne and hyperwave detection are ruled out. Almost as if the UFOs had some kind of &#039;&#039;stealth&#039;&#039; technology. This means no UFO Assault or UFO Crash Recovery missions. You are restricted to responding to Terror missions, Alien Base Assaults (when Alien Bases are detected by Agents only), and (possibly) Base Defence missions. This is quite hard as you get very little combat experience, artefacts or loot (and therefore very little cash). The Aliens also get a high score so many countries will defect. In fact, you cannot win this game, as there is no way to get UFO Navigations to build the Avenger. (Seb76&#039;s loader has 2 patches that do permit you to win: the &amp;quot;Roswell&amp;quot; UFO crashes option and an option where Base Control Tables don&#039;t explode.) More information here: [[Talk:UFO_Detection#Playing_With_No_Detection]]&lt;br /&gt;
&lt;br /&gt;
==Use XComUtil Features==&lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] is a game enhancer that was actually designed to make the game harder, although many of its features can be used the other way around. &lt;br /&gt;
 &lt;br /&gt;
===XcuSetup configuration===&lt;br /&gt;
&lt;br /&gt;
When you run XcuSetup to install XComUtil a number of queries will be asked regarding which features you&#039;ll want to implement. The responses to the prompts given below will make the game harder. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Do you want to use the improved starting base?&#039;&#039; (No)&lt;br /&gt;
&lt;br /&gt;
With the improved starting base you start with an [[Alien Containment]] already built, your radar is upgraded and you&#039;ll start with additional scientists and engineers. It will also be designed to maximize defense. Mainly this is just to avoid boredom and frustration, but it is also an advantage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Do you want to use the alternate starting base?&#039;&#039; (No)&lt;br /&gt;
&lt;br /&gt;
This retains the optimal defensive layout but doesn&#039;t add the extra facilities/personnel. Again, mainly to avoid frustration but if you say No you reduce your advantage and increase the challenge. At the very least you have the headache and expense of reorganising your base layout through construction and demolition. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Do you want to use the improved Tanks/Weapons?&#039;&#039; (No to both)&lt;br /&gt;
&lt;br /&gt;
You forgo having tracked tanks with the armour levels of advanced hover tanks, and slightly improved Pistols and Heavy Lasers. You also forgo a crucial advantage which is the ability to crack open UFO external hulls with High Explosive - you definitely don&#039;t want that if you are looking for a harder game!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Do you want to use the new laser weapons?&#039;&#039; (Yes)&lt;br /&gt;
&lt;br /&gt;
With this option chosen your lasers will require Elerium to be built (supposedly to act as power cells). This also prevents you from building plasma weapons (but not clips), thus preventing you from selling [[Plasma Pistol|Plasma Pistols]] and [[Plasma Rifle|Plasma Rifles]] since the aliens will stop using those. &lt;br /&gt;
It also makes [[Laser Cannon|Laser Cannons]] and [[Fusion Ball Launcher|Fusion Launchers]] a lot less attractive to sell because of the time required to build them and the [[Elerium-115|Elerium]]/[[Alien Alloys]] necessary for their construction. Be prepared for the blow on your finances...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Do you want research help from captured aliens?&#039;&#039; (Yes! Yes! Yes!)&lt;br /&gt;
&lt;br /&gt;
To make the game REALLY hard try this feature. &lt;br /&gt;
First, it will increase the research times of most items tenfold or more, especially regarding the alien technologies. Instead of having to wait days or a week for a certain technology the time will increase to months. With a little bad luck you will be stuck to lasers and no armor when the [[Muton|Mutons]] and [[Ethereal|Ethereals]] start showing up. &lt;br /&gt;
Second, the only way to speed research (other than having 250 scientists on all bases) is to capture live aliens, forcing you to bring a few [[Stun Rod|Stun Rods]] for all missions. It is not required to have an Alien Containment present to receive the research help but remember it only reduces the time of the research being done at your starting base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scott Jones&#039; Scenarios==&lt;br /&gt;
Scott T Jones, the original maker of XcomUtil, placed some interesting scenarios on the XcomUtil site. You do not need XcomUtil to follow these scenarios, you just need self-discipline to stick to the rules. Here they are:&lt;br /&gt;
&lt;br /&gt;
===Xenophobe===&lt;br /&gt;
Don&#039;t try to capture or interrogate any aliens, and sell all alien artifacts immediately. Don&#039;t build Alien Containment. You can not win this scenario in the normal sense, since you can never discover how go to Mars (or even that you need to go there). You simply play it until you don&#039;t want to play it any more.&lt;br /&gt;
&lt;br /&gt;
===Bean Counter===&lt;br /&gt;
This scenario takes its name from the beaurocratic &amp;quot;bean counters&amp;quot; who drive us crazy with their constant cost cutting measures. You are not allowed to destroy anything, since that wastes profits. You are not allowed to shoot down any UFOs, since that destroys valuable artifacts that can be sold. You cannot use any explosives or any weapon that uses a clip or ammunition, since those would have to be replaced. You are only allowed to use reusable items, like lasers, flares, stun rods, and psi-amps.&lt;br /&gt;
&lt;br /&gt;
===Explosive===&lt;br /&gt;
Limit yourself to only explosive weapons. This scenario forces you to learn tactics that protect you from your own weapons. It is virtually the opposite of the Bean Counter scenario.&lt;br /&gt;
&lt;br /&gt;
===Photophobe===&lt;br /&gt;
You must not fight any battle in full daylight. If you land at a battle and an aura of light isn&#039;t visible around your soldiers, you must leave immediately. This scenario is very interesting and teaches you how to fight at night. It is much harder to win, but it can still be won because it is dark on Mars.&lt;br /&gt;
&lt;br /&gt;
===Technophobe===&lt;br /&gt;
Sack all of your scientists and engineers at the start of the game. You must sell all alien artifacts immediately. If you cannot buy the item, you cannot use it.&lt;br /&gt;
&lt;br /&gt;
This scenario forces you to learn how to use conventional weapons against the aliens. You can not win this scenario in the normal sense, since you can never go to Mars. You simply play it until you don&#039;t want to play it any more.&lt;br /&gt;
&lt;br /&gt;
===Neo-Pacifist===&lt;br /&gt;
You are a Pacifist and cannot directly take the life of any living thing, even an alien. You cannot shoot down any UFO, because aliens might be killed. You cannot use any weapon that can kill an alien, even via reaction fire. Aliens who die during interrogation or because of lack of space in the alien containment facility are someone else&#039;s problem, so your conscience is clear.&lt;br /&gt;
&lt;br /&gt;
The only lethal weapons that you can use are grenades, but you must still give the aliens a chance to escape. In this way, the alien causes its own death. For example, an alien next to an armed explosive with a long fuse can save it self by moving away, while an alien next to an armed Proximity Grenade can save itself by not moving away.&lt;br /&gt;
&lt;br /&gt;
Even with these restrictions, the game can still be won by mind controlling an alien on Mars and having him stand next to an armed Proximity Grenade which was placed next to the master brain. Once this is ready, you release your control and wait for the alien to move, ending the game.&lt;br /&gt;
&lt;br /&gt;
===Single-Base Hawaiian===&lt;br /&gt;
Games where you only have one base are not that different from normal games, unless that base is located in Hawaii. This scenario is very difficult and requires a different strategy. The challenge is that you have almost no radar coverage over any significant land mass. You must keep Skyrangers constantly on patrol over areas that are likely to have alien activity. Since combat is rare, you can not afford to skip any battles. This scenario teaches you [[UFO_Detection#UFO_Activity_Graph|how to use the graphs]] to gather information about areas in which you have no radar.&lt;br /&gt;
&lt;br /&gt;
===No Skyrangers===&lt;br /&gt;
This scenario takes away your large, long range troop carrier, the Skyranger. Ideally, you should also eliminate the Lightning and the Avenger (except for the assault on Mars). Ground operations are conducted only with the small numbers of Soldiers that XComUtil allows you to place on board Interceptors (6 troops or 1 HWP + 2 troops) or Firestorms (10 troops or 1 HWP + 6 troops). This is quite difficult because you do not have enough men to allow for mistakes and the short range of your ships forces you to miss some terror sites. (This requires at least version 6.0 of XcomUtil.)&lt;br /&gt;
&lt;br /&gt;
===Shootdown===&lt;br /&gt;
This scenario is an even harder variation of the No Skyrangers scenario. It not only takes away your large, long range troop carrier, but it also demands that you shoot down every ship you assault. This is extremely difficult, because you almost never capture any Elerium from ships that have been shot down.&lt;br /&gt;
&lt;br /&gt;
==Aliens Own Earth==&lt;br /&gt;
In this [[Aliens Own Earth|scenario]] you start the game as normal, but the Aliens are in a very dominant position with over 20 bases already established on Earth. Survival is extremely difficult! This scenario takes a bit of work to setup before you can play, but definitely poses a serious challenge.&lt;br /&gt;
&lt;br /&gt;
==Speed Run==&lt;br /&gt;
See how fast you can complete the game! For a very strict challenge, the clock starts when you choose a difficulty, and ends when you shoot the Brain on Cydonia.&lt;br /&gt;
&lt;br /&gt;
The current record seems to be 62:21 minutes, not including save/load time, by tbgox. Yes, that&#039;s JUST over an hour of playing. He&#039;s got the videos up on youtube showing how he did it too. Good lord. http://www.youtube.com/watch?v=0wo71zOr5aU&lt;br /&gt;
&lt;br /&gt;
==Limited save/Reload==&lt;br /&gt;
Depending on how strict you want to be with yourself, you can ban in-battle saves, save only when you want to quit the game and get on with real life, or for the really hard core, no save/reload at all: finish the game in one sitting, possibly combining this with a [[#Speed Run|Speed Run]]. For a smaller challenge, try to keep a tally of how many times you save and reload, and see if you can minimise this number.&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=X-COM_Bases&amp;diff=32809</id>
		<title>X-COM Bases</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=X-COM_Bases&amp;diff=32809"/>
		<updated>2011-01-25T10:02:11Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Viewing an &#039;&#039;&#039;X-COM base&#039;&#039;&#039; will bring up a layout of the currently selected base and a list of commands, your current funds, the base layout and facilities present or in construction, and a reduced view of all eight of your possible bases construction status. From here you expand your [[Base Facilities|base]], [[Buying/Selling/Transferring|purchase, transfer or sell]] supplies, recruit people, view your [[soldiers|troops]], manage [[research]], [[manufacturing]], your [[craft|air force]], and strike teams. While managing a base, time does not elapse, and virtually all commands take time once they are ordered to be completed, so expect to be popping in and out of here frequently.&lt;br /&gt;
&lt;br /&gt;
You can also change the currently selected bases or build new bases from this screen.&lt;br /&gt;
&lt;br /&gt;
==Current Base View==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align=&amp;quot;right&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Default layout for first base&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|hangar1|hangar2|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|hangar3|hangar4|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|lift|quarters|dirt|dirt|=&lt;br /&gt;
|dirt|small_radar|stores|lab|workshop|dirt|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This takes up the majority of the screen on the left hand side, and shows you a detailed top down view of your currently selected Base. Each facility you have built will take up one place in the six by six grid you have available to build in, except for hangars which take up four spaces. Inside your hangars any craft currently landed will be visible.&lt;br /&gt;
&lt;br /&gt;
You can click on any of your facilities to attempt to remove it if it is no longer necessary, although if it is in use or is the only link between two other parts of your base then you will be informed that you cannot dismantle it at this point. Be aware when dismantling any facility of the [[Known Bugs#Paying For Dirt|known bug]] that means removing redundant facilities is usually more expensive than just leaving them there, unless you immediately build over them.&lt;br /&gt;
&lt;br /&gt;
==Selecting the Current Base==&lt;br /&gt;
&lt;br /&gt;
There is a series of squares at the top right of the screen just under your current funds that shows the construction state of all of your bases. Green squares show existing facilities, red shows those in progress and brown shows empty space that can be used. Click on any of these to change the currently selected base, which will update the name and region so that you know which you have selected.&lt;br /&gt;
&lt;br /&gt;
==Building New Bases==&lt;br /&gt;
:&#039;&#039;See also: [[Base Management]] and [[Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
Choosing this option returns you to the Geoscape screen where you can rotate the globe and zoom as necessary until you find a suitable location. When you left click to place the new base it will inform you of how much establishing the new base will cost, this will range from $500k up to $1 Million, depending on the location chosen (see [[Access Lift]] for a table of locations and prices).&lt;br /&gt;
&lt;br /&gt;
==Base Information==&lt;br /&gt;
This screen contains a large amount of information about the currently selected base. Notice that unlike the other screens below the main base screen you can change the currently selected base from here without having to return to the previous screen for quick comparisons and checking.&lt;br /&gt;
&lt;br /&gt;
The various bars are generally fairly self explanatory, for personnel listing the amount of personnel available to be assigned to a new task, and the total that are based here. It also shows most of your facilities that have space limitations and their current usage and capacity. Note that when it says &#039;Space Used:Space Available&#039; what it actually means is &#039;Space Used:Total Space&#039;. The defense strength of the base is also listed here as well as the Short and Long range detection capability of the base. Note that as only a single radar of each type is useful, and value over 1 in either of these bars means you have redundant radar coverage, although there are a few circumstances relating to [[Base Defense]] you might wish to have this.&lt;br /&gt;
&lt;br /&gt;
You also have the ability using the buttons at the bottom of the screen to see all incoming transfers to this base, whether of purchased goods that haven&#039;t arrived, or transfers from your other bases. You can also get a detailed list of your [[General Stores|stores]] so you can tell what is taking up all the space.&lt;br /&gt;
&lt;br /&gt;
Finally you can see the Monthly costs incurred in running this base, including any craft you are renting, the salaries for your Soldiers, Engineers and Scientists. It also lists a figure for your [[Maintenance costs|Base Maintenance]] - this value is incorrect due to a [[Known_Bugs#Facility_Maintenance_Costs|known bug]], which also means the overall Maintenance total displayed here is similarly incorrect. However, you only actually pay the correct amount (which can be seen correctly on your Finance graphs), and not this incorrectly displayed amount. As your Base Maintenance is normally of quite a small magnitude on your expensive bases compared to wages and rentals this discrepancy between displayed and actual costs is normally not critical. Note that this total also does not include the [[Known_Bugs#Paying_For_Dirt|bugged]] costs you may be outlaying for dirt tiles that previously were occupied.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&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 [[craft|transport]], mission count, and kill count. Armour can also be equipped from this screen, oddly enough even when the soldier is on the other side of the globe on a troop transport. Additionally, this screen grants you the powers to rename your hapless soldiers at a whim. Note that you can also move between all the soldiers in a base by clicking the double left and right arrows to either site of the ok button.&lt;br /&gt;
&lt;br /&gt;
==Equip Craft==&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 from this screen.&lt;br /&gt;
&lt;br /&gt;
You will not be able to see detailed information on any craft listed as &#039;Out&#039;, otherwise you will be able to click on it to get more details up. Depending on the type of craft you selected you will have different options on this screen. For anything other than the [[Skyranger]] you will have the choice of modifying the currently [[Craft Armaments|weapons]] loadout, used to bring down [[UFOs]]. If the craft has any troop carrying capacity you will also have several more options that allow you to select the [[Soldiers|Crew]], [[Equipment (EU)|Equipment]] and Armour.&lt;br /&gt;
&lt;br /&gt;
=== Outfitting Strike Teams ===&lt;br /&gt;
Troops transports need to be assigned both 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 as long as there are sufficient supplies in stock. It will warn you after a mission if it is unable to do so, which is usually worth investigating if you don&#039;t want to turn up at the next battle without any ammo.&lt;br /&gt;
&lt;br /&gt;
==Build Facilities== &lt;br /&gt;
Your first base is pre-made for you, but is nearly blind and cramped. You need to expand by digging into the rock around you and filling it with [[Base Facilities|base components]]. These components must be built adjacent to your existing base and some take a lengthy amount of time to complete.&lt;br /&gt;
&lt;br /&gt;
All you need to do to order the building of a new facility is select the type of facility you want to add. This will show you the key statistics for that building - its cost, completion time and maintenance costs. Now click on a dirt area adjacent to an existing completed module to begin construction, if you can afford it. Note that [[Hangar]]s will require a cleared two by two area to build so plan ahead if you plan to build more hangars later to avoid having to relocate a key facility at a later date to make room.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[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. Research is one of the most critical parts of your endeavour, especially in the early phases as you try to get up to speed with the threat posed.&lt;br /&gt;
&lt;br /&gt;
==Manufacturing==&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, as well as [[Living Quarters]] for off hours. Many products will require specific materials to build, and all will require some amount of cash. Manufacturing is essential in getting new technologies out to your soldiers and pilots that actually will be taking the fight to the aliens.&lt;br /&gt;
&lt;br /&gt;
== Buying, Selling, and Transferring Supplies ==&lt;br /&gt;
In each of these screens you will have a list of supplies that you can either [[Buying/Selling/Transferring|purchase, sell, or send]] to another base. For buying and selling, you will immediately have a list of items and either their sale or purchase price as appropriate, as well as the number you currently have in stores (but not any in transit to the base). For transferring you will first be asked to identify which base to transfer to before seeing a similar screen where you can set the amount of each item to transfer.&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tricks,_Tips_and_Hints&amp;diff=32806</id>
		<title>Tricks, Tips and Hints</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tricks,_Tips_and_Hints&amp;diff=32806"/>
		<updated>2011-01-25T09:36:56Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: Base locations now fully covered in Base Management; updating some old, not-very-correct info and removing some conversational stuff since we&amp;#039;re not doing that anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Battlescape Tactics ==&lt;br /&gt;
* [[Reaction fire formula]]&lt;br /&gt;
* [[Reaction fire triggers]]&lt;br /&gt;
* [[Scouting]] - The few. The brave. The twitchy.&lt;br /&gt;
* [[Artillery/ Firing Blindly]]&lt;br /&gt;
* [[Field Manual: HWP]]&lt;br /&gt;
* [[Field Manual: Terrain]]&lt;br /&gt;
* [[Morale]] - Don&#039;t Panic. Assign a [[Rear Commander]].&lt;br /&gt;
* [[Saving]] - Cheat or Necessity?&lt;br /&gt;
* [[Reaction Training]]&lt;br /&gt;
* [[Experience Training]]&lt;br /&gt;
* [[Laser Pistol Gifts]] - The Best way to train reaction stat.&lt;br /&gt;
* [[Time Management]] - Time, time is on your side, yes it is...&lt;br /&gt;
* [[Grenade Relay]] - Hot potato fun&lt;br /&gt;
* [[Destroying Terrain]]&lt;br /&gt;
* When bringing that alien down, listen for the death scream. If you don&#039;t hear that sound, the [[Chryssalid]] may only be [[unconscious]]. Follow up with a [[grenade]].&lt;br /&gt;
&lt;br /&gt;
== Geoscape Strategy ==&lt;br /&gt;
* [[Research Tips]]&lt;br /&gt;
* [[Warlord&#039;s Foolproof Plan]] - Full of flaws and possibly more mistakes than correct content, this is included here for nostalgia, remembering the days back when we were newbies who had no idea what to do in the game. Rendered absolutely obsolete and is in fact a liability to use as a guide, with the advent of UFOpedia&#039;s highly advanced info.&lt;br /&gt;
* [[Starting Your Shadowy Paramilitary Organization]] - A Beginner&#039;s Guide&lt;br /&gt;
* [[Yet Another Scheme|The way of the Privateer]] - If you think mass-producing Laser Cannon is cheesy&lt;br /&gt;
&lt;br /&gt;
=== Logistics ===&lt;br /&gt;
* [[Managing the Item Limit]] - To make a lean mean fighting machine and eliminate redundancies at the same time. &lt;br /&gt;
* [[Spring Cleaning Tips]] - Learning to cope and deal with the pressure of cleaning out the thousands of ammo clips littering the HWP closets and hallways, and deciding on what to keep.&lt;br /&gt;
&lt;br /&gt;
=== Build Order ===&lt;br /&gt;
* On higher difficulty levels, you&#039;ll want to make your base defensible early in the game.  See [[Base Layout Strategy|Overhauling The Starter Base]].&lt;br /&gt;
* Your first base will need [[General Stores|Stores]], [[Alien Containment]], and [[Living Quarters]] very quickly.  It is strongly recommended you start building these three immediately after beginning the game.&lt;br /&gt;
* You will also want an additional [[Laboratory]] as lots of scientists working is key to advancing quickly. 100 scientists will allow you to research all the most important technologies by June or so; 150 will shorten this to about May.&lt;br /&gt;
&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=32805</id>
		<title>Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=32805"/>
		<updated>2011-01-25T09:34:59Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Utility Bases */ moving in some &amp;quot;manufacturing base&amp;quot; info from generic &amp;quot;tips&amp;quot; article... needs work tho.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Base management&#039;&#039;&#039; is the art of placing, maintaining, and defending the [[X-COM Bases|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;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
===Initial Base===&lt;br /&gt;
There are several factors to consider when placing your bases.  One of the most important is where the [[Country Funding (EU)|funding nations]] are located.  Europe is home to the greatest concentration of funding nations: a base in the center of the [http://en.wikipedia.org/wiki/Balkans Balkans] with a [[Large Radar]] or [[Hyper-wave Decoder]] offers radar coverage of the UK, France, Germany, Italy, Spain, part of Russia, Egypt, and at the outer edge, Nigeria (see [[Geoscape (EU)#Countries]]).  A base in North America will cover the US (X-COM&#039;s wealthiest sponsor) plus Canada.  A base in China will span China, India, Japan, and most of Russia.&lt;br /&gt;
&lt;br /&gt;
Another important factor is where the aliens tend to visit.  A Chinese base can cover Southeast Asia, Central Asia, and Siberia; this extended region tends to see approximately 30% more alien activity than the Europe + North Africa region (see [[ZONAL.DAT]]).  North America receives the most alien attention of any single region, although a base sited there can cover North American region only.&lt;br /&gt;
&lt;br /&gt;
Another consideration is the price of the [[Access Lift]].  It can range from $500,000 for a base in Central Asia to $1,000,000 for a base in Europe.  Your first base is free, so placing it in Europe can save you a few hundred thousand down the road.  A properly outfitted base will end up costing millions more, however, so this is a relatively minor consideration.&lt;br /&gt;
&lt;br /&gt;
One final consideration for your first or second base is the fact that [[Alien Supply]] missions always take place shortly after midnight GMT.  If an alien base is located in Asia or Australia, and you can get there quickly, raids on their Supply Ships will always take place in daylight.&lt;br /&gt;
&lt;br /&gt;
===Later Bases===&lt;br /&gt;
For your second and later bases, you should factor in where you have seen the most alien activity, by checking the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]].  Although the aliens focus on different regions from month to month, and it takes about a month for a base to become operational, there are still several types of alien activity that repeat over the long term.  Aliens always send out scouts before sending in larger craft; some missions may involve a succession of scouts over a period of a couple of months.  For instance, [[Alien Infiltration]] missions involve a series of scouts, followed by a four-UFO sortie that establishes an [[Alien Base]], which then generates repeated [[Supply Ship]] missions.&lt;br /&gt;
&lt;br /&gt;
Shooting down several UFOs in a given region will cause the aliens to send a series of UFOs carrying out [[Alien Retaliation]] missions.  Building a base directly in that region is potentially dangerous -- the aliens may discover and invade the base before you can staff it, causing it to be automatically lost.  It is good to build a base in an adjacent region, however, from which you can launch interceptions.&lt;br /&gt;
&lt;br /&gt;
[[Terror Mission]]s tend to generate a lot of alien activity that does not extend beyond a single month; you should discount terror activity when studying the UFO Activity Graph to decide where to place your bases.&lt;br /&gt;
&lt;br /&gt;
Another consideration is to achieve good global [[Interceptor]] coverage.  Having only two bases in nearby regions will leave a portion of the world undefended.  For instance, bases in Europe and Asia will have difficulty defending South America.  Bases in Europe and North America will not be able to defend Australia.  As far as base pairings go, Europe and Australia offers good global coverage, as does China and central Africa.  This consideration is especially important if you make extensive use of the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]] as an alternative to radar coverage.&lt;br /&gt;
&lt;br /&gt;
Your first two bases should have Interceptors.  You can get away with only one Skyranger if you plan to do mostly [[UFO Crash Recovery]] instead of [[UFO Ground Assault]]s -- crashed UFOs remain for several days and the Skyranger has a global range.&lt;br /&gt;
&lt;br /&gt;
===Maximizing Global Coverage===&lt;br /&gt;
It is best to spread out your base placement to achieve maximal radar and interception coverage worldwide.  A fairly standard base build order might be Europe, North America, China, Africa, South America, Australia, South Pole, and for the final base, either North Pole or Hawaii -- covering the major funding areas first and filling in all the remaining landmass at the end.&lt;br /&gt;
&lt;br /&gt;
A base at the North Pole will cover more total land mass, and the poles are a common entry/exit point for UFOs, although most of the Arctic will already be covered by other bases in the Northern Hemisphere.  A Hawaii base will give you the best coverage of the entire Earth&#039;s surface, filling in a huge tracking gap over the Pacific.&lt;br /&gt;
&lt;br /&gt;
It is good to experiment with screenshots and the [[UFO_Detection#Radar_Range_Overlay|radar range overlay]] when studying the optimal distribution of bases.  For instance, southern Europe is one of the best locations for a starting base, but it will have extensive overlap with a base in central Africa.  A build order of China, Africa, North America, northern Europe, South America, Australia, South Pole, Hawaii, will allow almost complete global radar coverage, including the Arctic, while also giving good progressive geographic distribution and coverage of important regions.&lt;br /&gt;
&lt;br /&gt;
==Base types==&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[UFO Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[UFO Interception|Interception]] coverage is the second, and is still important particularly if you are using [[Firestorm]]s. [[UFO Crash Recovery|Recovery]] and [[UFO Ground Assault|Assault]] team coverage is the last, and usually least important consideration. There are also several [[#Utility Bases|utility]] bases that don&#039;t provide any of the above.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Detection bases have at least one radar installation, some people also call them listening posts. Most standard bases will start off as a detection base. As funds permit, its role will evolve as more facilities are added to it. &lt;br /&gt;
&lt;br /&gt;
A listening post is base with an [[Access Lift]], a radar (of any type) and little else. The low cost of the base and lack of valuable assets stored in the base means a cheaper bill for replacements if any are lost to retaliations. It is not recommended to build a pure listening post in any region where you have shot down multiple UFOs, as alien retaliation missions will ensue and the base will eventually be lost.&lt;br /&gt;
&lt;br /&gt;
A listening outpost provides a decent chance of detecting UFOs operating in the area to an extent. If a passing UFO flies past in between a scan interval it will be missed. More bases mean a better chance to detect the fly-by UFOs as they move between coverage areas. Once you lock on to a UFO, it will remain visible within any of your radar tracking ranges. 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 several well positioned detection bases in key areas.&lt;br /&gt;
&lt;br /&gt;
Due to the [[Known_Bugs#Paying_For_Dirt|paying for dirt bug]] there is little point selling off your old radars unless you immediately reclaim the space by building another facility over it.&lt;br /&gt;
&lt;br /&gt;
For more information on radars in general, refer to [[UFO Detection]].&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hangar dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
===Utility Bases===&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base.&lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases.&lt;br /&gt;
&lt;br /&gt;
==== Manufacturing Base ====&lt;br /&gt;
* After the Workshop, Stores, and Living Quarters are complete in your new base, then transfer your engineers and dismantle the old base&#039;s Workshop to make room for new facilities.&lt;br /&gt;
* Manufacturing Bases will need a spare hangar to build new Craft.&lt;br /&gt;
* Don&#039;t forget a garrison force of soldiers, and weapons for same.&lt;br /&gt;
* Also see the [[ExploitsA#Robotic Factories|Robotic Factories]] exploit.&lt;br /&gt;
&lt;br /&gt;
==Base design==&lt;br /&gt;
:&#039;&#039;See also: [[Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
&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 defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. 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.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 175+ technical jobs to fill but only enough room to house 100 staff.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. 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? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&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]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Access_Lift&amp;diff=32804</id>
		<title>Access Lift</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Access_Lift&amp;diff=32804"/>
		<updated>2011-01-25T09:03:14Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Statistics */ for completeness&amp;#039; sake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:Base-lift.gif|100px|right]]&lt;br /&gt;
The Access Lift is the first facility you get to place in every new base, with the exception of the default base. Its construction is instantaneous so you can start building four new facilities off it right away.&lt;br /&gt;
&lt;br /&gt;
The Access Lift is also one of the two entry points aliens can take to get into the base, the other being the [[Hangar]]. It is impossible to destroy during combat, so it&#039;s safe to shell it with as many explosives as you wish in order to defend from any invaders.&lt;br /&gt;
&lt;br /&gt;
This [[Base Facilities (EU)|base facility]] appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Air-Lock]].&lt;br /&gt;
&lt;br /&gt;
[[Image:XBASE_00MAP-L1.JPG|Access Lift: Level 0|250 px]] [[Image:XBASE_00MAP-L2.JPG|Access Lift: Level 1|250 px]]&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
Construction Time: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Construction Cost: &#039;&#039;varies&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Cost: $4,000/month&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The cost of an Access Lift is included in the cost of a new base. This cost is variable, depending on the Geoscape location:&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}} width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{StdDescTable Heading}} | &#039;&#039;&#039;Base Location&#039;&#039;&#039;&lt;br /&gt;
| {{StdDescTable Heading}} | &#039;&#039;&#039;Lift Cost&#039;&#039;&#039;&lt;br /&gt;
| {{StdDescTable Heading}} | &#039;&#039;&#039;Sponsor Nations&#039;&#039;&#039; &lt;br /&gt;
| {{StdDescTable Heading}} | &#039;&#039;&#039;Area Covered&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Europe || 1,000,000 || Russia (&#039;&#039;West&#039;&#039;), UK, France, Germany, Italy, Spain || Western and Eastern Europe, Iceland&lt;br /&gt;
|-&lt;br /&gt;
| Arctic || 950,000 || || Arctic&lt;br /&gt;
|-&lt;br /&gt;
| Antarctica || 900,000 || || Antarctica&lt;br /&gt;
|-&lt;br /&gt;
| North America || 800,000 || USA, Canada || North and Central America&lt;br /&gt;
|-&lt;br /&gt;
| Siberia || 800,000 || Russia (&#039;&#039;East&#039;&#039;) || Siberia, Mongolia&lt;br /&gt;
|-&lt;br /&gt;
| Australasia || 750,000 || Australia || Oceania&lt;br /&gt;
|-&lt;br /&gt;
| South East Asia || 750,000 || China (&#039;&#039;East&#039;&#039;), Japan || East and Southeast Asia&lt;br /&gt;
|-&lt;br /&gt;
| North Africa || 650,000 || Nigeria, Egypt || Northern Africa&lt;br /&gt;
|-&lt;br /&gt;
| Pacific || 600,000  || || Hawaii&lt;br /&gt;
|-&lt;br /&gt;
| South America || 600,000 || Brazil || South America&lt;br /&gt;
|-&lt;br /&gt;
| South Africa || 550,000 || South Africa || Southern Africa&lt;br /&gt;
|-&lt;br /&gt;
| Central Asia || 500,000 || China (&#039;&#039;West&#039;&#039;), India || South and Central Asia, Middle East&lt;br /&gt;
|-&lt;br /&gt;
| North Atlantic || 500,000 || || Eastern Newfoundland, Southern Greenland&lt;br /&gt;
|-&lt;br /&gt;
| South Atlantic || 500,000 || || Antarctica/Weddell Sea (see [[Geoscape (EU)#South Atlantic and Indian Ocean Regions]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dismantling a Base ==&lt;br /&gt;
&lt;br /&gt;
To fully dismantle a base, you must first remove everything, from equipment, to vehicles, to staff and to base modules. Until the Access Lift is on its own, the base cannot be dismantled.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you only have one base left, you can indeed dismantle it down to the Access Lift and remove the base of the map. Don&#039;t worry, you won&#039;t lose the game. As long as you have enough money, you can relocate elsewhere and start afresh.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Do NOT dismantle your base completely if you are being targeted by one or more retaliation teams. The game will crash if the [[Battleship]] dropship is not able to find a base.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If this is not your last base, consider instead leaving the access lift behind. Losing a base without putting up a fight costs you nothing, and as removing modules get you nothing (besides a [[Known Bugs#Paying For Dirt|maintenance cost bug]]), it&#039;s a fair deal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If this is your last base, immediately build a new access lift elsewhere and let the battleship take the old access lift. At this point it may be better to start a new game, but if you are adamant and wish to continue hanging on, this is the only way to do it. Just be sure you have enough money to rebuild your base up to the point where you can send a [[Skyranger]] and a squad of armed soldiers to deal with ground missions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Base Facilities Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Base Facilities (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=32803</id>
		<title>Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=32803"/>
		<updated>2011-01-25T08:46:24Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Base types */ a few changes.  Much of this should be combined with Base Layout Strategy, IMO.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Base management&#039;&#039;&#039; is the art of placing, maintaining, and defending the [[X-COM Bases|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;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
===Initial Base===&lt;br /&gt;
There are several factors to consider when placing your bases.  One of the most important is where the [[Country Funding (EU)|funding nations]] are located.  Europe is home to the greatest concentration of funding nations: a base in the center of the [http://en.wikipedia.org/wiki/Balkans Balkans] with a [[Large Radar]] or [[Hyper-wave Decoder]] offers radar coverage of the UK, France, Germany, Italy, Spain, part of Russia, Egypt, and at the outer edge, Nigeria (see [[Geoscape (EU)#Countries]]).  A base in North America will cover the US (X-COM&#039;s wealthiest sponsor) plus Canada.  A base in China will span China, India, Japan, and most of Russia.&lt;br /&gt;
&lt;br /&gt;
Another important factor is where the aliens tend to visit.  A Chinese base can cover Southeast Asia, Central Asia, and Siberia; this extended region tends to see approximately 30% more alien activity than the Europe + North Africa region (see [[ZONAL.DAT]]).  North America receives the most alien attention of any single region, although a base sited there can cover North American region only.&lt;br /&gt;
&lt;br /&gt;
Another consideration is the price of the [[Access Lift]].  It can range from $500,000 for a base in Central Asia to $1,000,000 for a base in Europe.  Your first base is free, so placing it in Europe can save you a few hundred thousand down the road.  A properly outfitted base will end up costing millions more, however, so this is a relatively minor consideration.&lt;br /&gt;
&lt;br /&gt;
One final consideration for your first or second base is the fact that [[Alien Supply]] missions always take place shortly after midnight GMT.  If an alien base is located in Asia or Australia, and you can get there quickly, raids on their Supply Ships will always take place in daylight.&lt;br /&gt;
&lt;br /&gt;
===Later Bases===&lt;br /&gt;
For your second and later bases, you should factor in where you have seen the most alien activity, by checking the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]].  Although the aliens focus on different regions from month to month, and it takes about a month for a base to become operational, there are still several types of alien activity that repeat over the long term.  Aliens always send out scouts before sending in larger craft; some missions may involve a succession of scouts over a period of a couple of months.  For instance, [[Alien Infiltration]] missions involve a series of scouts, followed by a four-UFO sortie that establishes an [[Alien Base]], which then generates repeated [[Supply Ship]] missions.&lt;br /&gt;
&lt;br /&gt;
Shooting down several UFOs in a given region will cause the aliens to send a series of UFOs carrying out [[Alien Retaliation]] missions.  Building a base directly in that region is potentially dangerous -- the aliens may discover and invade the base before you can staff it, causing it to be automatically lost.  It is good to build a base in an adjacent region, however, from which you can launch interceptions.&lt;br /&gt;
&lt;br /&gt;
[[Terror Mission]]s tend to generate a lot of alien activity that does not extend beyond a single month; you should discount terror activity when studying the UFO Activity Graph to decide where to place your bases.&lt;br /&gt;
&lt;br /&gt;
Another consideration is to achieve good global [[Interceptor]] coverage.  Having only two bases in nearby regions will leave a portion of the world undefended.  For instance, bases in Europe and Asia will have difficulty defending South America.  Bases in Europe and North America will not be able to defend Australia.  As far as base pairings go, Europe and Australia offers good global coverage, as does China and central Africa.  This consideration is especially important if you make extensive use of the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]] as an alternative to radar coverage.&lt;br /&gt;
&lt;br /&gt;
Your first two bases should have Interceptors.  You can get away with only one Skyranger if you plan to do mostly [[UFO Crash Recovery]] instead of [[UFO Ground Assault]]s -- crashed UFOs remain for several days and the Skyranger has a global range.&lt;br /&gt;
&lt;br /&gt;
===Maximizing Global Coverage===&lt;br /&gt;
It is best to spread out your base placement to achieve maximal radar and interception coverage worldwide.  A fairly standard base build order might be Europe, North America, China, Africa, South America, Australia, South Pole, and for the final base, either North Pole or Hawaii -- covering the major funding areas first and filling in all the remaining landmass at the end.&lt;br /&gt;
&lt;br /&gt;
A base at the North Pole will cover more total land mass, and the poles are a common entry/exit point for UFOs, although most of the Arctic will already be covered by other bases in the Northern Hemisphere.  A Hawaii base will give you the best coverage of the entire Earth&#039;s surface, filling in a huge tracking gap over the Pacific.&lt;br /&gt;
&lt;br /&gt;
It is good to experiment with screenshots and the [[UFO_Detection#Radar_Range_Overlay|radar range overlay]] when studying the optimal distribution of bases.  For instance, southern Europe is one of the best locations for a starting base, but it will have extensive overlap with a base in central Africa.  A build order of China, Africa, North America, northern Europe, South America, Australia, South Pole, Hawaii, will allow almost complete global radar coverage, including the Arctic, while also giving good progressive geographic distribution and coverage of important regions.&lt;br /&gt;
&lt;br /&gt;
==Base types==&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[UFO Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[UFO Interception|Interception]] coverage is the second, and is still important particularly if you are using [[Firestorm]]s. [[UFO Crash Recovery|Recovery]] and [[UFO Ground Assault|Assault]] team coverage is the last, and usually least important consideration. There are also several [[#Utility Bases|utility]] bases that don&#039;t provide any of the above.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Detection bases have at least one radar installation, some people also call them listening posts. Most standard bases will start off as a detection base. As funds permit, its role will evolve as more facilities are added to it. &lt;br /&gt;
&lt;br /&gt;
A listening post is base with an [[Access Lift]], a radar (of any type) and little else. The low cost of the base and lack of valuable assets stored in the base means a cheaper bill for replacements if any are lost to retaliations. It is not recommended to build a pure listening post in any region where you have shot down multiple UFOs, as alien retaliation missions will ensue and the base will eventually be lost.&lt;br /&gt;
&lt;br /&gt;
A listening outpost provides a decent chance of detecting UFOs operating in the area to an extent. If a passing UFO flies past in between a scan interval it will be missed. More bases mean a better chance to detect the fly-by UFOs as they move between coverage areas. Once you lock on to a UFO, it will remain visible within any of your radar tracking ranges. 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 several well positioned detection bases in key areas.&lt;br /&gt;
&lt;br /&gt;
Due to the [[Known_Bugs#Paying_For_Dirt|paying for dirt bug]] there is little point selling off your old radars unless you immediately reclaim the space by building another facility over it.&lt;br /&gt;
&lt;br /&gt;
For more information on radars in general, refer to [[UFO Detection]].&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hangar dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
===Utility Bases===&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases.&lt;br /&gt;
&lt;br /&gt;
==Base design==&lt;br /&gt;
:&#039;&#039;See also: [[Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
&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 defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. 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.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 175+ technical jobs to fill but only enough room to house 100 staff.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. 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? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&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]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=32802</id>
		<title>Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=32802"/>
		<updated>2011-01-25T08:25:58Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Maximizing Global Coverage */ tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Base management&#039;&#039;&#039; is the art of placing, maintaining, and defending the [[X-COM Bases|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;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
===Initial Base===&lt;br /&gt;
There are several factors to consider when placing your bases.  One of the most important is where the [[Country Funding (EU)|funding nations]] are located.  Europe is home to the greatest concentration of funding nations: a base in the center of the [http://en.wikipedia.org/wiki/Balkans Balkans] with a [[Large Radar]] or [[Hyper-wave Decoder]] offers radar coverage of the UK, France, Germany, Italy, Spain, part of Russia, Egypt, and at the outer edge, Nigeria (see [[Geoscape (EU)#Countries]]).  A base in North America will cover the US (X-COM&#039;s wealthiest sponsor) plus Canada.  A base in China will span China, India, Japan, and most of Russia.&lt;br /&gt;
&lt;br /&gt;
Another important factor is where the aliens tend to visit.  A Chinese base can cover Southeast Asia, Central Asia, and Siberia; this extended region tends to see approximately 30% more alien activity than the Europe + North Africa region (see [[ZONAL.DAT]]).  North America receives the most alien attention of any single region, although a base sited there can cover North American region only.&lt;br /&gt;
&lt;br /&gt;
Another consideration is the price of the [[Access Lift]].  It can range from $500,000 for a base in Central Asia to $1,000,000 for a base in Europe.  Your first base is free, so placing it in Europe can save you a few hundred thousand down the road.  A properly outfitted base will end up costing millions more, however, so this is a relatively minor consideration.&lt;br /&gt;
&lt;br /&gt;
One final consideration for your first or second base is the fact that [[Alien Supply]] missions always take place shortly after midnight GMT.  If an alien base is located in Asia or Australia, and you can get there quickly, raids on their Supply Ships will always take place in daylight.&lt;br /&gt;
&lt;br /&gt;
===Later Bases===&lt;br /&gt;
For your second and later bases, you should factor in where you have seen the most alien activity, by checking the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]].  Although the aliens focus on different regions from month to month, and it takes about a month for a base to become operational, there are still several types of alien activity that repeat over the long term.  Aliens always send out scouts before sending in larger craft; some missions may involve a succession of scouts over a period of a couple of months.  For instance, [[Alien Infiltration]] missions involve a series of scouts, followed by a four-UFO sortie that establishes an [[Alien Base]], which then generates repeated [[Supply Ship]] missions.&lt;br /&gt;
&lt;br /&gt;
Shooting down several UFOs in a given region will cause the aliens to send a series of UFOs carrying out [[Alien Retaliation]] missions.  Building a base directly in that region is potentially dangerous -- the aliens may discover and invade the base before you can staff it, causing it to be automatically lost.  It is good to build a base in an adjacent region, however, from which you can launch interceptions.&lt;br /&gt;
&lt;br /&gt;
[[Terror Mission]]s tend to generate a lot of alien activity that does not extend beyond a single month; you should discount terror activity when studying the UFO Activity Graph to decide where to place your bases.&lt;br /&gt;
&lt;br /&gt;
Another consideration is to achieve good global [[Interceptor]] coverage.  Having only two bases in nearby regions will leave a portion of the world undefended.  For instance, bases in Europe and Asia will have difficulty defending South America.  Bases in Europe and North America will not be able to defend Australia.  As far as base pairings go, Europe and Australia offers good global coverage, as does China and central Africa.  This consideration is especially important if you make extensive use of the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]] as an alternative to radar coverage.&lt;br /&gt;
&lt;br /&gt;
Your first two bases should have Interceptors.  You can get away with only one Skyranger if you plan to do mostly [[UFO Crash Recovery]] instead of [[UFO Ground Assault]]s -- crashed UFOs remain for several days and the Skyranger has a global range.&lt;br /&gt;
&lt;br /&gt;
===Maximizing Global Coverage===&lt;br /&gt;
It is best to spread out your base placement to achieve maximal radar and interception coverage worldwide.  A fairly standard base build order might be Europe, North America, China, Africa, South America, Australia, South Pole, and for the final base, either North Pole or Hawaii -- covering the major funding areas first and filling in all the remaining landmass at the end.&lt;br /&gt;
&lt;br /&gt;
A base at the North Pole will cover more total land mass, and the poles are a common entry/exit point for UFOs, although most of the Arctic will already be covered by other bases in the Northern Hemisphere.  A Hawaii base will give you the best coverage of the entire Earth&#039;s surface, filling in a huge tracking gap over the Pacific.&lt;br /&gt;
&lt;br /&gt;
It is good to experiment with screenshots and the [[UFO_Detection#Radar_Range_Overlay|radar range overlay]] when studying the optimal distribution of bases.  For instance, southern Europe is one of the best locations for a starting base, but it will have extensive overlap with a base in central Africa.  A build order of China, Africa, North America, northern Europe, South America, Australia, South Pole, Hawaii, will allow almost complete global radar coverage, including the Arctic, while also giving good progressive geographic distribution and coverage of important regions.&lt;br /&gt;
&lt;br /&gt;
==Base types==&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[UFO Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[UFO Interception|Interception]] coverage is the second, and is still important particularly if you are using [[Firestorm]]s. [[UFO Crash Recovery|Recovery]] and [[UFO Ground Assault|Assault]] team coverage is the last, and usually least important consideration. There are also several [[#Utility Bases|utility]] bases that don&#039;t provide any of the above.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Detection bases have at least one radar installation, some people also call them listening posts. Most standard bases will start off as a detection base. As funds permit, its role will evolve as more facilities are added to it. &lt;br /&gt;
&lt;br /&gt;
A listening post is base with an [[Access Lift]], a radar (of any type) and little else. The low cost of the base and lack of valuable assets stored in the base means a cheaper bill for replacements if any are lost to retaliations. &lt;br /&gt;
&lt;br /&gt;
A listening outpost provides a decent chance of detecting ufos operating in the area to an extent. If a passing UFO flys past in between a scan interval it will be missed. More bases mean a better chance to detect the fly-by UFOs, as they move between coverage areas. Once you lock on to a UFO, it will remain visibile within any of your radar tracking ranges. 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 several well positioned detection bases in key areas. &lt;br /&gt;
&lt;br /&gt;
Due to the [[Known_Bugs#Paying_For_Dirt|paying for dirt bug]] there is little point selling off your old radars unless you immediately reclaim the space by building another facility over it.&lt;br /&gt;
&lt;br /&gt;
For more information on radars in general, refer to [[UFO Detection]].&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hanger dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
===Utility Bases===&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base design==&lt;br /&gt;
:&#039;&#039;See also: [[Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
&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 defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. 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.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 175+ technical jobs to fill but only enough room to house 100 staff.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. 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? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&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]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=32800</id>
		<title>Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=32800"/>
		<updated>2011-01-25T08:16:55Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Initial Base */ wording tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Base management&#039;&#039;&#039; is the art of placing, maintaining, and defending the [[X-COM Bases|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;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
===Initial Base===&lt;br /&gt;
There are several factors to consider when placing your bases.  One of the most important is where the [[Country Funding (EU)|funding nations]] are located.  Europe is home to the greatest concentration of funding nations: a base in the center of the [http://en.wikipedia.org/wiki/Balkans Balkans] with a [[Large Radar]] or [[Hyper-wave Decoder]] offers radar coverage of the UK, France, Germany, Italy, Spain, part of Russia, Egypt, and at the outer edge, Nigeria (see [[Geoscape (EU)#Countries]]).  A base in North America will cover the US (X-COM&#039;s wealthiest sponsor) plus Canada.  A base in China will span China, India, Japan, and most of Russia.&lt;br /&gt;
&lt;br /&gt;
Another important factor is where the aliens tend to visit.  A Chinese base can cover Southeast Asia, Central Asia, and Siberia; this extended region tends to see approximately 30% more alien activity than the Europe + North Africa region (see [[ZONAL.DAT]]).  North America receives the most alien attention of any single region, although a base sited there can cover North American region only.&lt;br /&gt;
&lt;br /&gt;
Another consideration is the price of the [[Access Lift]].  It can range from $500,000 for a base in Central Asia to $1,000,000 for a base in Europe.  Your first base is free, so placing it in Europe can save you a few hundred thousand down the road.  A properly outfitted base will end up costing millions more, however, so this is a relatively minor consideration.&lt;br /&gt;
&lt;br /&gt;
One final consideration for your first or second base is the fact that [[Alien Supply]] missions always take place shortly after midnight GMT.  If an alien base is located in Asia or Australia, and you can get there quickly, raids on their Supply Ships will always take place in daylight.&lt;br /&gt;
&lt;br /&gt;
===Later Bases===&lt;br /&gt;
For your second and later bases, you should factor in where you have seen the most alien activity, by checking the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]].  Although the aliens focus on different regions from month to month, and it takes about a month for a base to become operational, there are still several types of alien activity that repeat over the long term.  Aliens always send out scouts before sending in larger craft; some missions may involve a succession of scouts over a period of a couple of months.  For instance, [[Alien Infiltration]] missions involve a series of scouts, followed by a four-UFO sortie that establishes an [[Alien Base]], which then generates repeated [[Supply Ship]] missions.&lt;br /&gt;
&lt;br /&gt;
Shooting down several UFOs in a given region will cause the aliens to send a series of UFOs carrying out [[Alien Retaliation]] missions.  Building a base directly in that region is potentially dangerous -- the aliens may discover and invade the base before you can staff it, causing it to be automatically lost.  It is good to build a base in an adjacent region, however, from which you can launch interceptions.&lt;br /&gt;
&lt;br /&gt;
[[Terror Mission]]s tend to generate a lot of alien activity that does not extend beyond a single month; you should discount terror activity when studying the UFO Activity Graph to decide where to place your bases.&lt;br /&gt;
&lt;br /&gt;
Another consideration is to achieve good global [[Interceptor]] coverage.  Having only two bases in nearby regions will leave a portion of the world undefended.  For instance, bases in Europe and Asia will have difficulty defending South America.  Bases in Europe and North America will not be able to defend Australia.  As far as base pairings go, Europe and Australia offers good global coverage, as does China and central Africa.  This consideration is especially important if you make extensive use of the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]] as an alternative to radar coverage.&lt;br /&gt;
&lt;br /&gt;
Your first two bases should have Interceptors.  You can get away with only one Skyranger if you plan to do mostly [[UFO Crash Recovery]] instead of [[UFO Ground Assault]]s -- crashed UFOs remain for several days and the Skyranger has a global range.&lt;br /&gt;
&lt;br /&gt;
===Maximizing Global Coverage===&lt;br /&gt;
It is best to spread out your base placement to achieve maximal radar and interception coverage worldwide.  A fairly standard base build order might be Europe, North America, China, Africa, South America, Australia, South Pole, and for the final base, either North Pole or Hawaii -- covering the major funding areas first and filling in all the remaining landmass at the end.&lt;br /&gt;
&lt;br /&gt;
A base at the North Pole will cover more total land mass, and the poles are a common entry/exit point for UFOs, although most of the Arctic will already be covered by other bases in the Northern Hemisphere.  A Hawaii base will give you the best coverage of the entire Earth&#039;s surface, filling in a huge tracking gap over the Pacific.&lt;br /&gt;
&lt;br /&gt;
It is good to experiment with screenshots and the [[UFO_Detection#Radar_Range_Overlay|radar range overlay]] when studying the optimal distribution of bases.  For instance, southern Europe is one of the best locations for a starting base, but it will have extensive overlap with a base in central Africa.  A build order of China, Africa, North America, northern Europe, South America, Australia, South Pole, Hawaii, will allow almost complete global radar coverage, including the Arctic, while also offering good geographic distribution and coverage of important regions.&lt;br /&gt;
&lt;br /&gt;
==Base types==&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[UFO Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[UFO Interception|Interception]] coverage is the second, and is still important particularly if you are using [[Firestorm]]s. [[UFO Crash Recovery|Recovery]] and [[UFO Ground Assault|Assault]] team coverage is the last, and usually least important consideration. There are also several [[#Utility Bases|utility]] bases that don&#039;t provide any of the above.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Detection bases have at least one radar installation, some people also call them listening posts. Most standard bases will start off as a detection base. As funds permit, its role will evolve as more facilities are added to it. &lt;br /&gt;
&lt;br /&gt;
A listening post is base with an [[Access Lift]], a radar (of any type) and little else. The low cost of the base and lack of valuable assets stored in the base means a cheaper bill for replacements if any are lost to retaliations. &lt;br /&gt;
&lt;br /&gt;
A listening outpost provides a decent chance of detecting ufos operating in the area to an extent. If a passing UFO flys past in between a scan interval it will be missed. More bases mean a better chance to detect the fly-by UFOs, as they move between coverage areas. Once you lock on to a UFO, it will remain visibile within any of your radar tracking ranges. 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 several well positioned detection bases in key areas. &lt;br /&gt;
&lt;br /&gt;
Due to the [[Known_Bugs#Paying_For_Dirt|paying for dirt bug]] there is little point selling off your old radars unless you immediately reclaim the space by building another facility over it.&lt;br /&gt;
&lt;br /&gt;
For more information on radars in general, refer to [[UFO Detection]].&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hanger dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
===Utility Bases===&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base design==&lt;br /&gt;
:&#039;&#039;See also: [[Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
&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 defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. 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.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 175+ technical jobs to fill but only enough room to house 100 staff.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. 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? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&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]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=32799</id>
		<title>Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=32799"/>
		<updated>2011-01-25T08:08:59Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: restructure the entire article and completely rewrite the &amp;quot;base placement&amp;quot; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Base management&#039;&#039;&#039; is the art of placing, maintaining, and defending the [[X-COM Bases|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;
==Base Placement==&lt;br /&gt;
&lt;br /&gt;
===Initial Base===&lt;br /&gt;
There are several factors to consider when placing your bases.  One of the most important is where the [[Country Funding (EU)|funding nations]] are located.  Europe is home to the greatest number of funding nations: a base in the center of the [http://en.wikipedia.org/wiki/Balkans Balkans] with a [[Large Radar]] or [[Hyper-wave Decoder]] offers radar coverage of the UK, France, Germany, Italy, Spain, part of Russia, Egypt, and at the outer edge, Nigeria (see [[Geoscape (EU)#Countries]]).  A base in North America will cover the US (X-COM&#039;s wealthiest sponsor) plus Canada.  A base in China will span China, India, Japan, and most of Russia.&lt;br /&gt;
&lt;br /&gt;
Another important factor is where the aliens tend to visit.  A Chinese base can cover Southeast Asia, Central Asia, and Siberia; this extended region tends to see approximately 30% more alien activity than the Europe + North Africa region (see [[ZONAL.DAT]]).  North America receives the most alien attention of any single region, although a base sited there can cover North American region only.&lt;br /&gt;
&lt;br /&gt;
Another consideration is the price of the [[Access Lift]].  It can range from $500,000 for a base in Central Asia to $1,000,000 for a base in Europe.  Your first base is free, so placing it in Europe can save you a few hundred thousand down the road.  A properly outfitted base will end up costing millions more, however, so this is a relatively minor consideration.&lt;br /&gt;
&lt;br /&gt;
One final consideration for your first or second base is the fact that [[Alien Supply]] missions always take place shortly after midnight GMT.  If an alien base is located in Asia or Australia, and you can get there quickly, raids on their Supply Ships will always take place in daylight.&lt;br /&gt;
&lt;br /&gt;
===Later Bases===&lt;br /&gt;
For your second and later bases, you should factor in where you have seen the most alien activity, by checking the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]].  Although the aliens focus on different regions from month to month, and it takes about a month for a base to become operational, there are still several types of alien activity that repeat over the long term.  Aliens always send out scouts before sending in larger craft; some missions may involve a succession of scouts over a period of a couple of months.  For instance, [[Alien Infiltration]] missions involve a series of scouts, followed by a four-UFO sortie that establishes an [[Alien Base]], which then generates repeated [[Supply Ship]] missions.&lt;br /&gt;
&lt;br /&gt;
Shooting down several UFOs in a given region will cause the aliens to send a series of UFOs carrying out [[Alien Retaliation]] missions.  Building a base directly in that region is potentially dangerous -- the aliens may discover and invade the base before you can staff it, causing it to be automatically lost.  It is good to build a base in an adjacent region, however, from which you can launch interceptions.&lt;br /&gt;
&lt;br /&gt;
[[Terror Mission]]s tend to generate a lot of alien activity that does not extend beyond a single month; you should discount terror activity when studying the UFO Activity Graph to decide where to place your bases.&lt;br /&gt;
&lt;br /&gt;
Another consideration is to achieve good global [[Interceptor]] coverage.  Having only two bases in nearby regions will leave a portion of the world undefended.  For instance, bases in Europe and Asia will have difficulty defending South America.  Bases in Europe and North America will not be able to defend Australia.  As far as base pairings go, Europe and Australia offers good global coverage, as does China and central Africa.  This consideration is especially important if you make extensive use of the [[UFO_Detection#UFO_Activity_Graph|UFO Activity Graph]] as an alternative to radar coverage.&lt;br /&gt;
&lt;br /&gt;
Your first two bases should have Interceptors.  You can get away with only one Skyranger if you plan to do mostly [[UFO Crash Recovery]] instead of [[UFO Ground Assault]]s -- crashed UFOs remain for several days and the Skyranger has a global range.&lt;br /&gt;
&lt;br /&gt;
===Maximizing Global Coverage===&lt;br /&gt;
It is best to spread out your base placement to achieve maximal radar and interception coverage worldwide.  A fairly standard base build order might be Europe, North America, China, Africa, South America, Australia, South Pole, and for the final base, either North Pole or Hawaii -- covering the major funding areas first and filling in all the remaining landmass at the end.&lt;br /&gt;
&lt;br /&gt;
A base at the North Pole will cover more total land mass, and the poles are a common entry/exit point for UFOs, although most of the Arctic will already be covered by other bases in the Northern Hemisphere.  A Hawaii base will give you the best coverage of the entire Earth&#039;s surface, filling in a huge tracking gap over the Pacific.&lt;br /&gt;
&lt;br /&gt;
It is good to experiment with screenshots and the [[UFO_Detection#Radar_Range_Overlay|radar range overlay]] when studying the optimal distribution of bases.  For instance, southern Europe is one of the best locations for a starting base, but it will have extensive overlap with a base in central Africa.  A build order of China, Africa, North America, northern Europe, South America, Australia, South Pole, Hawaii, will allow almost complete global radar coverage, including the Arctic, while also offering good geographic distribution and coverage of important regions.&lt;br /&gt;
&lt;br /&gt;
==Base types==&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[UFO Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[UFO Interception|Interception]] coverage is the second, and is still important particularly if you are using [[Firestorm]]s. [[UFO Crash Recovery|Recovery]] and [[UFO Ground Assault|Assault]] team coverage is the last, and usually least important consideration. There are also several [[#Utility Bases|utility]] bases that don&#039;t provide any of the above.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Detection bases have at least one radar installation, some people also call them listening posts. Most standard bases will start off as a detection base. As funds permit, its role will evolve as more facilities are added to it. &lt;br /&gt;
&lt;br /&gt;
A listening post is base with an [[Access Lift]], a radar (of any type) and little else. The low cost of the base and lack of valuable assets stored in the base means a cheaper bill for replacements if any are lost to retaliations. &lt;br /&gt;
&lt;br /&gt;
A listening outpost provides a decent chance of detecting ufos operating in the area to an extent. If a passing UFO flys past in between a scan interval it will be missed. More bases mean a better chance to detect the fly-by UFOs, as they move between coverage areas. Once you lock on to a UFO, it will remain visibile within any of your radar tracking ranges. 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 several well positioned detection bases in key areas. &lt;br /&gt;
&lt;br /&gt;
Due to the [[Known_Bugs#Paying_For_Dirt|paying for dirt bug]] there is little point selling off your old radars unless you immediately reclaim the space by building another facility over it.&lt;br /&gt;
&lt;br /&gt;
For more information on radars in general, refer to [[UFO Detection]].&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
&lt;br /&gt;
Interception bases are extensions of radar bases with the addition of at least one hanger dedicated to aircraft that shoot down UFOs. A base garrison may be added to protect the aircraft and its supplies.  &lt;br /&gt;
&lt;br /&gt;
How you have the intercept outposts deal with UFOs will depend on what types of ships you have stationed at each base as interceptor speeds and operational ranges will vary. No matter the case, a good network of intercept outposts scattered around the globe can let you snare any UFOs that enter the atmosphere. &lt;br /&gt;
&lt;br /&gt;
In general, for slower or shorter ranged intercept craft, it&#039;s best to wait for the UFOs to reach their destinations/area of operations before launching an attack. &lt;br /&gt;
&lt;br /&gt;
===Recovery/Assault===&lt;br /&gt;
An assault base has at least one hangar that houses one of any of the three troop transporters. &lt;br /&gt;
&lt;br /&gt;
You can launch an assault or recovery from anywhere on earth, however if you take too long the downed or landed UFO may have taken off by then. Most UFOs either land twice or not at all. Those that do land will remain in their theater of operations for about six to ten hours. Just set a waypoint for your Skyranger and see how far it gets within eight hours: that&#039;s about the maximum effective range. You should be able to get there in time more often than not, but may be forced to fight at night &amp;amp;ndash; an assault craft that had been based closer could have picked the time of the battle. &lt;br /&gt;
&lt;br /&gt;
If you find a [[Alien Missions#Alien Base|base]] with weak aliens, you may want to set up an assault base nearby to raid the [[Supply ship|Supply Ships]] on a regular basis.&lt;br /&gt;
&lt;br /&gt;
Of the three possible choices of aircraft, [[Skyranger]]s and [[Avenger]]s have terrific range, with the Skyranger offering amazingly extended flight hours while the Avenger has great acceleration. The [[Lightning]] on the other hand has shorter range but offers the rapid response time of hybrid aircraft. Avengers and Lightnings are also used as interceptors. &lt;br /&gt;
&lt;br /&gt;
===Utility Bases===&lt;br /&gt;
Utility bases are ones that specialize in filling a particular need. Supply depots, R&amp;amp;D centers, factories and [[Psionic Laboratory|psi training centers]] are all common base types. There is also the empty decoy base. &lt;br /&gt;
&lt;br /&gt;
When a whole base is dedicated to one or two functions, all of the resources involved can be pooled together for a concentrated effort. Used in small numbers, they are often mixed in with other bases to provide additional functionality to them. &lt;br /&gt;
&lt;br /&gt;
Empty bases can also be constructed near existing bases to function as decoys for alien retaliation teams. The more bases there are in the same location, the better the odds that the retaliation team might just pick the wrong one. Due to their temporary nature and the limited amount of space you have for bases, decoys can be quickly decommissioned to make room for new bases. &lt;br /&gt;
&lt;br /&gt;
==Base design==&lt;br /&gt;
:&#039;&#039;See also: [[Base Layout Strategy]]&#039;&#039;&lt;br /&gt;
&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 defensible base is, and your placement strategy also needs to account for at least 4 different [[Known_Bugs#Base Construction Bugs|known bugs]].&lt;br /&gt;
&lt;br /&gt;
The secondary consideration is the amount of time modules take to build. Apart from decoy bases and listening posts, all bases need [[General Stores]] and they are a fast module to build. Even if not needed yet,they can speed the construction of other modules by quickly opening up extra construction slots. 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.&lt;br /&gt;
&lt;br /&gt;
For a structure to be useful it often needs to be matched with another. For example building 2 [[Laboratory|Laboratories]] and 2 [[Workshop]]s but only 2 [[Living Quarters]] means you have approximately 175+ technical jobs to fill but only enough room to house 100 staff.&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
[[Economics|Money]] is the final arbiter of what you should build. Monthly income and expenses are not particularly relevant but you need to remember purchases that you have earmarked for later. Be sure you save enough money to staff your new structures or manufacture the goods you need. You may have $3 million spare now and spend it on new workshops but in 3 days the lab you started way back when becomes operational and you needed that money to staff it with scientists. 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? All that lab space and time you could have been researching will go idle.&lt;br /&gt;
&lt;br /&gt;
All things considered, unused facilities are much cheaper (monthly) than unused staff or (rented) aircraft. The up front cost of facilities is usually cheaper than the cost of staff/craft to fill them. And facilities have a much longer lead time, by x8 - x10. So if you are unsure of future cash flow or your future plans, facilities are the safer bet.&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]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hyperwave_Decoder&amp;diff=32790</id>
		<title>Hyperwave Decoder</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hyperwave_Decoder&amp;diff=32790"/>
		<updated>2011-01-25T02:40:33Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: Redirected page to Hyper-wave Decoder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hyper-wave Decoder]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Mission&amp;diff=32789</id>
		<title>Terror Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Mission&amp;diff=32789"/>
		<updated>2011-01-25T02:23:44Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Tips &amp;amp; Tricks */ bit o&amp;#039; rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large numbers of aliens have landed in a major city! The population panics! There are special large &amp;quot;[[Terror Units|Terror Unit]]s&amp;quot; we haven&#039;t seen before!&lt;br /&gt;
&lt;br /&gt;
Funnily enough, these seem to be more of a trap for your squad than a political move by the aliens... Oh well, into the breach once more...&lt;br /&gt;
&lt;br /&gt;
==Briefing==&lt;br /&gt;
Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any [[civilian]]s in the area by neutralising the alien menace.&lt;br /&gt;
&lt;br /&gt;
&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;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&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;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;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;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;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-6&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;/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;10-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-24&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;
==Civilian Deployment==&lt;br /&gt;
The number of civilians spawning during a Terror Mission is between 0-16.  Generally, expect between 8 and 16 civilians to still be alive when you arrive.  However, if the aliens have wiped them all out, they&#039;ll still happily combat your squad.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
* The Terror UFO isn&#039;t anywhere to be found during a terror mission.&lt;br /&gt;
* [[Urban Terrain]] (city/suburb).&lt;br /&gt;
* In a terror site - worry about your soldiers first. Civilians later. Very important. This is a game, so you can choose to be a bit heartless. (It&#039;s called collateral damage)&lt;br /&gt;
* The gas pumps are explosive!&lt;br /&gt;
* All buildings in the cityscape are very weak. Light gunfire can destroy fences and walls. &lt;br /&gt;
*To save a few more civilians than usual, try limiting HE rounds. &lt;br /&gt;
* TIME is NOT on your side. If you want a half-decent score, expand quickly and secure. The quicker you kill aliens or get them to panic, the more civilians you&#039;ll save overall.&lt;br /&gt;
*The aliens will have grenades and heavy plasma, but they never bring blaster bombs along on terror missions.  I suppose they don&#039;t want to end it that quickly.&lt;br /&gt;
* Bring lots of heavy rockets and high-explosive. First people off the transport should create a &amp;quot;free fire&amp;quot; zone around the craft with them. You aren&#039;t penalized for property damage, so level the place.&lt;br /&gt;
* You can get a rough idea for how many civilians are left by gauging the length of the alien turn (civilians move after aliens).  You can also count the number of civilian screams you hear during alien turns -- each scream is a death.  To get a sure-fire count of total civilians, you can save your game, abort the mission, check the debriefing tally of killed civilians, and then reload.  (Some players may view this as cheating.)&lt;br /&gt;
&lt;br /&gt;
==UFOs with Terror Missions==&lt;br /&gt;
The city-raiding terror mission mentioned above occurs only when a [[Terror ship|Terror Ship]] is sent on an Alien Terror mission and lands on a city. &lt;br /&gt;
&lt;br /&gt;
But before this happens the aliens will send a [[Small Scout|Small]]/[[Medium Scout|Medium]]/[[Large Scout|Large Scout]] which will show on a [[Hyper-wave Decoder]] as on a Terror Mission. &lt;br /&gt;
The ship will land randomly, in some non-urban area, and behave much like you would expect to see on a an [[Alien Missions#Alien_Research|Alien Research]] or [[Alien Missions#Alien_Abduction|Alien Abduction]] mission.  Unlike a city raid, these scout terror missions will not include [[Terror Units]].&lt;br /&gt;
&lt;br /&gt;
If this scout is shot down by X-COM craft and/or assaulted on the ground, chances are that the following Terror Ship will not be able to target any city when it arrives at its target region. It will then wander around for some hours on the area before finally departing back to its hidden base. To know if a Terror Ship will attack a city, watch for its flight pattern: if it immediately heads towards a city after arriving at a region, then it will perform a Terror Mission. &lt;br /&gt;
&lt;br /&gt;
While the city-raiding missions cannot be ignored because of the drop in X-Com&#039;s funding and esteem that it would cause, they can be largely avoided by shooting down the scouts. Another alternative, perhaps more risky, is to try to shoot the Terror Ship before it lands. However, both might risk some sort of [[Alien Retaliation]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Terror Units]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Alien Terror]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Urban Terrain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mission Types Navbar}}&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category: Fiction]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Proximity_Grenade&amp;diff=32786</id>
		<title>Proximity Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Proximity_Grenade&amp;diff=32786"/>
		<updated>2011-01-24T05:56:03Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Tips */ reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The portable mine, this little beauty uses a weighted base and ultrasonics to set up a 3-meter detection circle with a 5-meter explosion. Exceedingly useful for mining corridors in base defense missions or &amp;quot;softening up&amp;quot; aliens emerging from UFO doors.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Particle Disturbance Grenade]].&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:BIGOBS21.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 70 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]]: $500&lt;br /&gt;
*Sell Price: $400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Earning experience the hard way ==&lt;br /&gt;
Unlike other explosives, the Proximity Grenade does not give [[Firing Accuracy|firing accuracy]] experience points for hits to the person throwing it (although this will give you throwing experience). Instead, it gives firing XPs to the person, or more optimistically, alien, who triggers it to explode. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the accompanying pain and death make it a dubious choice for earning experience, especially early in the game (when you don&#039;t have the armor to go near one). For more on experience points, see [[Experience#How Experience Points Are Applied|here]]. You can use [[User:Seb76|UFO Extender]] to give the person throwing it the experience.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I made the finding that Prox Grenades goofily give experience to the person that made it explode. But it&#039;s occurred to me that I triggered the Prox with soldiers in FS armor, and there may be different outcomes if an alien triggers it and/or the unit that triggers it dies. If anyone wants to look into this, have at it. I don&#039;t have the time ATM. - [[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Among the aliens, [[Muton]]s can survive the explosion handily. Keep a few snipers around so they won&#039;t live long enough to benefit from the experience.&lt;br /&gt;
&lt;br /&gt;
== Mining UFO doors ==&lt;br /&gt;
[[Image:Shooters_and_looter.png|right]]&lt;br /&gt;
&lt;br /&gt;
One of the most popular uses of the Proximity Grenade is to place one just outside a UFO&#039;s outer door.  Aliens emerging from the craft will take a face full of HE, commonly killing weaker species such as [[Sectoid]]s, [[Floater]]s, and [[Snakemen]], and weakening most others.&lt;br /&gt;
&lt;br /&gt;
The grenade must be thrown one space away from the door, in the location marked &amp;quot;G&amp;quot; in the diagram at right.  If the grenade is placed immediately in front of the door, it will detonate when the alien is still on the other side of the door, and the alien will take no damage.&lt;br /&gt;
&lt;br /&gt;
This technique is particularly effective around Turn 20 of combat.  Aliens have a known habit of emerging from their UFO right around Turn 20.  Some may remain in the craft, but several can be killed in the space of a few turns.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to have several troops facing the UFO door (from a distance), to kill any aliens which might survive the blast.  This technique is detailed in depth at [[Reaction Training]].&lt;br /&gt;
&lt;br /&gt;
This technique has a few drawbacks: aliens killed by a Proximity Grenade will not earn your troops combat [[experience]], and the grenade will destroy most nearby objects on the ground.  If you have already killed one alien this way, its corpse and equipment will be lying outside the door, which will be destroyed by a subsequent explosion.&lt;br /&gt;
&lt;br /&gt;
This problem can be addressed by posting a &amp;quot;looter&amp;quot; just around the corner from the door (see the picture to the right for placement).  After a grenade detonates, the looter should pick up one or more valuable items, retreat around the corner again, and another soldier can throw a new grenade, if desired.  Ideally, the looter should have high TUs (60+), and you should not try to pick up everything unless you are certain the looter has sufficient TUs to get back to safety.  Many looters have been lost due to lack of speed and excess of greed.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to throw the proximity grenade just inside the door to the UFO. When the grenade is set off, the explosion is confined to the inside since HE damage cannot propagate through the tough hull. This means your soldiers can stand extremely close to the door and not worry about being hurt (from the grenade, anyway). When used in conjunction with a [[Motion Scanner]], you can determine if aliens are close to the mine and decide whether to deliberately set off the grenade by walking up to the door.&lt;br /&gt;
&lt;br /&gt;
== Proceed with caution ==&lt;br /&gt;
Proximity mines can often cause &amp;quot;friendly fire&amp;quot; casualties.  It is easy to forget a grenade placed several turns ago and to stumble into it, killing your own troops.  An undetonated grenade can also cause the &amp;quot;phantom grenade&amp;quot; bug described below.&lt;br /&gt;
&lt;br /&gt;
It is therefore best if you deliberately destroy undetonated grenades.  This can be accomplished easily by throwing a standard armed [[grenade]] on top of one.  It may be necessary to destroy Proximity Grenades left outside a UFO door as well, if no alien emerges after many turns.&lt;br /&gt;
&lt;br /&gt;
Proximity Grenades can also be removed through the use of [[Flying Suit]]s.  A grenade will not detonate when a unit moves into its square &#039;&#039;vertically&#039;&#039; -- so a soldier in a Flying Suit can safely approach the grenade while flying, drop down on top of it, and pick it up.  The grenade will remain armed, but it will not detonate unless it is dropped and then triggered by movement.&lt;br /&gt;
&lt;br /&gt;
== Buggy behavior ==&lt;br /&gt;
In some versions of the game, a bug causes armed-but-undetonated Proximity Grenades to transfer their properties to a different item in the next mission, which may then explode unexpectedly.  If an explosion goes off just as your first soldier steps out of the transport, you have fallen victim to this bug.&lt;br /&gt;
&lt;br /&gt;
The easiest way to fix this is to save the game at the beginning of Turn 1, before any soldiers move.  If something explodes, reload your file; the phantom grenade will be deactivated.&lt;br /&gt;
&lt;br /&gt;
This is due to a different bug, common to the computer versions of the game, in that all Proximity Grenades lose their &amp;quot;armed&amp;quot; status when restoring from a save.  If the player so chooses, this can be exploited to disarm unwanted mines. In the Playstation version Proximity Grenades do not have this bug.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Proximity grenades are worth considering as an alternative to regular grenades when attacking aliens, especially in confined spaces such as X-COM and alien base corridors, where they are harder to avoid.  Thrown at the feet of aliens, they function as if they had a timer setting somewhere between 0 and 1 -- going off after the end of your turn but as the aliens move. They are significantly more powerful than regular grenades making them especially useful against armoured aliens and those with high health.&lt;br /&gt;
* On higher skill levels, many aliens can survive the blast of a proximity grenade.  Mutons always shrug them off, some Snakemen and even the occasional Floater will survive.  But even when a proximity grenade doesn&#039;t kill, they are still useful to soften up targets and -- perhaps more importantly -- acting as burglar alarms.  When you see a prox grenade go off, it will alert you to an alien in the area.&lt;br /&gt;
* PGs can safely be picked up by entering their square vertically (e.g. with flying suit).&lt;br /&gt;
* Just like all other live grenades in the game, it&#039;s safe to pick up an armed proximity grenade -- &#039;&#039;if it is already in your square&#039;&#039;.&lt;br /&gt;
* PGs detect movement into, but not out of, the eight surrounding squares, meaning you can walk away from a mis-throw.&lt;br /&gt;
* If all else fails, and you are trapped with nowhere to move and no way to defuse the mine: just stay still. Don&#039;t move and wait until the bomb squad arrives (i.e., wait until the mission ends). Additionally, keep other soldiers away from the unexploded mine.&lt;br /&gt;
* PGs can be destroyed by explosives.  A standard [[grenade]] works quite well.&lt;br /&gt;
* With proximity grenades it&#039;s important to be aware of the BUG in the game - proximity grenades seem to disarm themselves if you resume a saved game. Makes load/save tactics impossible in a game where you are relying on proximity grenades. &lt;br /&gt;
* Kasey Chang&#039;s X-COM walkthrough mentions that you can pin aliens by throwing a proximity grenade on either side of it.  This is bunk -- the game&#039;s AI is oblivious to proximity grenades, meaning aliens will do nothing to avoid them.  Additionally, the first proximity grenade will destroy the second one.&lt;br /&gt;
*Never use proximity grenades on Zombies -- this will just spawn a enemy Chryssalid during the aliens&#039; turn, which can immediately attack you.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Understanding Grenades]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Proximity_Grenade&amp;diff=32785</id>
		<title>Proximity Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Proximity_Grenade&amp;diff=32785"/>
		<updated>2011-01-24T05:55:10Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Mining UFO doors */ rewrite this tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The portable mine, this little beauty uses a weighted base and ultrasonics to set up a 3-meter detection circle with a 5-meter explosion. Exceedingly useful for mining corridors in base defense missions or &amp;quot;softening up&amp;quot; aliens emerging from UFO doors.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Particle Disturbance Grenade]].&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:BIGOBS21.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 70 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]]: $500&lt;br /&gt;
*Sell Price: $400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Earning experience the hard way ==&lt;br /&gt;
Unlike other explosives, the Proximity Grenade does not give [[Firing Accuracy|firing accuracy]] experience points for hits to the person throwing it (although this will give you throwing experience). Instead, it gives firing XPs to the person, or more optimistically, alien, who triggers it to explode. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the accompanying pain and death make it a dubious choice for earning experience, especially early in the game (when you don&#039;t have the armor to go near one). For more on experience points, see [[Experience#How Experience Points Are Applied|here]]. You can use [[User:Seb76|UFO Extender]] to give the person throwing it the experience.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I made the finding that Prox Grenades goofily give experience to the person that made it explode. But it&#039;s occurred to me that I triggered the Prox with soldiers in FS armor, and there may be different outcomes if an alien triggers it and/or the unit that triggers it dies. If anyone wants to look into this, have at it. I don&#039;t have the time ATM. - [[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Among the aliens, [[Muton]]s can survive the explosion handily. Keep a few snipers around so they won&#039;t live long enough to benefit from the experience.&lt;br /&gt;
&lt;br /&gt;
== Mining UFO doors ==&lt;br /&gt;
[[Image:Shooters_and_looter.png|right]]&lt;br /&gt;
&lt;br /&gt;
One of the most popular uses of the Proximity Grenade is to place one just outside a UFO&#039;s outer door.  Aliens emerging from the craft will take a face full of HE, commonly killing weaker species such as [[Sectoid]]s, [[Floater]]s, and [[Snakemen]], and weakening most others.&lt;br /&gt;
&lt;br /&gt;
The grenade must be thrown one space away from the door, in the location marked &amp;quot;G&amp;quot; in the diagram at right.  If the grenade is placed immediately in front of the door, it will detonate when the alien is still on the other side of the door, and the alien will take no damage.&lt;br /&gt;
&lt;br /&gt;
This technique is particularly effective around Turn 20 of combat.  Aliens have a known habit of emerging from their UFO right around Turn 20.  Some may remain in the craft, but several can be killed in the space of a few turns.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to have several troops facing the UFO door (from a distance), to kill any aliens which might survive the blast.  This technique is detailed in depth at [[Reaction Training]].&lt;br /&gt;
&lt;br /&gt;
This technique has a few drawbacks: aliens killed by a Proximity Grenade will not earn your troops combat [[experience]], and the grenade will destroy most nearby objects on the ground.  If you have already killed one alien this way, its corpse and equipment will be lying outside the door, which will be destroyed by a subsequent explosion.&lt;br /&gt;
&lt;br /&gt;
This problem can be addressed by posting a &amp;quot;looter&amp;quot; just around the corner from the door (see the picture to the right for placement).  After a grenade detonates, the looter should pick up one or more valuable items, retreat around the corner again, and another soldier can throw a new grenade, if desired.  Ideally, the looter should have high TUs (60+), and you should not try to pick up everything unless you are certain the looter has sufficient TUs to get back to safety.  Many looters have been lost due to lack of speed and excess of greed.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to throw the proximity grenade just inside the door to the UFO. When the grenade is set off, the explosion is confined to the inside since HE damage cannot propagate through the tough hull. This means your soldiers can stand extremely close to the door and not worry about being hurt (from the grenade, anyway). When used in conjunction with a [[Motion Scanner]], you can determine if aliens are close to the mine and decide whether to deliberately set off the grenade by walking up to the door.&lt;br /&gt;
&lt;br /&gt;
== Proceed with caution ==&lt;br /&gt;
Proximity mines can often cause &amp;quot;friendly fire&amp;quot; casualties.  It is easy to forget a grenade placed several turns ago and to stumble into it, killing your own troops.  An undetonated grenade can also cause the &amp;quot;phantom grenade&amp;quot; bug described below.&lt;br /&gt;
&lt;br /&gt;
It is therefore best if you deliberately destroy undetonated grenades.  This can be accomplished easily by throwing a standard armed [[grenade]] on top of one.  It may be necessary to destroy Proximity Grenades left outside a UFO door as well, if no alien emerges after many turns.&lt;br /&gt;
&lt;br /&gt;
Proximity Grenades can also be removed through the use of [[Flying Suit]]s.  A grenade will not detonate when a unit moves into its square &#039;&#039;vertically&#039;&#039; -- so a soldier in a Flying Suit can safely approach the grenade while flying, drop down on top of it, and pick it up.  The grenade will remain armed, but it will not detonate unless it is dropped and then triggered by movement.&lt;br /&gt;
&lt;br /&gt;
== Buggy behavior ==&lt;br /&gt;
In some versions of the game, a bug causes armed-but-undetonated Proximity Grenades to transfer their properties to a different item in the next mission, which may then explode unexpectedly.  If an explosion goes off just as your first soldier steps out of the transport, you have fallen victim to this bug.&lt;br /&gt;
&lt;br /&gt;
The easiest way to fix this is to save the game at the beginning of Turn 1, before any soldiers move.  If something explodes, reload your file; the phantom grenade will be deactivated.&lt;br /&gt;
&lt;br /&gt;
This is due to a different bug, common to the computer versions of the game, in that all Proximity Grenades lose their &amp;quot;armed&amp;quot; status when restoring from a save.  If the player so chooses, this can be exploited to disarm unwanted mines. In the Playstation version Proximity Grenades do not have this bug.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Proximity grenades are worth considering in place of regular grenades when attacking aliens, especially in confined spaces such as X-COM and alien base corridors, where they are harder to avoid.  Thrown at the feet of aliens, they function as if they had a timer setting somewhere between 0 and 1 -- going off after the end of your turn but as the aliens move. They are significantly more powerful than regular grenades making them especially useful against armoured aliens and those with high health.&lt;br /&gt;
* On higher skill levels, many aliens can survive the blast of a proximity grenade.  Mutons always shrug them off, some Snakemen and even the occasional Floater will survive.  But even when a proximity grenade doesn&#039;t kill, they are still useful to soften up targets and -- perhaps more importantly -- acting as burglar alarms.  When you see a prox grenade go off, it will alert you to an alien in the area.&lt;br /&gt;
* PGs can safely be picked up by entering their square vertically (e.g. with flying suit).&lt;br /&gt;
* Just like all other live grenades in the game, it&#039;s safe to pick up an armed proximity grenade -- &#039;&#039;if it is already in your square&#039;&#039;.&lt;br /&gt;
* PGs detect movement into, but not out of, the eight surrounding squares, meaning you can walk away from a mis-throw.&lt;br /&gt;
* If all else fails, and you are trapped with nowhere to move and no way to defuse the mine: just stay still. Don&#039;t move and wait until the bomb squad arrives (i.e., wait until the mission ends). Additionally, keep other soldiers away from the unexploded mine.&lt;br /&gt;
* PGs can be destroyed by explosives.  A standard [[grenade]] works quite well.&lt;br /&gt;
* With proximity grenades it&#039;s important to be aware of the BUG in the game - proximity grenades seem to disarm themselves if you resume a saved game. Makes load/save tactics impossible in a game where you are relying on proximity grenades. &lt;br /&gt;
* Kasey Chang&#039;s X-COM walkthrough mentions that you can pin aliens by throwing a proximity grenade on either side of it.  This is bunk -- the game&#039;s AI is oblivious to proximity grenades, meaning aliens will do nothing to avoid them.  Additionally, the first proximity grenade will destroy the second one.&lt;br /&gt;
*Never use proximity grenades on Zombies -- this will just spawn a enemy Chryssalid during the aliens&#039; turn, which can immediately attack you.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Understanding Grenades]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Proximity_Grenade&amp;diff=32775</id>
		<title>Proximity Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Proximity_Grenade&amp;diff=32775"/>
		<updated>2011-01-23T09:58:26Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Tips */ more rewriting, this stuff really needed some updating and cleaning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The portable mine, this little beauty uses a weighted base and ultrasonics to set up a 3-meter detection circle with a 5-meter explosion. Exceedingly useful for mining corridors in base defense missions or &amp;quot;softening up&amp;quot; aliens emerging from UFO doors.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Particle Disturbance Grenade]].&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:BIGOBS21.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 70 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]]: $500&lt;br /&gt;
*Sell Price: $400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Earning experience the hard way ==&lt;br /&gt;
Unlike other explosives, the Proximity Grenade does not give [[Firing Accuracy|firing accuracy]] experience points for hits to the person throwing it (although this will give you throwing experience). Instead, it gives firing XPs to the person, or more optimistically, alien, who triggers it to explode. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the accompanying pain and death make it a dubious choice for earning experience, especially early in the game (when you don&#039;t have the armor to go near one). For more on experience points, see [[Experience#How Experience Points Are Applied|here]]. You can use [[User:Seb76|UFO Extender]] to give the person throwing it the experience.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I made the finding that Prox Grenades goofily give experience to the person that made it explode. But it&#039;s occurred to me that I triggered the Prox with soldiers in FS armor, and there may be different outcomes if an alien triggers it and/or the unit that triggers it dies. If anyone wants to look into this, have at it. I don&#039;t have the time ATM. - [[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Among the aliens, [[Muton]]s can survive the explosion handily. Keep a few snipers around so they won&#039;t live long enough to benefit from the experience.&lt;br /&gt;
&lt;br /&gt;
== Mining UFO doors ==&lt;br /&gt;
[[Image:Shooters_and_looter.png|right]]&lt;br /&gt;
&lt;br /&gt;
One of the most popular uses of the Proximity Grenade is to place one just outside a UFO&#039;s outer door.  Aliens emerging from the craft will take a face full of HE, commonly killing weaker species such as [[Sectoid]]s, [[Floater]]s, and [[Snakemen]], and weakening most others.&lt;br /&gt;
&lt;br /&gt;
The grenade must be thrown one space away from the door, in the location marked &amp;quot;G&amp;quot; in the diagram at right.  If the grenade is placed immediately in front of the door, it will detonate when the alien is still on the other side of the door, and the alien will take no damage.&lt;br /&gt;
&lt;br /&gt;
This technique is particularly effective around Turn 20 of combat.  Aliens have a known habit of emerging from their UFO right around Turn 20.  Some may remain in the craft, but several can be killed in the space of a few turns.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to have several troops facing the UFO door (from a distance), to kill any aliens which might survive the blast.  This technique is detailed in depth at [[Reaction Training]].&lt;br /&gt;
&lt;br /&gt;
This technique has a few drawbacks: aliens killed by a Proximity Grenade will not earn your troops combat [[experience]], and the grenade will destroy most nearby objects on the ground.  If you have already killed one alien this way, its corpse and equipment will be lying outside the door, which will be destroyed by a subsequent explosion.&lt;br /&gt;
&lt;br /&gt;
This problem can be addressed by posting a &amp;quot;looter&amp;quot; just around the corner from the door (see the picture to the right for placement).  After a grenade detonates, the looter should pick up one or more valuable items, retreat around the corner again, and another soldier can throw a new grenade, if desired.  Ideally, the looter should have high TUs (60+), and you should not try to pick up everything unless you are certain the looter has sufficient TUs to get back to safety.  Many looters have been lost due to lack of speed and excess of greed.&lt;br /&gt;
&lt;br /&gt;
Another option which isn&#039;t discussed much is to throw the proximity grenade just inside the door to the UFO. If an alien sets it off, the explosion is confined to the inside since HE damage cannot propagate through the tough hull. This allows your soldiers to get much closer to the door than otherwise possible. When used in conjunction with a [[Motion Scanner]], your soldiers can determine the location of any aliens close to the mine and decide whether to purposefully trip the sensor by walking up to the door. As before, anybody outside will be completely protected from the blast as it cannot make it through the walls. Thus, even unarmored units are safe.&lt;br /&gt;
&lt;br /&gt;
== Proceed with caution ==&lt;br /&gt;
Proximity mines can often cause &amp;quot;friendly fire&amp;quot; casualties.  It is easy to forget a grenade placed several turns ago and to stumble into it, killing your own troops.  An undetonated grenade can also cause the &amp;quot;phantom grenade&amp;quot; bug described below.&lt;br /&gt;
&lt;br /&gt;
It is therefore best if you deliberately destroy undetonated grenades.  This can be accomplished easily by throwing a standard armed [[grenade]] on top of one.  It may be necessary to destroy Proximity Grenades left outside a UFO door as well, if no alien emerges after many turns.&lt;br /&gt;
&lt;br /&gt;
Proximity Grenades can also be removed through the use of [[Flying Suit]]s.  A grenade will not detonate when a unit moves into its square &#039;&#039;vertically&#039;&#039; -- so a soldier in a Flying Suit can safely approach the grenade while flying, drop down on top of it, and pick it up.  The grenade will remain armed, but it will not detonate unless it is dropped and then triggered by movement.&lt;br /&gt;
&lt;br /&gt;
== Buggy behavior ==&lt;br /&gt;
In some versions of the game, a bug causes armed-but-undetonated Proximity Grenades to transfer their properties to a different item in the next mission, which may then explode unexpectedly.  If an explosion goes off just as your first soldier steps out of the transport, you have fallen victim to this bug.&lt;br /&gt;
&lt;br /&gt;
The easiest way to fix this is to save the game at the beginning of Turn 1, before any soldiers move.  If something explodes, reload your file; the phantom grenade will be deactivated.&lt;br /&gt;
&lt;br /&gt;
This is due to a different bug, common to the computer versions of the game, in that all Proximity Grenades lose their &amp;quot;armed&amp;quot; status when restoring from a save.  If the player so chooses, this can be exploited to disarm unwanted mines. In the Playstation version Proximity Grenades do not have this bug.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Proximity grenades are worth considering in place of regular grenades when attacking aliens, especially in confined spaces such as X-COM and alien base corridors, where they are harder to avoid.  Thrown at the feet of aliens, they function as if they had a timer setting somewhere between 0 and 1 -- going off after the end of your turn but as the aliens move. They are significantly more powerful than regular grenades making them especially useful against armoured aliens and those with high health.&lt;br /&gt;
* On higher skill levels, many aliens can survive the blast of a proximity grenade.  Mutons always shrug them off, some Snakemen and even the occasional Floater will survive.  But even when a proximity grenade doesn&#039;t kill, they are still useful to soften up targets and -- perhaps more importantly -- acting as burglar alarms.  When you see a prox grenade go off, it will alert you to an alien in the area.&lt;br /&gt;
* PGs can safely be picked up by entering their square vertically (e.g. with flying suit).&lt;br /&gt;
* Just like all other live grenades in the game, it&#039;s safe to pick up an armed proximity grenade -- &#039;&#039;if it is already in your square&#039;&#039;.&lt;br /&gt;
* PGs detect movement into, but not out of, the eight surrounding squares, meaning you can walk away from a mis-throw.&lt;br /&gt;
* If all else fails, and you are trapped with nowhere to move and no way to defuse the mine: just stay still. Don&#039;t move and wait until the bomb squad arrives (i.e., wait until the mission ends). Additionally, keep other soldiers away from the unexploded mine.&lt;br /&gt;
* PGs can be destroyed by explosives.  A standard [[grenade]] works quite well.&lt;br /&gt;
* With proximity grenades it&#039;s important to be aware of the BUG in the game - proximity grenades seem to disarm themselves if you resume a saved game. Makes load/save tactics impossible in a game where you are relying on proximity grenades. &lt;br /&gt;
* Kasey Chang&#039;s X-COM walkthrough mentions that you can pin aliens by throwing a proximity grenade on either side of it.  This is bunk -- the game&#039;s AI is oblivious to proximity grenades, meaning aliens will do nothing to avoid them.  Additionally, the first proximity grenade will destroy the second one.&lt;br /&gt;
*Never use proximity grenades on Zombies -- this will just spawn a enemy Chryssalid during the aliens&#039; turn, which can immediately attack you.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Understanding Grenades]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Proximity_Grenade&amp;diff=32774</id>
		<title>Proximity Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Proximity_Grenade&amp;diff=32774"/>
		<updated>2011-01-23T09:44:17Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Tips */ shorten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The portable mine, this little beauty uses a weighted base and ultrasonics to set up a 3-meter detection circle with a 5-meter explosion. Exceedingly useful for mining corridors in base defense missions or &amp;quot;softening up&amp;quot; aliens emerging from UFO doors.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Particle Disturbance Grenade]].&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:BIGOBS21.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 70 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]]: $500&lt;br /&gt;
*Sell Price: $400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Earning experience the hard way ==&lt;br /&gt;
Unlike other explosives, the Proximity Grenade does not give [[Firing Accuracy|firing accuracy]] experience points for hits to the person throwing it (although this will give you throwing experience). Instead, it gives firing XPs to the person, or more optimistically, alien, who triggers it to explode. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the accompanying pain and death make it a dubious choice for earning experience, especially early in the game (when you don&#039;t have the armor to go near one). For more on experience points, see [[Experience#How Experience Points Are Applied|here]]. You can use [[User:Seb76|UFO Extender]] to give the person throwing it the experience.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I made the finding that Prox Grenades goofily give experience to the person that made it explode. But it&#039;s occurred to me that I triggered the Prox with soldiers in FS armor, and there may be different outcomes if an alien triggers it and/or the unit that triggers it dies. If anyone wants to look into this, have at it. I don&#039;t have the time ATM. - [[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Among the aliens, [[Muton]]s can survive the explosion handily. Keep a few snipers around so they won&#039;t live long enough to benefit from the experience.&lt;br /&gt;
&lt;br /&gt;
== Mining UFO doors ==&lt;br /&gt;
[[Image:Shooters_and_looter.png|right]]&lt;br /&gt;
&lt;br /&gt;
One of the most popular uses of the Proximity Grenade is to place one just outside a UFO&#039;s outer door.  Aliens emerging from the craft will take a face full of HE, commonly killing weaker species such as [[Sectoid]]s, [[Floater]]s, and [[Snakemen]], and weakening most others.&lt;br /&gt;
&lt;br /&gt;
The grenade must be thrown one space away from the door, in the location marked &amp;quot;G&amp;quot; in the diagram at right.  If the grenade is placed immediately in front of the door, it will detonate when the alien is still on the other side of the door, and the alien will take no damage.&lt;br /&gt;
&lt;br /&gt;
This technique is particularly effective around Turn 20 of combat.  Aliens have a known habit of emerging from their UFO right around Turn 20.  Some may remain in the craft, but several can be killed in the space of a few turns.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to have several troops facing the UFO door (from a distance), to kill any aliens which might survive the blast.  This technique is detailed in depth at [[Reaction Training]].&lt;br /&gt;
&lt;br /&gt;
This technique has a few drawbacks: aliens killed by a Proximity Grenade will not earn your troops combat [[experience]], and the grenade will destroy most nearby objects on the ground.  If you have already killed one alien this way, its corpse and equipment will be lying outside the door, which will be destroyed by a subsequent explosion.&lt;br /&gt;
&lt;br /&gt;
This problem can be addressed by posting a &amp;quot;looter&amp;quot; just around the corner from the door (see the picture to the right for placement).  After a grenade detonates, the looter should pick up one or more valuable items, retreat around the corner again, and another soldier can throw a new grenade, if desired.  Ideally, the looter should have high TUs (60+), and you should not try to pick up everything unless you are certain the looter has sufficient TUs to get back to safety.  Many looters have been lost due to lack of speed and excess of greed.&lt;br /&gt;
&lt;br /&gt;
Another option which isn&#039;t discussed much is to throw the proximity grenade just inside the door to the UFO. If an alien sets it off, the explosion is confined to the inside since HE damage cannot propagate through the tough hull. This allows your soldiers to get much closer to the door than otherwise possible. When used in conjunction with a [[Motion Scanner]], your soldiers can determine the location of any aliens close to the mine and decide whether to purposefully trip the sensor by walking up to the door. As before, anybody outside will be completely protected from the blast as it cannot make it through the walls. Thus, even unarmored units are safe.&lt;br /&gt;
&lt;br /&gt;
== Proceed with caution ==&lt;br /&gt;
Proximity mines can often cause &amp;quot;friendly fire&amp;quot; casualties.  It is easy to forget a grenade placed several turns ago and to stumble into it, killing your own troops.  An undetonated grenade can also cause the &amp;quot;phantom grenade&amp;quot; bug described below.&lt;br /&gt;
&lt;br /&gt;
It is therefore best if you deliberately destroy undetonated grenades.  This can be accomplished easily by throwing a standard armed [[grenade]] on top of one.  It may be necessary to destroy Proximity Grenades left outside a UFO door as well, if no alien emerges after many turns.&lt;br /&gt;
&lt;br /&gt;
Proximity Grenades can also be removed through the use of [[Flying Suit]]s.  A grenade will not detonate when a unit moves into its square &#039;&#039;vertically&#039;&#039; -- so a soldier in a Flying Suit can safely approach the grenade while flying, drop down on top of it, and pick it up.  The grenade will remain armed, but it will not detonate unless it is dropped and then triggered by movement.&lt;br /&gt;
&lt;br /&gt;
== Buggy behavior ==&lt;br /&gt;
In some versions of the game, a bug causes armed-but-undetonated Proximity Grenades to transfer their properties to a different item in the next mission, which may then explode unexpectedly.  If an explosion goes off just as your first soldier steps out of the transport, you have fallen victim to this bug.&lt;br /&gt;
&lt;br /&gt;
The easiest way to fix this is to save the game at the beginning of Turn 1, before any soldiers move.  If something explodes, reload your file; the phantom grenade will be deactivated.&lt;br /&gt;
&lt;br /&gt;
This is due to a different bug, common to the computer versions of the game, in that all Proximity Grenades lose their &amp;quot;armed&amp;quot; status when restoring from a save.  If the player so chooses, this can be exploited to disarm unwanted mines. In the Playstation version Proximity Grenades do not have this bug.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* On higher skill levels, many aliens can survive the blast of a proximity grenade.  Mutons always shrug them off, some Snakemen and even the occasional Floater will survive.  Even when a prox grenade doesn&#039;t kill, they are still useful to soften up targets and-- perhaps more importantly-- acting as burglar alarms.  When you see a prox grenade go off, it will alert you to an alien in the area.&lt;br /&gt;
* PGs detect movement into, but not out of, the eight surrounding squares, meaning you can walk away from a mis-throw.&lt;br /&gt;
* PGs can safely be picked up by entering their square vertically (e.g. with flying suit).&lt;br /&gt;
* The mine can be destroyed by explosives. However, it&#039;s only advisable to destroy the mine if there&#039;s no alternative. Even with armour, the explosive should be set off as far away from the soldier as possible, as your under armour is by far your most vulnerable spot. Make no mistakes. &lt;br /&gt;
* Just like every other live [[grenade]] in the game, it&#039;s safe to pick up an armed Proximity Grenade -- &#039;&#039;if it is already in your square&#039;&#039;.  It is strongly recommended that armed Proximity Grenades not be used in the [[Grenade Relay]] manoeuvre. &lt;br /&gt;
* If all else fails, and you are trapped with nowhere to move and no way to defuse the mine: just stay still. Don&#039;t move and wait until the bomb squad arrives (i.e., wait until the mission ends). &lt;br /&gt;
&lt;br /&gt;
-- Collection of [[User:NKF|NKF-Sensei&#039;s]] posts by --[[User:JellyfishGreen|JellyfishGreen]] 12:50, 25 Apr 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
*Not so tricky to use really, and very useful. Certainly for a base defence I suggest you should use these instead of regular grenades. If you throw them at aliens they function in effect as if they had a timer setting somewhere between 0 and 1 - going off after the end of your turn but as the aliens move. They are significantly more powerful than regular grenades so especially useful against armoured aliens and/or those with high health. &lt;br /&gt;
&lt;br /&gt;
*With proximity grenades it&#039;s important to be aware of the BUG in the game - proximity grenades seem to disarm themselves if you resume a saved game. Makes load/save tactics impossible in a game where you are relying on proximity grenades. &lt;br /&gt;
&lt;br /&gt;
*Kasey Chang&#039;s X-COM walkthrough mentions that you can pin aliens by throwing a proximity grenade on either side of it.  This is bunk -- the game&#039;s AI is oblivious to proximity grenades, meaning aliens will do nothing to avoid them.  Additionally, the first proximity grenade will destroy the second one.&lt;br /&gt;
&lt;br /&gt;
*Never use proximity grenades on Zombies -- this will just spawn a enemy Chryssalid during the aliens&#039; turn, which can immediately attack you.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Understanding Grenades]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Proximity_Grenade&amp;diff=32773</id>
		<title>Proximity Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Proximity_Grenade&amp;diff=32773"/>
		<updated>2011-01-23T09:43:31Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Tips */ rewrite a couple of old ones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The portable mine, this little beauty uses a weighted base and ultrasonics to set up a 3-meter detection circle with a 5-meter explosion. Exceedingly useful for mining corridors in base defense missions or &amp;quot;softening up&amp;quot; aliens emerging from UFO doors.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Particle Disturbance Grenade]].&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:BIGOBS21.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 70 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]]: $500&lt;br /&gt;
*Sell Price: $400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Earning experience the hard way ==&lt;br /&gt;
Unlike other explosives, the Proximity Grenade does not give [[Firing Accuracy|firing accuracy]] experience points for hits to the person throwing it (although this will give you throwing experience). Instead, it gives firing XPs to the person, or more optimistically, alien, who triggers it to explode. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, the accompanying pain and death make it a dubious choice for earning experience, especially early in the game (when you don&#039;t have the armor to go near one). For more on experience points, see [[Experience#How Experience Points Are Applied|here]]. You can use [[User:Seb76|UFO Extender]] to give the person throwing it the experience.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I made the finding that Prox Grenades goofily give experience to the person that made it explode. But it&#039;s occurred to me that I triggered the Prox with soldiers in FS armor, and there may be different outcomes if an alien triggers it and/or the unit that triggers it dies. If anyone wants to look into this, have at it. I don&#039;t have the time ATM. - [[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Among the aliens, [[Muton]]s can survive the explosion handily. Keep a few snipers around so they won&#039;t live long enough to benefit from the experience.&lt;br /&gt;
&lt;br /&gt;
== Mining UFO doors ==&lt;br /&gt;
[[Image:Shooters_and_looter.png|right]]&lt;br /&gt;
&lt;br /&gt;
One of the most popular uses of the Proximity Grenade is to place one just outside a UFO&#039;s outer door.  Aliens emerging from the craft will take a face full of HE, commonly killing weaker species such as [[Sectoid]]s, [[Floater]]s, and [[Snakemen]], and weakening most others.&lt;br /&gt;
&lt;br /&gt;
The grenade must be thrown one space away from the door, in the location marked &amp;quot;G&amp;quot; in the diagram at right.  If the grenade is placed immediately in front of the door, it will detonate when the alien is still on the other side of the door, and the alien will take no damage.&lt;br /&gt;
&lt;br /&gt;
This technique is particularly effective around Turn 20 of combat.  Aliens have a known habit of emerging from their UFO right around Turn 20.  Some may remain in the craft, but several can be killed in the space of a few turns.&lt;br /&gt;
&lt;br /&gt;
It is also recommended to have several troops facing the UFO door (from a distance), to kill any aliens which might survive the blast.  This technique is detailed in depth at [[Reaction Training]].&lt;br /&gt;
&lt;br /&gt;
This technique has a few drawbacks: aliens killed by a Proximity Grenade will not earn your troops combat [[experience]], and the grenade will destroy most nearby objects on the ground.  If you have already killed one alien this way, its corpse and equipment will be lying outside the door, which will be destroyed by a subsequent explosion.&lt;br /&gt;
&lt;br /&gt;
This problem can be addressed by posting a &amp;quot;looter&amp;quot; just around the corner from the door (see the picture to the right for placement).  After a grenade detonates, the looter should pick up one or more valuable items, retreat around the corner again, and another soldier can throw a new grenade, if desired.  Ideally, the looter should have high TUs (60+), and you should not try to pick up everything unless you are certain the looter has sufficient TUs to get back to safety.  Many looters have been lost due to lack of speed and excess of greed.&lt;br /&gt;
&lt;br /&gt;
Another option which isn&#039;t discussed much is to throw the proximity grenade just inside the door to the UFO. If an alien sets it off, the explosion is confined to the inside since HE damage cannot propagate through the tough hull. This allows your soldiers to get much closer to the door than otherwise possible. When used in conjunction with a [[Motion Scanner]], your soldiers can determine the location of any aliens close to the mine and decide whether to purposefully trip the sensor by walking up to the door. As before, anybody outside will be completely protected from the blast as it cannot make it through the walls. Thus, even unarmored units are safe.&lt;br /&gt;
&lt;br /&gt;
== Proceed with caution ==&lt;br /&gt;
Proximity mines can often cause &amp;quot;friendly fire&amp;quot; casualties.  It is easy to forget a grenade placed several turns ago and to stumble into it, killing your own troops.  An undetonated grenade can also cause the &amp;quot;phantom grenade&amp;quot; bug described below.&lt;br /&gt;
&lt;br /&gt;
It is therefore best if you deliberately destroy undetonated grenades.  This can be accomplished easily by throwing a standard armed [[grenade]] on top of one.  It may be necessary to destroy Proximity Grenades left outside a UFO door as well, if no alien emerges after many turns.&lt;br /&gt;
&lt;br /&gt;
Proximity Grenades can also be removed through the use of [[Flying Suit]]s.  A grenade will not detonate when a unit moves into its square &#039;&#039;vertically&#039;&#039; -- so a soldier in a Flying Suit can safely approach the grenade while flying, drop down on top of it, and pick it up.  The grenade will remain armed, but it will not detonate unless it is dropped and then triggered by movement.&lt;br /&gt;
&lt;br /&gt;
== Buggy behavior ==&lt;br /&gt;
In some versions of the game, a bug causes armed-but-undetonated Proximity Grenades to transfer their properties to a different item in the next mission, which may then explode unexpectedly.  If an explosion goes off just as your first soldier steps out of the transport, you have fallen victim to this bug.&lt;br /&gt;
&lt;br /&gt;
The easiest way to fix this is to save the game at the beginning of Turn 1, before any soldiers move.  If something explodes, reload your file; the phantom grenade will be deactivated.&lt;br /&gt;
&lt;br /&gt;
This is due to a different bug, common to the computer versions of the game, in that all Proximity Grenades lose their &amp;quot;armed&amp;quot; status when restoring from a save.  If the player so chooses, this can be exploited to disarm unwanted mines. In the Playstation version Proximity Grenades do not have this bug.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* On higher skill levels, many aliens can survive the blast of a proximity grenade.  Mutons always shrug them off, some Snakemen and even the occasional Floater will survive.  Even when a prox grenade doesn&#039;t kill, they are still useful to soften up targets and-- perhaps more importantly-- acting as burglar alarms.  When you see a prox grenade go off, it will alert you to an alien in the area.&lt;br /&gt;
* PGs detect movement into, but not out of, the eight surrounding squares, meaning you can walk away from a mis-throw.&lt;br /&gt;
* PGs can safely be picked up by entering their square vertically (e.g. with flying suit).&lt;br /&gt;
* The mine can be destroyed by explosives. However, it&#039;s only advisable to destroy the mine if there&#039;s no alternative. Even with armour, the explosive should be set off as far away from the soldier as possible, as your under armour is by far your most vulnerable spot. Make no mistakes. &lt;br /&gt;
* Just like every other live [[grenade]] in the game, it&#039;s safe to pick up an armed Proximity Grenade -- &#039;&#039;if it is already in your square&#039;&#039;.  It is strongly recommended that armed Proximity Grenades not be used in the [[Grenade Relay]] manoeuvre. &lt;br /&gt;
* If all else fails, and you are trapped with nowhere to move and no way to defuse the mine: just stay still. Don&#039;t move and wait until the bomb squad arrives (i.e., wait until the mission ends). &lt;br /&gt;
&lt;br /&gt;
-- Collection of [[User:NKF|NKF-Sensei&#039;s]] posts by --[[User:JellyfishGreen|JellyfishGreen]] 12:50, 25 Apr 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
*Not so tricky to use really, and very useful. Certainly for a base defence I suggest you should use these instead of regular grenades. If you throw them at aliens they function in effect as if they had a timer setting somewhere between 0 and 1 - going off after the end of your turn but as the aliens move. They are significantly more powerful than regular grenades so especially useful against armoured aliens and/or those with high health. &lt;br /&gt;
&lt;br /&gt;
*With proximity grenades it&#039;s important to be aware of the BUG in the game - proximity grenades seem to disarm themselves if you resume a saved game. Makes load/save tactics impossible in a game where you are relying on proximity grenades. &lt;br /&gt;
&lt;br /&gt;
*Kasey Chang&#039;s X-COM walkthrough mentions that you can pin aliens by throwing a proximity grenade on either side of it.  This is bunk -- the game&#039;s AI is oblivious to proximity grenades, meaning aliens will do nothing to avoid them.  Additionally, the first proximity grenade will destroy the second one.&lt;br /&gt;
&lt;br /&gt;
*Never use proximity grenades on Zombies -- it will just spawn a enemy Chryssalid during the aliens&#039; turn, which can then immediately attack you.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Understanding Grenades]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_ship&amp;diff=32772</id>
		<title>Supply ship</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_ship&amp;diff=32772"/>
		<updated>2011-01-23T09:22:30Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Additional Information */ remove signature on article page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
The supply vessel is used during the construction of alien bases, for [[Alien Supply|supplying existing bases]] or for infiltration missions. It carries [[Alien Food|alien food]] containers and a [[Alien Surgery|surgical]] chamber.&lt;br /&gt;
&lt;br /&gt;
This ship appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Fleet Supply Cruiser]].&lt;br /&gt;
&lt;br /&gt;
==Statistics==&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;Statistic&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&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;Max Speed(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200&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;Weapon Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&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;Weapon Range(range units)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;288&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;Damage Capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,200&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;UFO Downed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&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;UFO Destroyed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&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;
==Additional Information==&lt;br /&gt;
You usually don&#039;t want to shoot these down, as most of them actually land for supply missions to alien bases. &lt;br /&gt;
You can get a nice steady supply of [[Elerium-115|elerium]] this way.&lt;br /&gt;
&lt;br /&gt;
This ship has 3 [[UFO Power Source|power sources]] and 4 [[UFO Navigation|navigations]].&lt;br /&gt;
&lt;br /&gt;
The race aboard this ship is the same as the one inside the base under resupply.&lt;br /&gt;
&lt;br /&gt;
Supply Missions are &#039;&#039;&#039;always&#039;&#039;&#039; dispatched by the aliens at 00:30 sharp, any time an alien base is resupplied.  This can be helpful in determining the mission type of a Supply Ship if you lack a [[Hyper-wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
==Plan Of Attack==&lt;br /&gt;
=== 1. Ground floor: Power ===&lt;br /&gt;
Best tactic here involves a 2 stage attack on the ship: securing the hatches and securing the lifts.  It&#039;s best to storm both hatches simultaneously; this prevents the aliens within from swarming one door from all sides.&lt;br /&gt;
&lt;br /&gt;
If the power sources have exploded due to a crash, there will be little left of the inner walls on this floor, and often holes in the ceiling exposing the middle floor. You shouldn&#039;t have shot it down, really.&lt;br /&gt;
&lt;br /&gt;
Once you have moved soldiers onto each of the one-square lifts on the ground floor, you can prepare for the final assault at some leisure, due to the aliens&#039; typical reluctance to shoot straight down a gravlift. You can, of course, shoot straight up at them.  Throwing grenades up the lifts can be very effective as well.&lt;br /&gt;
&lt;br /&gt;
=== 2. Middle floor: Supplies ===&lt;br /&gt;
The assault on the middle floor can be executed as a pincer attack from both lifts if you cut through the wall of the three-story lift with [[Heavy Plasma]].&lt;br /&gt;
&lt;br /&gt;
=== 3. Top floor: Bridge ===&lt;br /&gt;
The assault on the bridge often proceeds like this:&lt;br /&gt;
*1. Secure the lift exit with 3 or 4 soldiers. Check those corners!&lt;br /&gt;
*2. Set up snipers to cover the north hallway with reaction fire.&lt;br /&gt;
*3. Optionally send a team through the winding south hallway.&lt;br /&gt;
*4. Use splash damage from [[Grenade]]s to take down the bridge guards before you turn the corner.&lt;br /&gt;
*5. Flank the bridge door. Bust in. Confront the leader cowering behind the navigation consoles and take him down as you see fit.&lt;br /&gt;
&lt;br /&gt;
Alternatively, cut through the bridge&#039;s walls with a [[Heavy Plasma]] (see [[Destroying Terrain]]).&lt;br /&gt;
&lt;br /&gt;
=== Alternative Plan ===&lt;br /&gt;
Blow through the ceiling or walls of the third floor and storm the navigation room. Attack the first floor with a pincer through the hatches. Combine forces to clean out the second floor. [[Blaster Launcher]] and [[Flying Suit]]s required.&lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$750,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$320,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$100,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$76,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;141&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$916,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$750,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$2,912,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Also see [[UFO Recovery Values#Supply Ship|UFO Recovery Values]].&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Sectoids/Floaters&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&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;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Snakemen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-15&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;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;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;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Mutons&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-15*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&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;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;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;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Ethereals&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Needs testing to determine actual number.&lt;br /&gt;
&lt;br /&gt;
==Floor Plans==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SupplyShip_0.gif|Level 0&lt;br /&gt;
Image:SupplyShip_1.gif|Level 1&lt;br /&gt;
Image:SupplyShip_2.gif|Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:UFO_170MAP-L1.JPG|Level 0&lt;br /&gt;
Image:UFO_170MAP-L2.JPG|Level 1&lt;br /&gt;
Image:UFO_170MAP-L3.JPG|Level 2&lt;br /&gt;
Image:UFO_170MAP.JPG|Level 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[UFO_Ground_Assault#Assaulting_Supply_Ships_with_JFG|Assaulting Supply Ships with JFG]]&lt;br /&gt;
&lt;br /&gt;
{{UFO Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (EU)]][[Category: Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_ship&amp;diff=32771</id>
		<title>Supply ship</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_ship&amp;diff=32771"/>
		<updated>2011-01-23T09:20:31Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* General Information */ add link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
The supply vessel is used during the construction of alien bases, for [[Alien Supply|supplying existing bases]] or for infiltration missions. It carries [[Alien Food|alien food]] containers and a [[Alien Surgery|surgical]] chamber.&lt;br /&gt;
&lt;br /&gt;
This ship appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Fleet Supply Cruiser]].&lt;br /&gt;
&lt;br /&gt;
==Statistics==&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;Statistic&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&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;Max Speed(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200&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;Weapon Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&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;Weapon Range(range units)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;288&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;Damage Capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,200&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;UFO Downed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&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;UFO Destroyed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&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;
==Additional Information==&lt;br /&gt;
You usually don&#039;t want to shoot these down, as most of them actually land for supply missions to alien bases. &lt;br /&gt;
You can get a nice steady supply of [[Elerium-115|elerium]] this way.&lt;br /&gt;
&lt;br /&gt;
This ship has 3 [[UFO Power Source|power sources]] and 4 [[UFO Navigation|navigations]].&lt;br /&gt;
&lt;br /&gt;
The race aboard this ship is the same as the one inside the base under resupply. --[[User:60.241.66.150|60.241.66.150]]&lt;br /&gt;
&lt;br /&gt;
Supply Missions are &#039;&#039;&#039;always&#039;&#039;&#039; dispatched by the aliens at 00:30 sharp, any time an alien base is resupplied.  This can be helpful in determining the mission type of a Supply Ship if you lack a [[Hyper-wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
==Plan Of Attack==&lt;br /&gt;
=== 1. Ground floor: Power ===&lt;br /&gt;
Best tactic here involves a 2 stage attack on the ship: securing the hatches and securing the lifts.  It&#039;s best to storm both hatches simultaneously; this prevents the aliens within from swarming one door from all sides.&lt;br /&gt;
&lt;br /&gt;
If the power sources have exploded due to a crash, there will be little left of the inner walls on this floor, and often holes in the ceiling exposing the middle floor. You shouldn&#039;t have shot it down, really.&lt;br /&gt;
&lt;br /&gt;
Once you have moved soldiers onto each of the one-square lifts on the ground floor, you can prepare for the final assault at some leisure, due to the aliens&#039; typical reluctance to shoot straight down a gravlift. You can, of course, shoot straight up at them.  Throwing grenades up the lifts can be very effective as well.&lt;br /&gt;
&lt;br /&gt;
=== 2. Middle floor: Supplies ===&lt;br /&gt;
The assault on the middle floor can be executed as a pincer attack from both lifts if you cut through the wall of the three-story lift with [[Heavy Plasma]].&lt;br /&gt;
&lt;br /&gt;
=== 3. Top floor: Bridge ===&lt;br /&gt;
The assault on the bridge often proceeds like this:&lt;br /&gt;
*1. Secure the lift exit with 3 or 4 soldiers. Check those corners!&lt;br /&gt;
*2. Set up snipers to cover the north hallway with reaction fire.&lt;br /&gt;
*3. Optionally send a team through the winding south hallway.&lt;br /&gt;
*4. Use splash damage from [[Grenade]]s to take down the bridge guards before you turn the corner.&lt;br /&gt;
*5. Flank the bridge door. Bust in. Confront the leader cowering behind the navigation consoles and take him down as you see fit.&lt;br /&gt;
&lt;br /&gt;
Alternatively, cut through the bridge&#039;s walls with a [[Heavy Plasma]] (see [[Destroying Terrain]]).&lt;br /&gt;
&lt;br /&gt;
=== Alternative Plan ===&lt;br /&gt;
Blow through the ceiling or walls of the third floor and storm the navigation room. Attack the first floor with a pincer through the hatches. Combine forces to clean out the second floor. [[Blaster Launcher]] and [[Flying Suit]]s required.&lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$750,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$320,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$100,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$76,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;141&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$916,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$750,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$2,912,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Also see [[UFO Recovery Values#Supply Ship|UFO Recovery Values]].&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Sectoids/Floaters&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&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;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Snakemen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-15&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;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;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;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Mutons&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-15*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&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;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;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;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Ethereals&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-21&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Needs testing to determine actual number.&lt;br /&gt;
&lt;br /&gt;
==Floor Plans==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SupplyShip_0.gif|Level 0&lt;br /&gt;
Image:SupplyShip_1.gif|Level 1&lt;br /&gt;
Image:SupplyShip_2.gif|Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:UFO_170MAP-L1.JPG|Level 0&lt;br /&gt;
Image:UFO_170MAP-L2.JPG|Level 1&lt;br /&gt;
Image:UFO_170MAP-L3.JPG|Level 2&lt;br /&gt;
Image:UFO_170MAP.JPG|Level 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[UFO_Ground_Assault#Assaulting_Supply_Ships_with_JFG|Assaulting Supply Ships with JFG]]&lt;br /&gt;
&lt;br /&gt;
{{UFO Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (EU)]][[Category: Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Detection&amp;diff=32770</id>
		<title>UFO Detection</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Detection&amp;diff=32770"/>
		<updated>2011-01-23T08:02:45Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* UFO Activity Graph */ rewriting this section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien craft regularly enter and leave the Earth&#039;s atmosphere (in [[X-COM|UFO]]) or traverse in and out of the deeper reaches of the ocean (in [[TFTD]]).  In order to prevent them from carrying out their missions, you [[UFO Interception|shoot them down]] or [[UFO Ground Assault|assault them while grounded]].  However, in order to perform either of these tasks, you must first spot them, which requires some types of &#039;&#039;&#039;UFO Detection&#039;&#039;&#039; equipment, either in your bases or using your [[craft]]/[[Subs|sub]] radar.&lt;br /&gt;
&lt;br /&gt;
==Detection Facilities==&lt;br /&gt;
&lt;br /&gt;
Three types of UFO/USO detectors can be built on your bases:&lt;br /&gt;
&lt;br /&gt;
*[[Small Radar System]]s/[[Standard Sonar]] have a range of 300 nautical miles (nm) according to the [[UFOpaedia]].  However, this figure is too short by a factor of five.  The Official Strategy Guide gives the figure as 1500 nm, which matches game files and what has been observed in-game.  &lt;br /&gt;
*[[Large Radar System]]s/[[Wide Array Sonar]] have a detection range of 450 nm according to the UFOpaedia; their actual range is 2250 nm.  Large radars cover 225% the total area of small radars (1.5x radius translates into 2.25x area). &lt;br /&gt;
*[[Hyper-wave Decoder]]s/[[Transmission Resolver]]s do not have a detection range listed in the UFOpaedia, but the OSG, observation and game files show that they have a range of 2400 nm, slightly larger than that of a Large Radar.&lt;br /&gt;
&lt;br /&gt;
Additionally, all X-COM Craft ([[craft|aerial]] or [[subs|submersible]]) have a detection range of 600 nm. They can be used to search areas remote from your bases, or as a stop-gap while radar is being built.&lt;br /&gt;
&lt;br /&gt;
Your first base starts out with a Small Radar/Sonar; you can choose to add a Large version as well, which will take 25 days to build.  Both types can also be added to any other base you establish.  Due to a [[Known_Bugs#Radar_Stacking|bug]] in the game, additional Radars/Sonars at the same base (beyond 1 Small plus 1 Large) have no additional effect on detection.&lt;br /&gt;
&lt;br /&gt;
Hyper-Wave Decoders/Transmission Resolvers can only be built after you have captured an alien Navigator.  [[Research]]ing the navigator unlocks a the base module topic; after it is researched, you can build these enhanced facilities at any of your bases.  &lt;br /&gt;
&lt;br /&gt;
===Detection Ranges===&lt;br /&gt;
&lt;br /&gt;
The following graphic shows the range of each type of radar system:&lt;br /&gt;
&lt;br /&gt;
[[Image:Detection and tracking ranges.png]]&lt;br /&gt;
*Yellow = Detection range of X-COM craft (showing 1500nm diameter but the correct value is 1200nm diameter)&lt;br /&gt;
*Green = Detection range of a Small Radar/Sonar (3000nm diameter), also maximum &amp;quot;base detection&amp;quot; range for craft&lt;br /&gt;
*Blue = Detection range of a Large Radar/Sonar (4500nm diameter)&lt;br /&gt;
*Red = Detection range of a Hyper-Wave Decoder/Transmission Resolver (4800nm diameter)&lt;br /&gt;
&lt;br /&gt;
In practice, alien craft will often travel well within the listed detection ranges before being spotted.  Detection &amp;quot;checks&amp;quot; are only performed twice an hour by the game, so fast-moving UFOs/USOs may travel quite a distance before the next check is performed; the Small and Large Radars/Sonars have only a 10-20% chance of detecting enemy ships in-range; and alien vessels are not seen until they enter the Earth&#039;s atmosphere or surface from the deeper levels of the ocean, which can potentially occur right near a base. X-COM Craft, like the Hyper-Wave Decoder/Transmission Resolver, appear to have a 100% chance of detecting UFOs/USOs that are within their detection range. &lt;br /&gt;
&lt;br /&gt;
Once detected, UFOs/USOs remain visible until they leave the Earth&#039;s atmosphere or travel outside the detection radius of all available radars.  The half-hour check for detection applies to tracking as well, so aliens may travel far outside your radar coverage before disappearing from the screen.  This is especially true for fast-moving ships, which can travel as much as 2500 nm between updates.  However, a UFO that leaves the atmosphere (or USO that attempts to dive too deep) will disappear immediately.&lt;br /&gt;
&lt;br /&gt;
Alien Bases can only be detected by traveling/patrolling X-COM aircraft (or sometimes by X-COM agent reports at the end of each month). The maximum detection range is 1500nm from the aircraft and the chance of detection appears to decrease with distance. The longer a craft is left patrolling in one area, the more likely it will be to discover all bases nearby.&lt;br /&gt;
&lt;br /&gt;
====Radar Range Overlay====&lt;br /&gt;
&lt;br /&gt;
The following graphic can be used to help decide where you would like to site your bases (and therefore, your radars/sonars).  Ensure you have centred the globe on where you are considering placing a base, then export a screenshot from within the game (using the F12 key) and copy this image over its center to see which areas are included within each facility&#039;s detection radius.  (This graphic is calibrated for screenshots which are doubled in size (640x400)):&lt;br /&gt;
&lt;br /&gt;
[[Image:Range overlays.png]]&lt;br /&gt;
&lt;br /&gt;
== How Radars Function ==&lt;br /&gt;
&lt;br /&gt;
Each radar/sonar type has a chance to detect any UFO/USO within its range.  Detections are performed in the game every 30 minutes exactly on the half hour.  (If you are advancing the game an hour or day at a time, you may find the clock jumps forward to exactly a half hour interval whenever it spots a new enemy ship.)&lt;br /&gt;
&lt;br /&gt;
Small Radars/Sonars have a 10% chance of detecting UFOs within their range, and Large versions have a 20% chance.  If you have both Small and Large Radars/Sonars built at the same base, their abilities are added together: you will have a 30% chance of detecting aliens within 1500 nm and a 20% chance of detecting them from 1500 nm to 2250 nm.  &lt;br /&gt;
&lt;br /&gt;
Despite the &amp;quot;Short Range&amp;quot; and &amp;quot;Long Range&amp;quot; detection bars displayed on each base&#039;s Information screen, only one radar/sonar of each type will be used at each base; building additional modules will have no effect.&lt;br /&gt;
&lt;br /&gt;
Hyper-Wave Decoders/Transmission Resolvers have a 100% chance of detecting any enemy ships within their range.  Given their superior range and detection abilities, these make the other detection types unnecessary.  If you have Small or Large Radars/Sonars in a base which also has a decoder/resolver, you can dismantle them.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Normal&amp;quot; radars/sonars reveal the approximate size, altitude, heading, and speed of aliens within range.  Hyper-Wave Decoders/Transmission Resolvers also display the exact craft type, the alien race onboard, what type of mission the craft is on, and where the mission is to be performed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Radar_Detection.png|Radar Detection Screen&lt;br /&gt;
Image:Hyperwave_Detection.png|Hyperwave Detection Screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Craft-based UFO Detection ==&lt;br /&gt;
&lt;br /&gt;
All traveling X-COM craft, whether en route or patrolling, can also detect UFOs/USOs within a small range, 600nm.  Within this range, craft can detect enemies 100% of the time.  However, given the half-hour detection update intervals and craft speed, aliens can often pass within range of an X-COM craft without being spotted.  All types of X-COM craft, whether [[Skyranger]]s or [[Avenger]]s, have the same UFO detection chance and the same detection radius, whether moving or patrolling.  &lt;br /&gt;
&lt;br /&gt;
Faster craft may sometimes appear to have a shorter detection radius, as they can travel great distances between detection updates, so they often only detect alien ships when right on top of them, or even having passed them already. The effective detection range can also appear shorter or longer, depending if the UFO/USO is moving closer or moving away at the moment of detection.&lt;br /&gt;
&lt;br /&gt;
If an alien vessel moves out of range of your base-based detection systems, you may be able to resume tracking by sending one of your ships to where you believe the enemy to be (based on its speed and direction). &lt;br /&gt;
&lt;br /&gt;
Similarly, by launching an immediate Interception aircraft mission, it may be possible to maintain tracking of a UFO/USO long after it has moved outside range of ground-based detection - provided the aircraft can keep within 600nm of the target.&lt;br /&gt;
&lt;br /&gt;
=== Alien Base Detection ===&lt;br /&gt;
&lt;br /&gt;
All X-COM craft are also capable of detecting [[Alien Base|alien base]]s.  In fact, this is the only way to discover them: they will not show up on any base radar, including Hyper-Wave Decoders.  (However, &amp;quot;X-COM agents&amp;quot; will sometimes report the discovery of a base during X-COM&#039;s Monthly Report; see [[Alien Base#Locating an Alien Base|Locating an Alien Base]].)  In order to discover an alien base, an X-COM craft must patrol within 1500 nm of the base&#039;s location.  The nearer the craft, the sooner the base will be discovered.  Patrolling immediately above a base will reveal it almost immediately; patrolling 1500 nm away, the base may take one hour to discover, or several hours.&lt;br /&gt;
&lt;br /&gt;
Bases can only be discovered by &#039;&#039;patrolling&#039;&#039; craft.  An X-COM craft could fly over an alien base repeatedly and never discover it until it began patrolling in the area.&lt;br /&gt;
&lt;br /&gt;
It is frequently possible to deduce where an alien base is by the pattern of UFO traffic.  The primary mission of [[Supply ship|Supply Ships]]/[[Fleet Supply Cruiser]]s is to supply alien bases; wherever they land, a base is likely to be found.  When a base is first being built, four UFOs/USOs (a scout, two supply ships, and a battleship/dreadnought) will converge upon the same area and mill around for a while.  (UFOs engaged in an [[Alien Missions#Alien Infiltration|Infiltration]] mission will display similar behavior involving five ships.)  In [[X-COM|UFO]], the alien race found at a base will always be of the same type as the race found on the initial ships (or the supply ships which subsequently show up at regular intervals), while in [[TFTD]] &#039;&#039;all&#039;&#039; bases are manned by the same species.&lt;br /&gt;
&lt;br /&gt;
==UFO Activity Graph==&lt;br /&gt;
&lt;br /&gt;
Finally, the UFO/USO activity graphs, accessed from the Geoscape, can act as a sort of &amp;quot;MUFON&amp;quot; (a civilian group dedicated to the observation of UFOs/USOs), allowing you to see activity that your radars/sonars cannot.  &lt;br /&gt;
&lt;br /&gt;
Turn on all the specific areas/seas and countries/zones and check them periodically.  If one of the lines for the current month has changed, that means alien activity is occurring there.  The country/zone graph usually provides more useful info than the area graph, though you should check both periodically.  On occasion the area graph reports activity that is not reflected on the country graph -- in that case, keep an eye on it since more activity is likely to folllow.&lt;br /&gt;
&lt;br /&gt;
The graphs are updated every half hour.  Although tedious, checking them every 3-6 hours can give you enough time to detect and intercept a UFO/USO while it is still on Earth.  Using this method, it&#039;s possible to play the game with no radars/sonars, at least for the first few months.  After that, UFO/USO activity becomes too intense and the graphs lose their resolution, but by that time you should have decoders/resolvers already built, or on the way.&lt;br /&gt;
&lt;br /&gt;
Be sure to only look at the current month&#039;s activity when trying to track current UFO activity.  To make it easier to spot changes, you can write down the activity figures for each area and compare them with the current figures any time you think they&#039;ve changed.&lt;br /&gt;
&lt;br /&gt;
Checking the graphs less often will not allow you to do realtime interceptions, but it will tell you where to expect trouble, as scout activity always precedes larger craft on a related mission.  The graphs are especially useful for discovering where [[Alien Base]]s have been built, as they generate frequent [[Supply Ship]] activity.  Knowing where the aliens have been focusing their attention also gives you a good indication of where to build additional [[X-COM Bases]].&lt;br /&gt;
&lt;br /&gt;
Note that these graphs are actually showing the [[Scoring#Alien_Scoring|aliens&#039; score]]; this is why even later in the game it will be possible to see where the aliens are being able to complete missions, even if individual UFO/USO flight plans will be swamped.&lt;br /&gt;
&lt;br /&gt;
No matter how wide or powerful your detection network eventually becomes, if you ever find yourself going through any quiet lengths of time where little to no alien activity is picked up, you should make a habit of checking the graphs. Though they will not provide you with exact locations, you will still get a good indication of the region that needs to be patrolled.&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFO_Recovery_Values&amp;diff=32767</id>
		<title>UFO Recovery Values</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFO_Recovery_Values&amp;diff=32767"/>
		<updated>2011-01-22T23:40:01Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: On further reflection, I believe all items can survive one explosion of any type.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although [[Country Funding]] is thought of as the mainstay of X-COM&#039;s working budget, and [[manufacturing]] can be a great supplement to that, alien artefacts and UFO components recovered from [[UFO Ground Assault]]s are the greatest source of funds for commanders.&lt;br /&gt;
&lt;br /&gt;
The following tables list values for fully-intact ships.  If you attack ships while they are landed, you can recover most of the items listed below.&lt;br /&gt;
&lt;br /&gt;
UFOs which have been shot down will usually have several destroyed components, especially [[UFO Power Source]]s and the [[Elerium-115]] contained within them. That&#039;s half a mil down the drain, for each lost Power Source &amp;amp; Elerium.&lt;br /&gt;
&lt;br /&gt;
The best way to ensure a UFO is intact in order to maximize loot is to let it land without shooting it down.&lt;br /&gt;
&lt;br /&gt;
Artefacts and UFO components can also be destroyed during the course of a mission, particularly by [[Explosions]] -- so use HE munitions and grenades sparingly inside UFOs if you want maximum salvage value.&lt;br /&gt;
&lt;br /&gt;
== Alien Armaments ==&lt;br /&gt;
&lt;br /&gt;
Items which the aliens carry -- weapons, almost exclusively -- are identified as &amp;quot;Alien Artefacts&amp;quot; until you fully research them.  They can still be sold at full price once you get them back to base.&lt;br /&gt;
&lt;br /&gt;
In the first few months of the game, the aliens will be relatively lightly armed -- primarily [[Plasma Pistol]]s or [[Plasma Rifle|Rifles]], although sometimes they will carry [[Small Launcher]]s or [[Heavy Plasma]]s instead.  Within a few months, they will abandon pistols and rifles altogether in favor of Heavy Plasmas.  [[Blaster Launcher]]s can be found on [[Battleship]]s, [[Alien Base]]s, and [[Base Defense]] missions.&lt;br /&gt;
&lt;br /&gt;
Aliens on Small, Medium, or Large Scout ships will also sometimes carry a [[Mind Probe]], worth $304,000, the highest-priced alien artefact in the game.  Since the UFOs you encounter in the first few months will mostly be scout ships, the average value of alien artefacts (per alien) will remain relatively constant throughout the game.&lt;br /&gt;
&lt;br /&gt;
Here are items carried by aliens, and their [[Buying/Selling/Transferring#Manufacturable_Prices|value]]:&lt;br /&gt;
&lt;br /&gt;
                         &#039;&#039;&#039;Value&lt;br /&gt;
   Plasma Pistol        $84,000 &lt;br /&gt;
     Clip                $4,440 &lt;br /&gt;
 &lt;br /&gt;
   Plasma Rifle        $126,500 &lt;br /&gt;
     Clip                $6,290 &lt;br /&gt;
 &lt;br /&gt;
   Heavy Plasma        $171,600 &lt;br /&gt;
     Clip                $9,590 &lt;br /&gt;
 &lt;br /&gt;
   Blaster Launcher    $144,000 &lt;br /&gt;
     Blaster Bomb       $17,028&lt;br /&gt;
 &lt;br /&gt;
   Small Launcher      $120,000&lt;br /&gt;
     Stun Bomb          $15,200&lt;br /&gt;
 &lt;br /&gt;
   Alien Grenade        $14,850&lt;br /&gt;
 &lt;br /&gt;
   Mind Probe          $304,000&lt;br /&gt;
&lt;br /&gt;
Here are item sets commonly found on aliens:&lt;br /&gt;
&lt;br /&gt;
                                                           &#039;&#039;&#039;Total Value&#039;&#039;&#039;&lt;br /&gt;
 Plasma Pistol + 2 Plasma Pistol Clips                       $92,880&lt;br /&gt;
 Plasma Rifle + 2 Plasma Rifle Clips + 1 Alien Grenade      $153,930&lt;br /&gt;
 Heavy Plasma + 2 Heavy Plasma Clips + 1 Alien Grenade      $205,630&lt;br /&gt;
 Small Launcher + 3 Stun Bombs                              $165,600&lt;br /&gt;
 Blaster Launcher + 4 Blaster Bombs                         $212,112&lt;br /&gt;
&lt;br /&gt;
You will only recover ammunition clips if they have not been used.  &lt;br /&gt;
Each time an alien fires a Heavy Plasma for the first time, its clip becomes unrecoverable, and $10k is lost. Bang goes an Alien Grenade? $15k up in smoke.  &lt;br /&gt;
&lt;br /&gt;
Every alien corpse you recover is worth $20,000.  Terror units have built-in weapons and will never carry artefacts, although their corpses are worth $20,000 as well.  Unconscious (i.e., live) aliens don&#039;t leave behind corpses and aren&#039;t worth any money, so don&#039;t stun everything in sight -- only stun what you need (see [[Research#Researching_aliens|Research]]).  Live aliens do produce a higher [[Scoring#Alien_Casualties|score]], but only if you don&#039;t currently have that alien species+rank in containment.&lt;br /&gt;
&lt;br /&gt;
== UFO Recovery Value Tables ==&lt;br /&gt;
&lt;br /&gt;
In the tables below, the average value of each alien&#039;s armament is assumed to be about $180,000.  The number of aliens found on each ship type varies; on higher difficulty settings, many more aliens will appear. In addition, on Terror Sites with Chryssalids the number of alien corpses could climb as high as 16 more if the max amount of civilians were turned to Zombies. This doesn&#039;t take into account X-COM soldiers which get turned either.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Small Scout ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: 1 (all difficulty levels; guaranteed to spawn carrying a Mind Probe)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $6,500&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $20,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $180,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Mind Probe]] || align=&amp;quot;right&amp;quot;| $304,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $304,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$510,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Medium Scout ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: Beg./Exp.: 3 - 6&lt;br /&gt;
: Vet./Gen.: 4 - 7&lt;br /&gt;
: Super.: 6 - 9 &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 2 || align=&amp;quot;right&amp;quot;| $160,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 11 || align=&amp;quot;right&amp;quot;| $71,500&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 50 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 3 - 9 || align=&amp;quot;right&amp;quot;| $60,000 - $180,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 3 - 9 || align=&amp;quot;right&amp;quot;| $540,000 - $1,620,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$1,331,500 - $2,531,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Large Scout ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: Beg./Exp.: 3 - 10&lt;br /&gt;
: Vet./Gen.: 4 - 11&lt;br /&gt;
: Super.: 6 - 13&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 2 || align=&amp;quot;right&amp;quot;| $160,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 35 || align=&amp;quot;right&amp;quot;| $227,500&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 50 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 3 - 13 || align=&amp;quot;right&amp;quot;| $60,000 - $260,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 3 - 13 || align=&amp;quot;right&amp;quot;| $540,000 - $2,340,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$1,487,500 - $3,487,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Abductor ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: Beg./Exp.: 9 - 14&lt;br /&gt;
: Vet./Gen.: 11 - 16&lt;br /&gt;
: Super.: 13 - 18&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 2 || align=&amp;quot;right&amp;quot;| $500,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 5 || align=&amp;quot;right&amp;quot;| $400,000&lt;br /&gt;
|-&lt;br /&gt;
| Examination Room || align=&amp;quot;right&amp;quot;| $9,000 || align=&amp;quot;right&amp;quot;| 4 || align=&amp;quot;right&amp;quot;| $36,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 70 || align=&amp;quot;right&amp;quot;| $455,000&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 100 || align=&amp;quot;right&amp;quot;| $500,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 9 - 18 || align=&amp;quot;right&amp;quot;| $180,000 - $360,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 9 - 18 || align=&amp;quot;right&amp;quot;| $1,620,000 - $3,240,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$3,691,000 - $5,491,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Harvester ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: Beg./Exp.: 10 - 15&lt;br /&gt;
: Vet./Gen.: 12 - 17&lt;br /&gt;
: Super.: 16 - 21&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 2 || align=&amp;quot;right&amp;quot;| $500,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 10 || align=&amp;quot;right&amp;quot;| $800,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Food || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 14 || align=&amp;quot;right&amp;quot;| $70,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surgery || align=&amp;quot;right&amp;quot;| $38,000 || align=&amp;quot;right&amp;quot;| 8 || align=&amp;quot;right&amp;quot;| $304,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 97 || align=&amp;quot;right&amp;quot;| $630,500&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 100 || align=&amp;quot;right&amp;quot;| $500,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 10 - 21 || align=&amp;quot;right&amp;quot;| $200,000 - $420,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 10 - 21 || align=&amp;quot;right&amp;quot;| $1,800,000 - $3,780,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$4,804,500 - $7,004,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Supply Ship ===&lt;br /&gt;
&lt;br /&gt;
; Total Aliens:&lt;br /&gt;
: Beg./Exp.: 9 - 15&lt;br /&gt;
: Vet./Gen.: 10 - 16&lt;br /&gt;
: Super.: 14 - 20&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 3 || align=&amp;quot;right&amp;quot;| $750,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 4 || align=&amp;quot;right&amp;quot;| $320,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Food || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 20 || align=&amp;quot;right&amp;quot;| $100,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Surgery || align=&amp;quot;right&amp;quot;| $38,000 || align=&amp;quot;right&amp;quot;| 2 || align=&amp;quot;right&amp;quot;| $76,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 141 || align=&amp;quot;right&amp;quot;| $916,500&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 150 || align=&amp;quot;right&amp;quot;| $750,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 9 - 20 || align=&amp;quot;right&amp;quot;| $180,000 - $400,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 9 - 20 || align=&amp;quot;right&amp;quot;| $1,620,000 - $3,600,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$4,712,000 - $6,912,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Terror Ship ===&lt;br /&gt;
&lt;br /&gt;
; Total Armed Aliens:&lt;br /&gt;
: Beg./Exp.: 8 - 10&lt;br /&gt;
: Vet./Gen.: 9 - 11&lt;br /&gt;
: Super.: 12 - 14&lt;br /&gt;
&lt;br /&gt;
; Total Terrorists:&lt;br /&gt;
: Beg./Exp.: 2 - 6&lt;br /&gt;
: Vet./Gen.: 4 - 8&lt;br /&gt;
: Super.: 6 - 10&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 4 || align=&amp;quot;right&amp;quot;| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 8 || align=&amp;quot;right&amp;quot;| $640,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Entertainment || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 8 || align=&amp;quot;right&amp;quot;| $160,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 92 || align=&amp;quot;right&amp;quot;| $598,000&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 200 || align=&amp;quot;right&amp;quot;| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 10 - 24 || align=&amp;quot;right&amp;quot;| $200,000 - $480,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 8 - 14 || align=&amp;quot;right&amp;quot;| $1,440,000 - $2,520,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$5,038,000 - $6,398,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Battleship ===&lt;br /&gt;
&lt;br /&gt;
; Total Armed Aliens:&lt;br /&gt;
: Beg./Exp.: 9 - 13&lt;br /&gt;
: Vet./Gen.: 12 - 16&lt;br /&gt;
: Super.: 18 - 22&lt;br /&gt;
&lt;br /&gt;
; Total Terrorists:&lt;br /&gt;
: Beg./Exp.: 0 - 2&lt;br /&gt;
: Vet./Gen.: 2 - 4&lt;br /&gt;
: Super.: 4 - 6&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 4 || align=&amp;quot;right&amp;quot;| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| UFO Navigation || align=&amp;quot;right&amp;quot;| $80,000 || align=&amp;quot;right&amp;quot;| 4 || align=&amp;quot;right&amp;quot;| $320,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Entertainment || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 24 || align=&amp;quot;right&amp;quot;| $480,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 231 || align=&amp;quot;right&amp;quot;| $1,501,500&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 200 || align=&amp;quot;right&amp;quot;| $1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 9 - 28 || align=&amp;quot;right&amp;quot;| $180,000 - $560,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 9 - 22 || align=&amp;quot;right&amp;quot;| $1,620,000 - $3,960,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$6,101,500 - $8,821,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terror Missions ==&lt;br /&gt;
&lt;br /&gt;
When a [[Terror Mission]] has begun, there is no ship to recover: the Terror Ship will disgorge its aliens upon some hapless city and take straight off into space.  &lt;br /&gt;
Alien corpses and their armament can still be recovered. &lt;br /&gt;
&lt;br /&gt;
It is presumed that the same number (and type) of aliens present on a [[Terror ship|Terror Ship]] will appear during a terror mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Total Armed Aliens:&lt;br /&gt;
: Beg./Exp.: 8 - 10&lt;br /&gt;
: Vet./Gen.: 9 - 11&lt;br /&gt;
: Super.: 12 - 14&lt;br /&gt;
&lt;br /&gt;
; Total Terrorists:&lt;br /&gt;
: Beg./Exp.: 2 - 6&lt;br /&gt;
: Vet./Gen.: 4 - 8&lt;br /&gt;
: Super.: 6 - 10&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 10 - 24 || align=&amp;quot;right&amp;quot;| $200,000 - $480,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 8 - 14 || align=&amp;quot;right&amp;quot;| $1,440,000 - $2,520,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$1,640,000 - $3,000,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X-COM Base Defense ==&lt;br /&gt;
&lt;br /&gt;
As with Terror Missions, there is no ship to recover during a [[Base Defense]] mission: only corpses and armament can be recovered.&lt;br /&gt;
&lt;br /&gt;
It is presumed that the same number (and type) of aliens present on a [[Battleship]] will appear during a base invasion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Total Armed Aliens:&lt;br /&gt;
: Beg./Exp.: 9 - 13&lt;br /&gt;
: Vet./Gen.: 12 - 16&lt;br /&gt;
: Super.: 18 - 22&lt;br /&gt;
&lt;br /&gt;
; Total Terrorists:&lt;br /&gt;
: Beg./Exp.: 0 - 2&lt;br /&gt;
: Vet./Gen.: 2 - 4&lt;br /&gt;
: Super.: 4 - 6&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 9 - 28 || align=&amp;quot;right&amp;quot;| $180,000 - $560,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 9 - 22 || align=&amp;quot;right&amp;quot;| $1,620,000 - $3,960,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$1,800,000 - $4,520,000&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
On DOS versions, a [[Known_Bugs#Base_Defense_Elerium_bug|known bug]] may occur, which can multiply Elerium in stores up to 50 times in the base.  &lt;br /&gt;
This is a completely unintentional glitch and Elerium will not spawn during base defense on any game version past 1.2.&lt;br /&gt;
&lt;br /&gt;
== Alien Base Assaults ==&lt;br /&gt;
&lt;br /&gt;
The loot available from alien bases is quite variable.  Each base is randomly assembled from several standard modules (see [[Alien Base Terrain]]), which contain [[Alien Entertainment]], [[Alien Alloys]], and sometimes [[UFO Power Source]]s (and [[Elerium-115]]).&lt;br /&gt;
&lt;br /&gt;
In eight trials, the number of Alien Entertainments recovered from different bases ranged from 26 to 95, and averaged 55; Alloys ranged from 42 to 50, averaging 45; and Power Sources were only seen in two bases -- one with two Power Sources (and 50 Elerium), the other with four Power Sources (and 150 Elerium).  The largest share of recovered value from an alien base is likely to be from alien armaments.&lt;br /&gt;
&lt;br /&gt;
Based on the following figures, it seems that &amp;quot;[[Alien Base Assault#Smash And Grab|milking]]&amp;quot; an alien base is less profitable overall (and probably more dangerous) than just waylaying its [[Supply ship|Supply Ship]]s. Especially considering the propensity of the aliens to blow up all the loot under the grav lift with a stray blaster bomb. Attacking but not destroying alien bases may still have some use for [[Experience Training]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Total Armed Aliens:&lt;br /&gt;
: Beg./Exp.: 11 - 15&lt;br /&gt;
: Vet./Gen.: 13 - 17&lt;br /&gt;
: Super.: 17 - 21&lt;br /&gt;
&lt;br /&gt;
; Total Terrorists:&lt;br /&gt;
: Beg./Exp.: 1 - 3&lt;br /&gt;
: Vet./Gen.: 3 - 5&lt;br /&gt;
: Super.: 5 - 7&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| Alien Entertainment (average) || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 55 || align=&amp;quot;right&amp;quot;| $1,100,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Alloys (average) || align=&amp;quot;right&amp;quot;| $6,500 || align=&amp;quot;right&amp;quot;| 45 || align=&amp;quot;right&amp;quot;| $292,500&lt;br /&gt;
|-&lt;br /&gt;
| Corpses || align=&amp;quot;right&amp;quot;| $20,000 || align=&amp;quot;right&amp;quot;| 12 - 28 || align=&amp;quot;right&amp;quot;| $240,000 - $560,000&lt;br /&gt;
|-&lt;br /&gt;
| Alien Armament || align=&amp;quot;right&amp;quot;| $180,000 || align=&amp;quot;right&amp;quot;| 11 - 21 || align=&amp;quot;right&amp;quot;| $1,980,000 - $3,780,000&lt;br /&gt;
|-&lt;br /&gt;
| height=60| &#039;&#039;&#039;Total&#039;&#039;&#039; || || || align=&amp;quot;right&amp;quot;| &#039;&#039;&#039;$3,612,500 - $5,732,500&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Also, if any:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width=170| Item || align=&amp;quot;right&amp;quot; width=75| Sell Price || align=&amp;quot;right&amp;quot; width=75| Quantity || align=&amp;quot;right&amp;quot; width=180| Value&lt;br /&gt;
|-&lt;br /&gt;
| UFO Power Source (per) || align=&amp;quot;right&amp;quot;| $250,000 || align=&amp;quot;right&amp;quot;| 1 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|-&lt;br /&gt;
| Elerium-115 (per) || align=&amp;quot;right&amp;quot;| $5,000 || align=&amp;quot;right&amp;quot;| 50 || align=&amp;quot;right&amp;quot;| $250,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Category: UFOs (EU)]]&lt;br /&gt;
[[Category: data tables]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Small_Launcher&amp;diff=32745</id>
		<title>Talk:Small Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Small_Launcher&amp;diff=32745"/>
		<updated>2011-01-21T00:12:06Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Own goal */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the Small Launcer a one-handed weapon or a two-handed weapon? If one-handed, I&#039;d consider arming a soldier with a Small Launcher in both hands. Maybe I&#039;d consider it even it it&#039;s two-handed.&lt;br /&gt;
-Buttons&lt;br /&gt;
&lt;br /&gt;
:The Small Launcher is a two-handed weapon. I sometimes equip a soldier with superb Firing Accuracy dual Small Launchers. Sure, he will still get that nasty 20% reduction in accuracy, but at least he can shoot the next round without having to reload the weapon again. But in the case of the second shot, he usually drops the unloaded weapon to the ground.--[[User:Zombie|Zombie]] 08:23, 13 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Someone please clear up on one thing. The article states that this weapon is excellent against large terror units. However, other articles state that Sectopods and Cyberdiscs cannot be stunned! &#039;&#039;&#039;WHICH ONE IS TRUE???&#039;&#039;&#039;--[[User:Amitakartok|amitakartok]] 14:06, 11 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Both of course. Sectopods and Cyberdiscs cannot be &amp;quot;taken alive&amp;quot; back to base to be interrogated. However, you can still stun them on the Battlescape. --[[User:Zombie|Zombie]] 14:25, 11 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Own goal ==&lt;br /&gt;
&lt;br /&gt;
Just a fun little anecdote to share.  I mind-controlled a floater, who spotted another floater inside a farmhouse with its back turned.  My floater was equipped with a small launcher, so I had it shoot the other floater through the window.  Direct hit, but the other floater wasn&#039;t knocked out.  The other floater immediately turned around to return fire, with what turned out to be another small launcher.  It hit the wall instead of the window and knocked itself out. :-) --[[User:Ethereal Cereal|Ethereal Cereal]] 19:12, 20 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32719</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32719"/>
		<updated>2011-01-19T09:26:03Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Weapon weight */ hmm, I misrepresented the encumbrance formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but most squads can handle full loads of large rockets -- see [[#Weapon weight|weapon weight]], below.  Small rockets have a blast radius of 4 tiles (diameter 9), dealing as much as 52 points of damage at the outer edge.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.  Large rockets have a blast radius of 6 tiles (diameter 13), dealing as much as 60 points of damage at the outer edge.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.  Incendiary rockets create a fire with a radius of 6 tiles (diameter 13), and do negligible immediate damage everywhere within the blast.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Many of these tips can also apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.  Destroying the top floor of a building also destroys roof tiles, making it easier to spot any aliens lurking up there -- roofs are notorious for their blind spots.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
When destroying buildings, it is better to fire the rocket through a window or open doorway, or to make your own holes, even if you can only target the square immediately inside the building.  The [[Explosions#HE_Block|HE block]] property of terrain objects reduces the power of explosive blasts.  By detonating a rocket inside the building, the blast will reach more of its internal structure (and any occupants) with undiminished strength.  More bang for your buck.&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a large rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed large &lt;br /&gt;
rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.  &lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
Rocketeers are, surprisingly, a viable choice for scouts.  You want to position them away from other troops for safety reasons, and if they don&#039;t have a target at the beginning of a turn, you might as well use up their TUs to keep them from taking reaction shots.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Weapon weight ===&lt;br /&gt;
A rocket launcher plus a full load of large rockets is the heaviest weapon system in the entire game.  The launcher weighs 10 and four large rockets weigh 8 each, totaling 42.  Any soldier who wants to carry this must have at least 42 Strength, or accept the loss of a few TUs to [[Time_Units#Encumbrance|overburden]].&lt;br /&gt;
&lt;br /&gt;
However, due to [[Known_Bugs#Weightless_Loaded_Ammo|a bug]] in X-COM&#039;s equipment handling code, the weight of any ammo loaded in a weapon at the beginning of combat is not counted.  This means that in effect you get one rocket free, and the total weight of a loaded launcher plus three large rockets is only 34.  You are likely to have a couple of soldiers this strong even in your first batch of rookies.  Before your first combat, rename your soldiers to note which ones can handle the weight, and give the strong ones the launcher and rockets during the inventory phase of combat.&lt;br /&gt;
&lt;br /&gt;
Even a fairly weak soldier can handle a launcher plus two large rockets (weight 26); this is arguably a better choice than a launcher plus three small rockets (weight 28), which are substantially less powerful.&lt;br /&gt;
&lt;br /&gt;
Strong rocketeers have the option of carrying a sidearm on their belt for when they run out of ammo or need to switch to precision fire.  A full load of large rockets plus a [[Laser Pistol]] weighs 41; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol is selected by opening and closing its fire menu.&lt;br /&gt;
&lt;br /&gt;
Some players like to use ammo bearers to split up the weight of the launcher and its ammo.  Given the &amp;quot;free load&amp;quot; bug, you are probably better off bringing an extra full rocketeer into combat.  There are still times when it may be good to throw extra rockets to a specific soldier -- in these cases, bear in mind that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a large rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Rockets and smoke ===&lt;br /&gt;
[[Smoke]], when properly used, is great for keeping aliens from seeing (and firing upon) your troops.  Instead of waiting a turn for a [[Smoke Grenade]] to go off, another option is to fire a rocket at the ground, which will generate an instant smoke cloud.  This can potentially save the life of a scout facing an alien where the usual options -- attack or retreat -- are not available.&lt;br /&gt;
&lt;br /&gt;
The total amount of smoke that can be arranged on the battlefield is quite limited -- about three large rockets or three smoke grenades&#039; worth (unless the game is patched, e.g. by Seb76&#039;s UFOExtender).  If you make heavy use of rockets, it can take 10 or more turns before any new smoke can be added to the battlefield.  Any tiles on fire also eat into the same limited pool of available smoke-or-fire tiles.&lt;br /&gt;
&lt;br /&gt;
=== Object destruction ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens that are standing near equipment.  Explosions do not affect equipment that is not on the ground, so a blast that obliterates an alien will still leave behind a corpse and all its gear.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Inventory_TU_Table&amp;diff=32718</id>
		<title>Inventory TU Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Inventory_TU_Table&amp;diff=32718"/>
		<updated>2011-01-19T09:13:25Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: tweak for self-explanatoriness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes micromanagement of TUs in a turn becomes important - especially when trying to throw grenades or change weapons. This table might help.&lt;br /&gt;
&lt;br /&gt;
Read the &#039;From&#039; location on the left (row), then find it&#039;s destination in the &#039;To&#039; column. For a number in the same location, it means e.g. left hand to right hand. If there are two numbers, there is an extra cost for switching sides (e.g., left hand to right leg). There is no cost for moving things around within the same area (e.g. a different belt square).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;From&amp;lt;/font&amp;gt; &amp;amp;rArr; To&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Ground&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;Hand&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;Leg&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;75&amp;quot;&amp;gt;Belt&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Shoulder&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Backpack&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;Backpack&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Shoulder&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&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;Belt&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&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;Leg&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4, 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&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;Hand&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8, 10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&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;Ground&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TU costs are fixed. They aren&#039;t affected by soldier stats (energy, strength, even being an MC&#039;d alien), nor by [[Item_Weight|weight]] or size of items. Due to the fact that it&#039;s fixed instead of a [[Time Units#Percentage_Costs|percentage]], soldiers with higher TUs can do more inventory management (or, looked at another way, they&#039;re faster at it). Some observations:&lt;br /&gt;
*The &amp;lt;b&amp;gt;shoulder&amp;lt;/b&amp;gt; is best for small items. It takes the least time to get to hand (3 TUs). Before starting combat, put grenades, motion scanners, etc., here. It&#039;s also best for dropping stuff to the ground (4 TUs, not counting the hand&#039;s 2 TUs). &lt;br /&gt;
*The &amp;lt;b&amp;gt;leg&amp;lt;/b&amp;gt; is best for simply picking stuff up off the ground (10 TUs, not counting hand&#039;s 8).&lt;br /&gt;
*Only going from leg to hand or vice-versa shows &amp;quot;handedness&amp;quot; - a higher cost to go from one side of the body to the other.&lt;br /&gt;
*When &amp;lt;b&amp;gt;picking up stuff that you may want in your hand later&amp;lt;/b&amp;gt;, overall the &amp;lt;b&amp;gt;leg on the same side as the hand&amp;lt;/b&amp;gt; (10 now, 4 later) is a little quicker than either shoulder (12 now, 3 later). If you have 12 TUs now though, you might use the &amp;lt;b&amp;gt;shoulder&amp;lt;/b&amp;gt; since it will need less TUs later (and for either hand, at that).&lt;br /&gt;
*&amp;lt;b&amp;gt;Loading ammo&amp;lt;/b&amp;gt; takes 15 TUs, no matter where the ammo comes from (even backpack or ground). Since it doesn&#039;t matter where you put ammo, consider your backpack if pressed for space. It&#039;s especially suitable for blaster bombs (to keep your belt free).&lt;br /&gt;
*It always takes 8 TUs to &amp;lt;b&amp;gt;unload&amp;lt;/b&amp;gt; a weapon (including pistols), no matter where the weapon is coming from (already in hand, from ground, even from backpack).&lt;br /&gt;
*Of course, 2-square items (MedKit, pistol, blaster bomb) should go on your &amp;lt;b&amp;gt;belt&amp;lt;/b&amp;gt;. It&#039;s 4 TUs to your hand vs. 8 from backpack.&lt;br /&gt;
*In general, it takes significantly longer to go up than down, and a little longer to go &amp;quot;farther&amp;quot;. Backpack is the worst.&lt;br /&gt;
&lt;br /&gt;
Some people have wrestled with the &amp;quot;alien inventory bug&amp;quot;, where if you pick up something from a leg slot with more than one item in it, but don&#039;t have enough TUs to put the item down, you&#039;re screwed - you have to crash the game or reboot. But you can put it in the other (empty) left leg square - &amp;lt;i&amp;gt;if&amp;lt;/i&amp;gt; it will fit! (Be REAL careful with stacked blaster bombs!) The other slot doesn&#039;t cost any TUs, so it&#039;s doable, if the item fits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Time Units]]&lt;br /&gt;
*[[Item Stacking Bug]]&lt;br /&gt;
*[[Item Weight]]s&lt;br /&gt;
*[[Strength]]&lt;br /&gt;
*[[Strength#Encumbrance|Encumbrance]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Data tables]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32717</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32717"/>
		<updated>2011-01-19T08:52:48Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Rockets and smoke */ wee bit more detail based on talk page conversation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but most squads can handle full loads of large rockets -- see [[#Weapon weight|weapon weight]], below.  Small rockets have a blast radius of 4 tiles (diameter 9), dealing as much as 52 points of damage at the outer edge.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.  Large rockets have a blast radius of 6 tiles (diameter 13), dealing as much as 60 points of damage at the outer edge.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.  Incendiary rockets create a fire with a radius of 6 tiles (diameter 13), and do negligible immediate damage everywhere within the blast.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Many of these tips can also apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.  Destroying the top floor of a building also destroys roof tiles, making it easier to spot any aliens lurking up there -- roofs are notorious for their blind spots.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
When destroying buildings, it is better to fire the rocket through a window or open doorway, or to make your own holes, even if you can only target the square immediately inside the building.  The [[Explosions#HE_Block|HE block]] property of terrain objects reduces the power of explosive blasts.  By detonating a rocket inside the building, the blast will reach more of its internal structure (and any occupants) with undiminished strength.  More bang for your buck.&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a large rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed large &lt;br /&gt;
rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.  &lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
Rocketeers are, surprisingly, a viable choice for scouts.  You want to position them away from other troops for safety reasons, and if they don&#039;t have a target at the beginning of a turn, you might as well use up their TUs to keep them from taking reaction shots.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Weapon weight ===&lt;br /&gt;
A rocket launcher plus a full load of large rockets is the heaviest weapon system in the entire game.  The launcher weighs 10 and four large rockets weigh 8 each, totaling 42.  Any soldier who wants to carry this must have at least 42 Strength, or accept the loss of 1 TU for each unit of overburden.&lt;br /&gt;
&lt;br /&gt;
However, due to [[Known_Bugs#Weightless_Loaded_Ammo|a bug]] in X-COM&#039;s equipment handling code, the weight of any ammo loaded in a weapon at the beginning of combat is not counted.  This means that in effect you get one rocket free, and the total weight of a loaded launcher plus three large rockets is only 34.  You are likely to have a couple of soldiers this strong even in your first batch of rookies.  Before your first combat, rename your soldiers to note which ones can handle the weight, and give the strong ones the launcher and rockets during the inventory phase of combat.&lt;br /&gt;
&lt;br /&gt;
Even a fairly weak soldier can handle a launcher plus two large rockets (weight 26); this is arguably a better choice than a launcher plus three small rockets (weight 28), which are substantially less powerful.&lt;br /&gt;
&lt;br /&gt;
Strong rocketeers have the option of carrying a sidearm on their belt for when they run out of ammo or need to switch to precision fire.  A full load of large rockets plus a [[Laser Pistol]] weighs 41; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol is selected by opening and closing its fire menu.&lt;br /&gt;
&lt;br /&gt;
Some players like to use ammo bearers to split up the weight of the launcher and its ammo.  Given the &amp;quot;free load&amp;quot; bug, you are probably better off bringing an extra full rocketeer into combat.  There are still times when it may be good to throw extra rockets to a specific soldier -- in these cases, bear in mind that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a large rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Rockets and smoke ===&lt;br /&gt;
[[Smoke]], when properly used, is great for keeping aliens from seeing (and firing upon) your troops.  Instead of waiting a turn for a [[Smoke Grenade]] to go off, another option is to fire a rocket at the ground, which will generate an instant smoke cloud.  This can potentially save the life of a scout facing an alien where the usual options -- attack or retreat -- are not available.&lt;br /&gt;
&lt;br /&gt;
The total amount of smoke that can be arranged on the battlefield is quite limited -- about three large rockets or three smoke grenades&#039; worth (unless the game is patched, e.g. by Seb76&#039;s UFOExtender).  If you make heavy use of rockets, it can take 10 or more turns before any new smoke can be added to the battlefield.  Any tiles on fire also eat into the same limited pool of available smoke-or-fire tiles.&lt;br /&gt;
&lt;br /&gt;
=== Object destruction ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens that are standing near equipment.  Explosions do not affect equipment that is not on the ground, so a blast that obliterates an alien will still leave behind a corpse and all its gear.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Rocket_Launcher&amp;diff=32716</id>
		<title>Talk:Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Rocket_Launcher&amp;diff=32716"/>
		<updated>2011-01-19T08:35:11Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Neutral stance on Small Rocket */ all yours&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn&#039;t you be able to get two snap shots off in one turn if you dual-wield rocket launchers? [[User:NightChime|NightChime]] 22:43, 23 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, however your base accuracy with both attacks would be 44%, multiplied by the soldiers Firing Accuracy and then accounting for any Fatal Wounds.  So yes, from a game mechanics standpoint, it&#039;s possible.  But in practice it&#039;s not a particularly hot idea given how much damage a misfire can do, the fact that with such a low accuracy, you WILL misfire, how heavy two loaded RLs are(32-36, depending on loadout), and the fact that this burns through rather limited ammo even faster.  In fact, the Rocket Launcher&#039;s Snap accuracy is so low that it&#039;s widely opined that only the Aimed is worth anything.  And if you&#039;ve managed to build up a soldier to the point that he can accurately use two snap-fired Rocket Launchers, as well as tote them, there are [[Plasma Rifle|far]] [[Heavy Plasma|better]] [[Blaster Launcher|weapons]] for such a soldier. [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:34, 23 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Aimed is of course the most effective means of using it, but snaps have their uses when you&#039;ve got good chances at landing near if not spot-on hits.   &lt;br /&gt;
&lt;br /&gt;
:: As for using dual rockets, I suppose dual rockets could be handy when you&#039;re firing down at the ground or right into something solid like the side of a UFO and need to do it twice in quick succession. But unless you planned for that to happen from the get-go, you&#039;re generally better off with two soldiers and two rocket launchers. The reload time on the next turn could slow you down a bit too if one soldier had to reload both. It&#039;s better to spread the re-load expense over several soldiers. &lt;br /&gt;
&lt;br /&gt;
:: Just had a thought on accuracy. Would a high TU soldier be able to carry a loaded launcher in the hand and one in the backpack, fire the one in the hand, drop it, get out the other one and fire it as well? That has the potential to eliminate the firing penalty if it can be done. Alternately, fire one at the -20% penalty, drop it the fire the other without a penalty. &lt;br /&gt;
&lt;br /&gt;
:: Dual [[Small Launcher]]s could be useful. With them, you can happily fire them at almost close range as long as you&#039;re wearing power suits. -[[User:NKF|NKF]] 00:05, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:A soldier with 80 TUs needs 36 TUs to snap-fire a Rocket Launcher.  So snap-firing 2 of them is 72 TUs.  This gives him 8 TUs to play with, and according to the [[Inventory TU Table]], it takes EXACTLY 8 TUs to move an item out of the backpack and into an empty hand.  So such a soldier could snap fire one Rocket Launcher, flip the other one out of his backpack, and then fire a second, albeit at a -20% penalty(though if he&#039;s got that many TUs he can probably take the hit with little trouble).  So yes, you could do that, but the soldier would need to be pre-positioned, because no (game-legal, barring the uncapped versions) soldier will have enough TUs to move.  And he&#039;s completely defenseless during the Alien turn.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:28, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Then perhaps the opposite method would be much more efficient. Have both launchers out, fire one at the -20% penalty and discard it. Then fire the other without the penalty. Since dropping only costs 2 TUs, then you&#039;d still have 6 TUs left to play with. Not much to work with, but if you exposed yourself to danger on the previous turn and ended up standing right next to a wall at the start of the new turn, then perhaps it&#039;s just enough to flee to safety. &lt;br /&gt;
&lt;br /&gt;
You have to admit that&#039;s really stretching things to the limit! -[[User:NKF|NKF]] 03:40, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:The most efficient way is to just carry a sidearm like the [[Laser Pistol]] on your belt. After the rocket is launched (using a snap shot), move the  laser pistol from the belt to the hand and you should still have enough time to fire 2 auto shots. Nice thing about using it after the rocket is you don&#039;t have to drop anything because pistols are single handed weapons and don&#039;t suffer accuracy penalties if there is something in the opposite hand. --[[User:Zombie|Zombie]] 08:54, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Neutral stance on Small Rocket ==&lt;br /&gt;
&lt;br /&gt;
It might be better to revise the article to take a more neutral stance on the Small Rocket rather than discount it over the generally more efficient Large Rocket. Weaker though it may be, it does offer some good benefits. &lt;br /&gt;
&lt;br /&gt;
Despite the big gap in damage, it still packs reasonable power (more than various light explosives like the grenade and proxy) and the lighter weight does offer your average strength rookie the chance of carrying extra goods without having to split the load.  -[[User:NKF|NKF]] 01:23, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:I started out with the same thinking, but the the more I studied it, the worse they looked.  One advantage, for instance, is that they&#039;re slightly less dangerous, but they&#039;re still not actually safe -- you have to use general safety practices with both types of rockets.&lt;br /&gt;
&lt;br /&gt;
:The biggest advantage is the lighter weight, but the answer to that is give the RL to anyone who has Strength 34 or better.  You&#039;re likely to get several soldiers that strong in your first batch, and losing a couple of TUs to overburden is also an option.  You can also drop one rocket: launcher + 1 free LR + 2 LR reloads weighs 26, versus launcher +1 free + 3 SR reloads = 28.&lt;br /&gt;
&lt;br /&gt;
:Small rockets are not useless -- 75 HE is indeed very good -- but I&#039;d say there are almost no cases where large rockets aren&#039;t better.--[[User:Ethereal Cereal|Ethereal Cereal]] 04:35, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:On the other hand, we could explore the weight issues in more detail in the article without being quite as explicit about the conclusions.  A &amp;quot;weight&amp;quot; section would also give us a place to consolidate a couple more tips.--[[User:Ethereal Cereal|Ethereal Cereal]] 13:58, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I suppose to look at the same argument from a different angle is the grenade vs. high explosive. But perhaps the best solution I can think of is to just make the information on the main article simply state the facts about launcher and its ammo but also link to a companion [[Weapon Analysis]] article that does a more in-depth comparison on the two rockets.  You would have much more room to explain and show why the Large Rocket is generally the best of the two. &lt;br /&gt;
&lt;br /&gt;
:: Now, we&#039;ve already got them in the articles on weight, but a thought just struck me thanks to another edit is that a quick-reference table of weights (glitch/non-glitch and 1, 2 or 3 spares) would be quite useful! -[[User:NKF|NKF]] 01:42, 18 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Well, I can find positive things to say about standard grenades.  But I wasn&#039;t aware of the Weapon Analysis page, so that&#039;s a fair solution.&lt;br /&gt;
&lt;br /&gt;
:::I&#039;ve made just about all the changes I wanted to to this page, so I turn the keys over to you.--[[User:Ethereal Cereal|Ethereal Cereal]] 03:35, 19 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rockets for smoke ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having trouble thinking of a scenario where this would actually be useful.  A scout just entering line of sight can usually safely retreat back out of it.  If you go deep into alien territory before you realize you&#039;re being watched, that&#039;s just bad scouting.  If it&#039;s a question of a blind spot, you&#039;ll either get shot down or have a little time to retreat before the alien shoots again.&lt;br /&gt;
&lt;br /&gt;
It seems to me the following conditions would have to be met for it to be useful:&lt;br /&gt;
&lt;br /&gt;
#There&#039;s enough space between the alien and the scout that you can put a rocket between them but&lt;br /&gt;
#The scout can&#039;t retreat on his own and&lt;br /&gt;
#The rocket isn&#039;t likely to hit the scout or a nearby object and&lt;br /&gt;
#You can&#039;t directly fire upon the alien&lt;br /&gt;
&lt;br /&gt;
In those weird cases where a scout spots an alien that can&#039;t be targeted or run away from, I tend to use a regular grenade.  Or you could have the scout stop and use a smoke grenade anyway -- the alien will have to come forward to see the scout again and maybe you can get off a reaction shot.&lt;br /&gt;
&lt;br /&gt;
Even if it&#039;s a case of multiple aliens, use multiple grenades.  I dunno, I&#039;m just not seeing it.  Sounds very hypothetical to me.--[[User:Ethereal Cereal|Ethereal Cereal]] 19:55, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s a convoluted setup, certainly, but I&#039;ve actually had a chance to see this in action and managed to save one of my stranded soldiers from a Snakeman that was directly facing him. Mutual surprise helped from reaction fire. It mainly revolved around the scout not being able to retreat, and the rocket soldier not being able to get a clear line of sight except for the clearing between them. Imagine the snakeman being between the south and east legs of a battleship, and the rocket soldier was the only one near enough to respond to the stranded scout&#039;s plight was way off to the east. A battleship leg and parkland forest bushes weren&#039;t much help. Normally the solution is to fire the rocket at the Snakeman, but since I couldn&#039;t do this, the next best thing was kick up a smoke cloud and cross fingers. It was really an act of desperation, but it worked, and the snakeman seemed to miss the soldier and walked the other way. &lt;br /&gt;
&lt;br /&gt;
: How you get the scout in such a predicament is generally done through carelessness or by accident. Carelessness being running your scouts ragged every turn and running out of energy, or just plain using up too many TUs to escape. Accidents such as clicking when you&#039;re not meant to and sending the scout flying off in some dangerous direction, or destroying some cover that would have normally kept both sides out of each others&#039; line of sight.  Or perhaps an initial scouting sweep of the area proved to be clear - except for that one unfortunate spot your scout stopped in. &lt;br /&gt;
&lt;br /&gt;
: One scenario that I can see it being more useful for is masking your movement if you need to get a soldier to cross open terrain on the very same turn. Normally a smoke grenade is the best choice for masking your travel, but if you don&#039;t have any smoke grenades left or if you have to do it right then and there, a rocket&#039;s probably the next best option. -[[User:NKF|NKF]] 01:27, 18 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32715</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32715"/>
		<updated>2011-01-19T08:00:46Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Rockets and smoke */ slightly more accurate description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but most squads can handle full loads of large rockets -- see [[#Weapon weight|weapon weight]], below.  Small rockets have a blast radius of 4 tiles (diameter 9), dealing as much as 52 points of damage at the outer edge.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.  Large rockets have a blast radius of 6 tiles (diameter 13), dealing as much as 60 points of damage at the outer edge.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.  Incendiary rockets create a fire with a radius of 6 tiles (diameter 13), and do negligible immediate damage everywhere within the blast.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Many of these tips can also apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.  Destroying the top floor of a building also destroys roof tiles, making it easier to spot any aliens lurking up there -- roofs are notorious for their blind spots.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
When destroying buildings, it is better to fire the rocket through a window or open doorway, or to make your own holes, even if you can only target the square immediately inside the building.  The [[Explosions#HE_Block|HE block]] property of terrain objects reduces the power of explosive blasts.  By detonating a rocket inside the building, the blast will reach more of its internal structure (and any occupants) with undiminished strength.  More bang for your buck.&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a large rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed large &lt;br /&gt;
rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.  &lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
Rocketeers are, surprisingly, a viable choice for scouts.  You want to position them away from other troops for safety reasons, and if they don&#039;t have a target at the beginning of a turn, you might as well use up their TUs to keep them from taking reaction shots.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Weapon weight ===&lt;br /&gt;
A rocket launcher plus a full load of large rockets is the heaviest weapon system in the entire game.  The launcher weighs 10 and four large rockets weigh 8 each, totaling 42.  Any soldier who wants to carry this must have at least 42 Strength, or accept the loss of 1 TU for each unit of overburden.&lt;br /&gt;
&lt;br /&gt;
However, due to [[Known_Bugs#Weightless_Loaded_Ammo|a bug]] in X-COM&#039;s equipment handling code, the weight of any ammo loaded in a weapon at the beginning of combat is not counted.  This means that in effect you get one rocket free, and the total weight of a loaded launcher plus three large rockets is only 34.  You are likely to have a couple of soldiers this strong even in your first batch of rookies.  Before your first combat, rename your soldiers to note which ones can handle the weight, and give the strong ones the launcher and rockets during the inventory phase of combat.&lt;br /&gt;
&lt;br /&gt;
Even a fairly weak soldier can handle a launcher plus two large rockets (weight 26); this is arguably a better choice than a launcher plus three small rockets (weight 28), which are substantially less powerful.&lt;br /&gt;
&lt;br /&gt;
Strong rocketeers have the option of carrying a sidearm on their belt for when they run out of ammo or need to switch to precision fire.  A full load of large rockets plus a [[Laser Pistol]] weighs 41; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol is selected by opening and closing its fire menu.&lt;br /&gt;
&lt;br /&gt;
Some players like to use ammo bearers to split up the weight of the launcher and its ammo.  Given the &amp;quot;free load&amp;quot; bug, you are probably better off bringing an extra full rocketeer into combat.  There are still times when it may be good to throw extra rockets to a specific soldier -- in these cases, bear in mind that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a large rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Rockets and smoke ===&lt;br /&gt;
[[Smoke]], when properly used, is great for keeping aliens from seeing (and firing upon) your troops.  Instead of waiting a turn for a [[Smoke Grenade]] to go off, another option is to fire a rocket at the ground, which will generate an instant smoke cloud.&lt;br /&gt;
&lt;br /&gt;
The total amount of smoke that can be arranged on the battlefield is quite limited -- about three large rockets or three smoke grenades&#039; worth (unless the game is patched, e.g. by Seb76&#039;s UFOExtender).  If you make heavy use of rockets, it can take 10 or more turns before any new smoke can be added to the battlefield.  Any tiles on fire also eat into the same limited pool of available smoke-or-fire tiles.&lt;br /&gt;
&lt;br /&gt;
=== Object destruction ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens that are standing near equipment.  Explosions do not affect equipment that is not on the ground, so a blast that obliterates an alien will still leave behind a corpse and all its gear.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tanks_vs_Troops&amp;diff=32698</id>
		<title>Tanks vs Troops</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tanks_vs_Troops&amp;diff=32698"/>
		<updated>2011-01-18T08:26:28Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: the biggest drawback for me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Which is better, Heavy Weapon Platforms or Human Weapon Platforms? Submersible Weapon Platforms or Submersible Warm-blooded Personnel? The debate rages!&lt;br /&gt;
&lt;br /&gt;
Pros and cons, in no particular order for now, include:&lt;br /&gt;
&lt;br /&gt;
Pro:&lt;br /&gt;
&lt;br /&gt;
*HWP/SWPs (hereafter referred to as &amp;quot;Tanks&amp;quot;) are more expendable, and so can be used as forward scouts.&lt;br /&gt;
**I&#039;m not sure how we argue they are &amp;quot;more expendable&amp;quot; since even basic tanks cost as much as 10 raw recruits. By the time your men are skilled enough to be worth ten times that, are tanks still useful? &lt;br /&gt;
***They can be thought as more expendable in the sense that the rookies that they take the shot for will not lose the accumulated experience they&#039;ve earned. They are not expendable in the financial sense in the early game. In the late game, when money is one of the easiest resources to obtain, their cost no longer outweighs the benefits of having a throw-away psi-immune mobile bullet shield. &lt;br /&gt;
*Tanks have higher TUs and Firing accuracy at the start of the game, and probably into the middle. &lt;br /&gt;
*Tanks are cheaper over the long run, &#039;&#039;&#039;if&#039;&#039;&#039; they survive long enough, since they don&#039;t cost salaries every month. (Though I doubt the lifetime of an average tank is that long).&lt;br /&gt;
*Tanks are useful on base defence because you get free ammo for them. &lt;br /&gt;
**But only if you hadn&#039;t bought the ammo anyway, which you would have done if you were using the tanks for anything except base garrison. And they still use up 4 soldier slots, so unless they are good combat units, they are &#039;useful&#039; only in saving a small amount of money - peanuts compared to losing a base. &lt;br /&gt;
***Though it&#039;s a good way to get a bit back for the ridiculous high cost of building Fusion /Hovertank ammo. &lt;br /&gt;
*Tanks seem to attract opportunity fire from aliens, making them highly useful as decoys to draw enemy fire, expose enemies, and thus protect friendlies. Until such time as the tank gets killed, anyway.&lt;br /&gt;
**TFTD&#039;s Coelecanths appear to have an intermittent immunity to opportunity fire, setting them slightly apart from their UFO cousins.&lt;br /&gt;
*Tanks don&#039;t go to sickbay. If you can get them back to base with even 1 point of mechanical &amp;quot;Health&amp;quot; remaining, they get repaired instantly. &lt;br /&gt;
*Since each tank replaces 4 Soldiers, that&#039;s arguably an extra 4 Scientists you could hire instead of those Soldiers/Aquanauts. This might make a big difference early in the game. &lt;br /&gt;
*If you lose a tank, you don&#039;t have to train a new tank up. You just buy or build one and it has exactly the same stats as its predecessor. So, compared to relying on human warriors, this decreases your exposure to casualties, and decreases the necessity to avoid casualties. &lt;br /&gt;
*Unlike soldiers, you can keep spares laying around, and all it costs you is Stores space, not any salary. &lt;br /&gt;
*And if you have excellent manufacturing capabilities, you may be able to replace an advanced tank much faster than you can replace a soldier. &lt;br /&gt;
*Non-explosive tank munitions tend to be more powerful than their hand-held counterparts, with the exception of the plasma hovertank&#039;s plasma beam which deals 5 less points than the heavy plasma. In comparison, TFTD&#039;s Sonic Displacer is vastly more powerful than its counterpart, but lacks the accuracy a veteran aquanaut can grant a Sonic Cannon. &lt;br /&gt;
*Tanks are immune to stun, smoke and largely immune to incendiaries. This can be helpful if you use a lot of these types of materials, especially early in the game when your warm-blooded soldiers are lightly armoured and susceptible to them. &lt;br /&gt;
*Each tank on the battlefield means 3 less units to move around each turn. And you don&#039;t have to mess about in the Equip screen before each battle, fixing their equipment loadout. A great labour-saving invention!&lt;br /&gt;
*Tank/Rocket Launcher carries more reloads than a single person, in addition it can fire more often or fire and move without pausing to reload.&lt;br /&gt;
*In early game while aliens are still using plasma pistols, even tracked tanks survive hits as a rule, recruits rarely do.&lt;br /&gt;
*Tanks can&#039;t be turned into more Cryssalids/Tentaculats - a dead tank is better than a dead soldier and twice the trouble.&lt;br /&gt;
&lt;br /&gt;
Con:&lt;br /&gt;
&lt;br /&gt;
*Each tank replaces 4 soldiers in any battle. Is one tank &#039;&#039;really&#039;&#039; more useful than 4 soldiers? It almost certainly will have approximately 3 TU bars worth of firepower and less tactical flexibility and maneuverability of four soldiers.&lt;br /&gt;
*A tank in the mouth of the landing craft interferes with the tactic of throwing a [[Smoke Grenade]] at the base of the ramp on turn 1.  Workarounds include having the tank pop out and back in after the grenade is thrown or throwing the grenade further away (a weak soldier can chuck a grenade past the tank but a strong soldier&#039;s arc will not clear the ceiling).&lt;br /&gt;
*Explosive tank weapons are mildly less powerful than their handheld counterparts. Advanced ammunition is considerably more expensive to build than the equivalent man-carried weapon ammunition.&lt;br /&gt;
*There is no way to carry reloads for tank weapons, unlike man-carried weapons.&lt;br /&gt;
*Armour for starting tanks is rubbish, unless you use a mod such as the XComUtil &amp;quot;Improved Tanks&amp;quot; mod. If you are playing the game as designed, or as implemented, starting tanks are barely more than decoys. They do have the honour of being better than your unarmoured units. &lt;br /&gt;
*Replacing a basic tank generally takes longer than hiring a replacement new recruit (96hrs vs 72hrs)&lt;br /&gt;
*Tanks take extra damage from HE area effect attacks, being 4-square units.&lt;br /&gt;
*Advanced tanks can be very expensive to build and operate, especially when the hidden costs of materials and labour are fully accounted for. &lt;br /&gt;
*TFTD&#039;s Gauss Coelacanth has ammo loss anomalies where ammunition vanishes after each mission or when it is so much as taken off a sub. The disproportionately high ammo costs for the Fusion compared to its results, etc.&lt;br /&gt;
*Tanks can only have one weapon and one ammo type, shooting from one place.&lt;br /&gt;
*The cost one rocket tank is the same as 4 troops ($160,000) with Rocket Launchers ($16,000)with two round each ($600 a shot x 8 = $4800) total cost $180800, you save $299200 by not takeing the tank you can get 6 more troops with rifles.&lt;br /&gt;
*The need for $480,000 per tank,the same money buy 10 troops and weapons.&lt;br /&gt;
&lt;br /&gt;
Any more thoughts? Personally, I never use tanks except perhaps to fill in after I&#039;ve taken bad casualties. For that, and emergency base defence, I might keep one or two around. Other people swear by them and send one or even two on every mission, e.g. the guy who completed the game in record time. (That probably just speaks to having fewer units to move each turn!). Some think a tank is appropriate for a terror mission, when extra firepower is needed. Rocket launcher tanks (and their big brothers, Fusion hovertanks) are undoubtably impressive at clearing a battlefield, if you don&#039;t mind having nothing but roasted fragments left over to sell at the Geneva bake-sale.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Weapon Analysis]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32692</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32692"/>
		<updated>2011-01-18T04:29:42Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Ammunition */ add radii and damage info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but most squads can handle full loads of large rockets -- see [[#Weapon weight|weapon weight]], below.  Small rockets have a blast radius of 4 tiles (diameter 9), dealing as much as 52 points of damage at the outer edge.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.  Large rockets have a blast radius of 6 tiles (diameter 13), dealing as much as 60 points of damage at the outer edge.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.  Incendiary rockets create a fire with a radius of 6 tiles (diameter 13), and do negligible immediate damage everywhere within the blast.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Many of these tips can also apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.  Destroying the top floor of a building also destroys roof tiles, making it easier to spot any aliens lurking up there -- roofs are notorious for their blind spots.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
When destroying buildings, it is better to fire the rocket through a window or open doorway, or to make your own holes, even if you can only target the square immediately inside the building.  The [[Explosions#HE_Block|HE block]] property of terrain objects reduces the power of explosive blasts.  By detonating a rocket inside the building, the blast will reach more of its internal structure (and any occupants) with undiminished strength.  More bang for your buck.&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a large rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed large &lt;br /&gt;
rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.  &lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
Rocketeers are, surprisingly, a viable choice for scouts.  You want to position them away from other troops for safety reasons, and if they don&#039;t have a target at the beginning of a turn, you might as well use up their TUs to keep them from taking reaction shots.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Weapon weight ===&lt;br /&gt;
A rocket launcher plus a full load of large rockets is the heaviest weapon system in the entire game.  The launcher weighs 10 and four large rockets weigh 8 each, totaling 42.  Any soldier who wants to carry this must have at least 42 Strength, or accept the loss of 1 TU for each unit of overburden.&lt;br /&gt;
&lt;br /&gt;
However, due to [[Known_Bugs#Weightless_Loaded_Ammo|a bug]] in X-COM&#039;s equipment handling code, the weight of any ammo loaded in a weapon at the beginning of combat is not counted.  This means that in effect you get one rocket free, and the total weight of a loaded launcher plus three large rockets is only 34.  You are likely to have a couple of soldiers this strong even in your first batch of rookies.  Before your first combat, rename your soldiers to note which ones can handle the weight, and give the strong ones the launcher and rockets during the inventory phase of combat.&lt;br /&gt;
&lt;br /&gt;
Even a fairly weak soldier can handle a launcher plus two large rockets (weight 26); this is arguably a better choice than a launcher plus three small rockets (weight 28), which are substantially less powerful.&lt;br /&gt;
&lt;br /&gt;
Strong rocketeers have the option of carrying a sidearm on their belt for when they run out of ammo or need to switch to precision fire.  A full load of large rockets plus a [[Laser Pistol]] weighs 41; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol is selected by opening and closing its fire menu.&lt;br /&gt;
&lt;br /&gt;
Some players like to use ammo bearers to split up the weight of the launcher and its ammo.  Given the &amp;quot;free load&amp;quot; bug, you are probably better off bringing an extra full rocketeer into combat.  There are still times when it may be good to throw extra rockets to a specific soldier -- in these cases, bear in mind that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a large rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Rockets and smoke ===&lt;br /&gt;
[[Smoke]], when properly used, is great for keeping aliens from seeing (and firing upon) your troops.  Instead of waiting a turn for a [[Smoke Grenade]] to go off, another option is to fire a rocket at the ground, which will generate an instant smoke cloud.&lt;br /&gt;
&lt;br /&gt;
The total amount of smoke that can be arranged on the battlefield is limited -- about three large rockets or three smoke grenades&#039; worth.  If you make heavy use of rockets, it can take 10 or more turns before smoke grenades will function again.  Fire also eats into this limited pool of available smoke tiles.&lt;br /&gt;
&lt;br /&gt;
=== Object destruction ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens that are standing near equipment.  Explosions do not affect equipment that is not on the ground, so a blast that obliterates an alien will still leave behind a corpse and all its gear.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32688</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32688"/>
		<updated>2011-01-18T01:16:58Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: Rewrite: The Final Chapter: This Time It&amp;#039;s Personal: The Movie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but most squads can handle full loads of large rockets -- see [[#Weapon weight|weapon weight]], below.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Many of these tips can also apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.  Destroying the top floor of a building also destroys roof tiles, making it easier to spot any aliens lurking up there -- roofs are notorious for their blind spots.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
When destroying buildings, it is better to fire the rocket through a window or open doorway, or to make your own holes, even if you can only target the square immediately inside the building.  The [[Explosions#HE_Block|HE block]] property of terrain objects reduces the power of explosive blasts.  By detonating a rocket inside the building, the blast will reach more of its internal structure (and any occupants) with undiminished strength.  More bang for your buck.&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a large rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed large &lt;br /&gt;
rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.  &lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
Rocketeers are, surprisingly, a viable choice for scouts.  You want to position them away from other troops for safety reasons, and if they don&#039;t have a target at the beginning of a turn, you might as well use up their TUs to keep them from taking reaction shots.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== Weapon weight ===&lt;br /&gt;
A rocket launcher plus a full load of large rockets is the heaviest weapon system in the entire game.  The launcher weighs 10 and four large rockets weigh 8 each, totaling 42.  Any soldier who wants to carry this must have at least 42 Strength, or accept the loss of 1 TU for each unit of overburden.&lt;br /&gt;
&lt;br /&gt;
However, due to [[Known_Bugs#Weightless_Loaded_Ammo|a bug]] in X-COM&#039;s equipment handling code, the weight of any ammo loaded in a weapon at the beginning of combat is not counted.  This means that in effect you get one rocket free, and the total weight of a loaded launcher plus three large rockets is only 34.  You are likely to have a couple of soldiers this strong even in your first batch of rookies.  Before your first combat, rename your soldiers to note which ones can handle the weight, and give the strong ones the launcher and rockets during the inventory phase of combat.&lt;br /&gt;
&lt;br /&gt;
Even a fairly weak soldier can handle a launcher plus two large rockets (weight 26); this is arguably a better choice than a launcher plus three small rockets (weight 28), which are substantially less powerful.&lt;br /&gt;
&lt;br /&gt;
Strong rocketeers have the option of carrying a sidearm on their belt for when they run out of ammo or need to switch to precision fire.  A full load of large rockets plus a [[Laser Pistol]] weighs 41; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol is selected by opening and closing its fire menu.&lt;br /&gt;
&lt;br /&gt;
Some players like to use ammo bearers to split up the weight of the launcher and its ammo.  Given the &amp;quot;free load&amp;quot; bug, you are probably better off bringing an extra full rocketeer into combat.  There are still times when it may be good to throw extra rockets to a specific soldier -- in these cases, bear in mind that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a large rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Rockets and smoke ===&lt;br /&gt;
[[Smoke]], when properly used, is great for keeping aliens from seeing (and firing upon) your troops.  Instead of waiting a turn for a [[Smoke Grenade]] to go off, another option is to fire a rocket at the ground, which will generate an instant smoke cloud.&lt;br /&gt;
&lt;br /&gt;
The total amount of smoke that can be arranged on the battlefield is limited -- about three large rockets or three smoke grenades&#039; worth.  If you make heavy use of rockets, it can take 10 or more turns before smoke grenades will function again.  Fire also eats into this limited pool of available smoke tiles.&lt;br /&gt;
&lt;br /&gt;
=== Object destruction ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens that are standing near equipment.  Explosions do not affect equipment that is not on the ground, so a blast that obliterates an alien will still leave behind a corpse and all its gear.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Rocket_Launcher&amp;diff=32685</id>
		<title>Talk:Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Rocket_Launcher&amp;diff=32685"/>
		<updated>2011-01-18T00:55:43Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Rockets for smoke */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn&#039;t you be able to get two snap shots off in one turn if you dual-wield rocket launchers? [[User:NightChime|NightChime]] 22:43, 23 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, however your base accuracy with both attacks would be 44%, multiplied by the soldiers Firing Accuracy and then accounting for any Fatal Wounds.  So yes, from a game mechanics standpoint, it&#039;s possible.  But in practice it&#039;s not a particularly hot idea given how much damage a misfire can do, the fact that with such a low accuracy, you WILL misfire, how heavy two loaded RLs are(32-36, depending on loadout), and the fact that this burns through rather limited ammo even faster.  In fact, the Rocket Launcher&#039;s Snap accuracy is so low that it&#039;s widely opined that only the Aimed is worth anything.  And if you&#039;ve managed to build up a soldier to the point that he can accurately use two snap-fired Rocket Launchers, as well as tote them, there are [[Plasma Rifle|far]] [[Heavy Plasma|better]] [[Blaster Launcher|weapons]] for such a soldier. [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:34, 23 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Aimed is of course the most effective means of using it, but snaps have their uses when you&#039;ve got good chances at landing near if not spot-on hits.   &lt;br /&gt;
&lt;br /&gt;
:: As for using dual rockets, I suppose dual rockets could be handy when you&#039;re firing down at the ground or right into something solid like the side of a UFO and need to do it twice in quick succession. But unless you planned for that to happen from the get-go, you&#039;re generally better off with two soldiers and two rocket launchers. The reload time on the next turn could slow you down a bit too if one soldier had to reload both. It&#039;s better to spread the re-load expense over several soldiers. &lt;br /&gt;
&lt;br /&gt;
:: Just had a thought on accuracy. Would a high TU soldier be able to carry a loaded launcher in the hand and one in the backpack, fire the one in the hand, drop it, get out the other one and fire it as well? That has the potential to eliminate the firing penalty if it can be done. Alternately, fire one at the -20% penalty, drop it the fire the other without a penalty. &lt;br /&gt;
&lt;br /&gt;
:: Dual [[Small Launcher]]s could be useful. With them, you can happily fire them at almost close range as long as you&#039;re wearing power suits. -[[User:NKF|NKF]] 00:05, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:A soldier with 80 TUs needs 36 TUs to snap-fire a Rocket Launcher.  So snap-firing 2 of them is 72 TUs.  This gives him 8 TUs to play with, and according to the [[Inventory TU Table]], it takes EXACTLY 8 TUs to move an item out of the backpack and into an empty hand.  So such a soldier could snap fire one Rocket Launcher, flip the other one out of his backpack, and then fire a second, albeit at a -20% penalty(though if he&#039;s got that many TUs he can probably take the hit with little trouble).  So yes, you could do that, but the soldier would need to be pre-positioned, because no (game-legal, barring the uncapped versions) soldier will have enough TUs to move.  And he&#039;s completely defenseless during the Alien turn.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:28, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Then perhaps the opposite method would be much more efficient. Have both launchers out, fire one at the -20% penalty and discard it. Then fire the other without the penalty. Since dropping only costs 2 TUs, then you&#039;d still have 6 TUs left to play with. Not much to work with, but if you exposed yourself to danger on the previous turn and ended up standing right next to a wall at the start of the new turn, then perhaps it&#039;s just enough to flee to safety. &lt;br /&gt;
&lt;br /&gt;
You have to admit that&#039;s really stretching things to the limit! -[[User:NKF|NKF]] 03:40, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:The most efficient way is to just carry a sidearm like the [[Laser Pistol]] on your belt. After the rocket is launched (using a snap shot), move the  laser pistol from the belt to the hand and you should still have enough time to fire 2 auto shots. Nice thing about using it after the rocket is you don&#039;t have to drop anything because pistols are single handed weapons and don&#039;t suffer accuracy penalties if there is something in the opposite hand. --[[User:Zombie|Zombie]] 08:54, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Neutral stance on Small Rocket ==&lt;br /&gt;
&lt;br /&gt;
It might be better to revise the article to take a more neutral stance on the Small Rocket rather than discount it over the generally more efficient Large Rocket. Weaker though it may be, it does offer some good benefits. &lt;br /&gt;
&lt;br /&gt;
Despite the big gap in damage, it still packs reasonable power (more than various light explosives like the grenade and proxy) and the lighter weight does offer your average strength rookie the chance of carrying extra goods without having to split the load.  -[[User:NKF|NKF]] 01:23, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:I started out with the same thinking, but the the more I studied it, the worse they looked.  One advantage, for instance, is that they&#039;re slightly less dangerous, but they&#039;re still not actually safe -- you have to use general safety practices with both types of rockets.&lt;br /&gt;
&lt;br /&gt;
:The biggest advantage is the lighter weight, but the answer to that is give the RL to anyone who has Strength 34 or better.  You&#039;re likely to get several soldiers that strong in your first batch, and losing a couple of TUs to overburden is also an option.  You can also drop one rocket: launcher + 1 free LR + 2 LR reloads weighs 26, versus launcher +1 free + 3 SR reloads = 28.&lt;br /&gt;
&lt;br /&gt;
:Small rockets are not useless -- 75 HE is indeed very good -- but I&#039;d say there are almost no cases where large rockets aren&#039;t better.--[[User:Ethereal Cereal|Ethereal Cereal]] 04:35, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:On the other hand, we could explore the weight issues in more detail in the article without being quite as explicit about the conclusions.  A &amp;quot;weight&amp;quot; section would also give us a place to consolidate a couple more tips.--[[User:Ethereal Cereal|Ethereal Cereal]] 13:58, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rockets for smoke ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m having trouble thinking of a scenario where this would actually be useful.  A scout just entering line of sight can usually safely retreat back out of it.  If you go deep into alien territory before you realize you&#039;re being watched, that&#039;s just bad scouting.  If it&#039;s a question of a blind spot, you&#039;ll either get shot down or have a little time to retreat before the alien shoots again.&lt;br /&gt;
&lt;br /&gt;
It seems to me the following conditions would have to be met for it to be useful:&lt;br /&gt;
&lt;br /&gt;
#There&#039;s enough space between the alien and the scout that you can put a rocket between them but&lt;br /&gt;
#The scout can&#039;t retreat on his own and&lt;br /&gt;
#The rocket isn&#039;t likely to hit the scout or a nearby object and&lt;br /&gt;
#You can&#039;t directly fire upon the alien&lt;br /&gt;
&lt;br /&gt;
In those weird cases where a scout spots an alien that can&#039;t be targeted or run away from, I tend to use a regular grenade.  Or you could have the scout stop and use a smoke grenade anyway -- the alien will have to come forward to see the scout again and maybe you can get off a reaction shot.&lt;br /&gt;
&lt;br /&gt;
Even if it&#039;s a case of multiple aliens, use multiple grenades.  I dunno, I&#039;m just not seeing it.  Sounds very hypothetical to me.--[[User:Ethereal Cereal|Ethereal Cereal]] 19:55, 17 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Rocket_Launcher&amp;diff=32679</id>
		<title>Talk:Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Rocket_Launcher&amp;diff=32679"/>
		<updated>2011-01-17T18:58:10Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Neutral stance on Small Rocket */ or... well, okay, maybe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn&#039;t you be able to get two snap shots off in one turn if you dual-wield rocket launchers? [[User:NightChime|NightChime]] 22:43, 23 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, however your base accuracy with both attacks would be 44%, multiplied by the soldiers Firing Accuracy and then accounting for any Fatal Wounds.  So yes, from a game mechanics standpoint, it&#039;s possible.  But in practice it&#039;s not a particularly hot idea given how much damage a misfire can do, the fact that with such a low accuracy, you WILL misfire, how heavy two loaded RLs are(32-36, depending on loadout), and the fact that this burns through rather limited ammo even faster.  In fact, the Rocket Launcher&#039;s Snap accuracy is so low that it&#039;s widely opined that only the Aimed is worth anything.  And if you&#039;ve managed to build up a soldier to the point that he can accurately use two snap-fired Rocket Launchers, as well as tote them, there are [[Plasma Rifle|far]] [[Heavy Plasma|better]] [[Blaster Launcher|weapons]] for such a soldier. [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:34, 23 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Aimed is of course the most effective means of using it, but snaps have their uses when you&#039;ve got good chances at landing near if not spot-on hits.   &lt;br /&gt;
&lt;br /&gt;
:: As for using dual rockets, I suppose dual rockets could be handy when you&#039;re firing down at the ground or right into something solid like the side of a UFO and need to do it twice in quick succession. But unless you planned for that to happen from the get-go, you&#039;re generally better off with two soldiers and two rocket launchers. The reload time on the next turn could slow you down a bit too if one soldier had to reload both. It&#039;s better to spread the re-load expense over several soldiers. &lt;br /&gt;
&lt;br /&gt;
:: Just had a thought on accuracy. Would a high TU soldier be able to carry a loaded launcher in the hand and one in the backpack, fire the one in the hand, drop it, get out the other one and fire it as well? That has the potential to eliminate the firing penalty if it can be done. Alternately, fire one at the -20% penalty, drop it the fire the other without a penalty. &lt;br /&gt;
&lt;br /&gt;
:: Dual [[Small Launcher]]s could be useful. With them, you can happily fire them at almost close range as long as you&#039;re wearing power suits. -[[User:NKF|NKF]] 00:05, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:A soldier with 80 TUs needs 36 TUs to snap-fire a Rocket Launcher.  So snap-firing 2 of them is 72 TUs.  This gives him 8 TUs to play with, and according to the [[Inventory TU Table]], it takes EXACTLY 8 TUs to move an item out of the backpack and into an empty hand.  So such a soldier could snap fire one Rocket Launcher, flip the other one out of his backpack, and then fire a second, albeit at a -20% penalty(though if he&#039;s got that many TUs he can probably take the hit with little trouble).  So yes, you could do that, but the soldier would need to be pre-positioned, because no (game-legal, barring the uncapped versions) soldier will have enough TUs to move.  And he&#039;s completely defenseless during the Alien turn.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:28, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Then perhaps the opposite method would be much more efficient. Have both launchers out, fire one at the -20% penalty and discard it. Then fire the other without the penalty. Since dropping only costs 2 TUs, then you&#039;d still have 6 TUs left to play with. Not much to work with, but if you exposed yourself to danger on the previous turn and ended up standing right next to a wall at the start of the new turn, then perhaps it&#039;s just enough to flee to safety. &lt;br /&gt;
&lt;br /&gt;
You have to admit that&#039;s really stretching things to the limit! -[[User:NKF|NKF]] 03:40, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:The most efficient way is to just carry a sidearm like the [[Laser Pistol]] on your belt. After the rocket is launched (using a snap shot), move the  laser pistol from the belt to the hand and you should still have enough time to fire 2 auto shots. Nice thing about using it after the rocket is you don&#039;t have to drop anything because pistols are single handed weapons and don&#039;t suffer accuracy penalties if there is something in the opposite hand. --[[User:Zombie|Zombie]] 08:54, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Neutral stance on Small Rocket ==&lt;br /&gt;
&lt;br /&gt;
It might be better to revise the article to take a more neutral stance on the Small Rocket rather than discount it over the generally more efficient Large Rocket. Weaker though it may be, it does offer some good benefits. &lt;br /&gt;
&lt;br /&gt;
Despite the big gap in damage, it still packs reasonable power (more than various light explosives like the grenade and proxy) and the lighter weight does offer your average strength rookie the chance of carrying extra goods without having to split the load.  -[[User:NKF|NKF]] 01:23, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:I started out with the same thinking, but the the more I studied it, the worse they looked.  One advantage, for instance, is that they&#039;re slightly less dangerous, but they&#039;re still not actually safe -- you have to use general safety practices with both types of rockets.&lt;br /&gt;
&lt;br /&gt;
:The biggest advantage is the lighter weight, but the answer to that is give the RL to anyone who has Strength 34 or better.  You&#039;re likely to get several soldiers that strong in your first batch, and losing a couple of TUs to overburden is also an option.  You can also drop one rocket: launcher + 1 free LR + 2 LR reloads weighs 26, versus launcher +1 free + 3 SR reloads = 28.&lt;br /&gt;
&lt;br /&gt;
:Small rockets are not useless -- 75 HE is indeed very good -- but I&#039;d say there are almost no cases where large rockets aren&#039;t better.--[[User:Ethereal Cereal|Ethereal Cereal]] 04:35, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:On the other hand, we could explore the weight issues in more detail in the article without being quite as explicit about the conclusions.  A &amp;quot;weight&amp;quot; section would also give us a place to consolidate a couple more tips.--[[User:Ethereal Cereal|Ethereal Cereal]] 13:58, 17 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32678</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32678"/>
		<updated>2011-01-17T18:53:37Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Terrain-clearing */ tweak-a-deakie-doo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by most Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.  Destroying the top floor of a building also destroys roof tiles, making it easier to spot any aliens lurking up there -- roofs are notorious for their blind spots.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
When destroying buildings, it is better to fire the rocket through a window or open doorway, or to make your own holes, even if you can only target the square immediately inside the building.  The [[Explosions#HE_Block|HE block]] property of terrain objects reduces the power of explosive blasts.  By detonating a rocket inside the building, the blast will reach more of its internal structure (and any occupants) with undiminished strength.  More bang for your buck.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed Large &lt;br /&gt;
Rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous drawbacks ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens in the vicinity of equipment.&lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
* [[Laser Pistol]]s make an excellent sidearm for rocketeers -- use them if you run out of ammo or need to switch to precision fire.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol has focus by opening and closing its fire menu.  You need a Strength of 41 to carry a full load of large rockets plus a Laser Pistol; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32674</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32674"/>
		<updated>2011-01-17T18:46:06Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: expand on this point &amp;amp; move into terrain section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by most Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
When destroying buildings, it is better to fire the rocket through a window or open doorway -- or make your own holes -- even if you can only target the square immediately inside the building.  The [[Explosions#HE_Block|HE block]] property of terrain objects reduces the power of the blast.  By detonating a rocket inside the building, the blast will reach more of its internal structure (and any occupants) with undiminished strength.  More bang for the buck, you might say.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed Large &lt;br /&gt;
Rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous drawbacks ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens in the vicinity of equipment.&lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
* [[Laser Pistol]]s make an excellent sidearm for rocketeers -- use them if you run out of ammo or need to switch to precision fire.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol has focus by opening and closing its fire menu.  You need a Strength of 41 to carry a full load of large rockets plus a Laser Pistol; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32664</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32664"/>
		<updated>2011-01-17T10:08:17Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* To aim or not to aim */ tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by most Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed Large &lt;br /&gt;
Rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when using indirect fire, such as aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous drawbacks ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens in the vicinity of equipment.&lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* When destroying light structures, look for windows, open doorways or make holes of your own. Explosions that occur within a structure often take down more walls than repeatedly shelling it from the outside. This can potentially save a few rockets. &lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
* [[Laser Pistol]]s make an excellent sidearm for rocketeers -- use them if you run out of ammo or need to switch to precision fire.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol has focus by opening and closing its fire menu.  You need a Strength of 41 to carry a full load of large rockets plus a Laser Pistol; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32663</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32663"/>
		<updated>2011-01-17T10:01:00Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Ammunition */ slight concession :-)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; do decent damage but offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by most Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed Large &lt;br /&gt;
Rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  The same is true when using indirect fire.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous drawbacks ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens in the vicinity of equipment.&lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* When destroying light structures, look for windows, open doorways or make holes of your own. Explosions that occur within a structure often take down more walls than repeatedly shelling it from the outside. This can potentially save a few rockets. &lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
* [[Laser Pistol]]s make an excellent sidearm for rocketeers -- use them if you run out of ammo or need to switch to precision fire.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol has focus by opening and closing its fire menu.  You need a Strength of 41 to carry a full load of large rockets plus a Laser Pistol; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32662</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32662"/>
		<updated>2011-01-17T09:56:10Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Tips */ pistol sidearms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by most Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed Large &lt;br /&gt;
Rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  The same is true when using indirect fire.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous drawbacks ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens in the vicinity of equipment.&lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* When destroying light structures, look for windows, open doorways or make holes of your own. Explosions that occur within a structure often take down more walls than repeatedly shelling it from the outside. This can potentially save a few rockets. &lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
* [[Laser Pistol]]s make an excellent sidearm for rocketeers -- use them if you run out of ammo or need to switch to precision fire.  After drawing the pistol, you don&#039;t even need to drop the launcher -- just make sure the pistol has focus by opening and closing its fire menu.  You need a Strength of 41 to carry a full load of large rockets plus a Laser Pistol; a [[Plasma Pistol]] is also an option, requiring a strength of only 37.&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Rocket_Launcher&amp;diff=32661</id>
		<title>Talk:Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Rocket_Launcher&amp;diff=32661"/>
		<updated>2011-01-17T09:35:38Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Neutral stance on Small Rocket */ yeah... but.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn&#039;t you be able to get two snap shots off in one turn if you dual-wield rocket launchers? [[User:NightChime|NightChime]] 22:43, 23 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, however your base accuracy with both attacks would be 44%, multiplied by the soldiers Firing Accuracy and then accounting for any Fatal Wounds.  So yes, from a game mechanics standpoint, it&#039;s possible.  But in practice it&#039;s not a particularly hot idea given how much damage a misfire can do, the fact that with such a low accuracy, you WILL misfire, how heavy two loaded RLs are(32-36, depending on loadout), and the fact that this burns through rather limited ammo even faster.  In fact, the Rocket Launcher&#039;s Snap accuracy is so low that it&#039;s widely opined that only the Aimed is worth anything.  And if you&#039;ve managed to build up a soldier to the point that he can accurately use two snap-fired Rocket Launchers, as well as tote them, there are [[Plasma Rifle|far]] [[Heavy Plasma|better]] [[Blaster Launcher|weapons]] for such a soldier. [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:34, 23 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:: Aimed is of course the most effective means of using it, but snaps have their uses when you&#039;ve got good chances at landing near if not spot-on hits.   &lt;br /&gt;
&lt;br /&gt;
:: As for using dual rockets, I suppose dual rockets could be handy when you&#039;re firing down at the ground or right into something solid like the side of a UFO and need to do it twice in quick succession. But unless you planned for that to happen from the get-go, you&#039;re generally better off with two soldiers and two rocket launchers. The reload time on the next turn could slow you down a bit too if one soldier had to reload both. It&#039;s better to spread the re-load expense over several soldiers. &lt;br /&gt;
&lt;br /&gt;
:: Just had a thought on accuracy. Would a high TU soldier be able to carry a loaded launcher in the hand and one in the backpack, fire the one in the hand, drop it, get out the other one and fire it as well? That has the potential to eliminate the firing penalty if it can be done. Alternately, fire one at the -20% penalty, drop it the fire the other without a penalty. &lt;br /&gt;
&lt;br /&gt;
:: Dual [[Small Launcher]]s could be useful. With them, you can happily fire them at almost close range as long as you&#039;re wearing power suits. -[[User:NKF|NKF]] 00:05, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:A soldier with 80 TUs needs 36 TUs to snap-fire a Rocket Launcher.  So snap-firing 2 of them is 72 TUs.  This gives him 8 TUs to play with, and according to the [[Inventory TU Table]], it takes EXACTLY 8 TUs to move an item out of the backpack and into an empty hand.  So such a soldier could snap fire one Rocket Launcher, flip the other one out of his backpack, and then fire a second, albeit at a -20% penalty(though if he&#039;s got that many TUs he can probably take the hit with little trouble).  So yes, you could do that, but the soldier would need to be pre-positioned, because no (game-legal, barring the uncapped versions) soldier will have enough TUs to move.  And he&#039;s completely defenseless during the Alien turn.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:28, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Then perhaps the opposite method would be much more efficient. Have both launchers out, fire one at the -20% penalty and discard it. Then fire the other without the penalty. Since dropping only costs 2 TUs, then you&#039;d still have 6 TUs left to play with. Not much to work with, but if you exposed yourself to danger on the previous turn and ended up standing right next to a wall at the start of the new turn, then perhaps it&#039;s just enough to flee to safety. &lt;br /&gt;
&lt;br /&gt;
You have to admit that&#039;s really stretching things to the limit! -[[User:NKF|NKF]] 03:40, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
:The most efficient way is to just carry a sidearm like the [[Laser Pistol]] on your belt. After the rocket is launched (using a snap shot), move the  laser pistol from the belt to the hand and you should still have enough time to fire 2 auto shots. Nice thing about using it after the rocket is you don&#039;t have to drop anything because pistols are single handed weapons and don&#039;t suffer accuracy penalties if there is something in the opposite hand. --[[User:Zombie|Zombie]] 08:54, 24 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Neutral stance on Small Rocket ==&lt;br /&gt;
&lt;br /&gt;
It might be better to revise the article to take a more neutral stance on the Small Rocket rather than discount it over the generally more efficient Large Rocket. Weaker though it may be, it does offer some good benefits. &lt;br /&gt;
&lt;br /&gt;
Despite the big gap in damage, it still packs reasonable power (more than various light explosives like the grenade and proxy) and the lighter weight does offer your average strength rookie the chance of carrying extra goods without having to split the load.  -[[User:NKF|NKF]] 01:23, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:I started out with the same thinking, but the the more I studied it, the worse they looked.  One advantage, for instance, is that they&#039;re slightly less dangerous, but they&#039;re still not actually safe -- you have to use general safety practices with both types of rockets.&lt;br /&gt;
&lt;br /&gt;
:The biggest advantage is the lighter weight, but the answer to that is give the RL to anyone who has Strength 34 or better.  You&#039;re likely to get several soldiers that strong in your first batch, and losing a couple of TUs to overburden is also an option.  You can also drop one rocket: launcher + 1 free LR + 2 LR reloads weighs 26, versus launcher +1 free + 3 SR reloads = 28.&lt;br /&gt;
&lt;br /&gt;
:Small rockets are not useless -- 75 HE is indeed very good -- but I&#039;d say there are almost no cases where large rockets aren&#039;t better.--[[User:Ethereal Cereal|Ethereal Cereal]] 04:35, 17 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32660</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32660"/>
		<updated>2011-01-17T08:27:24Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* To aim or not to aim */ tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by most Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed Large &lt;br /&gt;
Rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings or when aiming at the ground -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  The same is true when using indirect fire.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous drawbacks ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens in the vicinity of equipment.&lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* When destroying light structures, look for windows, open doorways or make holes of your own. Explosions that occur within a structure often take down more walls than repeatedly shelling it from the outside. This can potentially save a few rockets. &lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32659</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32659"/>
		<updated>2011-01-17T08:24:43Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: additional expansion; moving some stuff out of the general &amp;quot;tips&amp;quot; section that is now in specific strategy sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by most Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Alien inside?  Not for long.  Remember to blow up every floor of every building you face -- HE damage is confined to a single vertical level, and aliens can spawn on any floor.&lt;br /&gt;
&lt;br /&gt;
Some players prefer to avoid using such destructive tactics during Terror Missions, when civilian lives are at stake.  Remember that your soldiers&#039; lives are at stake too, and the longer it takes you to kill the aliens, the fewer civilians will survive anyway.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
Firing from an elevated position further improves your chance of a groundstrike, even when using direct fire.  It also makes it easier to shoot past ground-level obstacles.  A rocketeer in a [[Flying Suit]] is the ultimate in air cavalry.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
Although not as dangerous as a stray Blaster Bomb, a badly placed Large &lt;br /&gt;
Rocket can still kill several of your troops, even armoured ones.  Avoid threading your shot through nearby obstacles such as trees, a fence, or the legs of your craft; move your shooter into the clear first.  Shots that might wing other troopers are especially dangerous.  It is for this reason that it is best to have your rocketeers near the front of the craft.  Have them level nearby buildings before bringing the rest of your squad out.&lt;br /&gt;
&lt;br /&gt;
Damage from HE explosions is confined to a single vertical level.  This means it is usually safe to target the upper level of a building even if you are standing right next to it.  But be sure you are clear of overhead obstructions first, in particular the wings/engines of your craft.&lt;br /&gt;
&lt;br /&gt;
=== To aim or not to aim ===&lt;br /&gt;
When using the rocket launcher to destroy buildings and other terrain  -- the proverbial &amp;quot;broad side of a barn&amp;quot; -- you can get away with using snap shots.  The same is true when using indirect fire.  This allows you to move, fire, and reload all in one turn.&lt;br /&gt;
&lt;br /&gt;
When forced to use direct fire, however, such as against an airborne Cyberdisc, it is much better to use aimed shots.  If you have the TUs, you should kneel as well.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous drawbacks ===&lt;br /&gt;
Any object on the ground caught in the blast radius of a rocket is likely to be destroyed.  To preserve loot, switch to nonexplosive weapons when attacking aliens in the vicinity of equipment.&lt;br /&gt;
&lt;br /&gt;
Rocket reaction fire can be unpredictable and deadly.  All reaction fire is direct-aim snap fire, which is likely to miss, and the game&#039;s AI doesn&#039;t care if there&#039;s a nearby obstacle (or other soldiers) in the way.  You are better off facing a rocketeer away from combat, or using up his or her TUs to prevent reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* When destroying light structures, look for windows, open doorways or make holes of your own. Explosions that occur within a structure often take down more walls than repeatedly shelling it from the outside. This can potentially save a few rockets. &lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32655</id>
		<title>User talk:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32655"/>
		<updated>2011-01-17T06:22:25Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* re: Reactions training */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First artefact site ==&lt;br /&gt;
In a recent game the first artefact site was detected September 1st. I try to write a short account in order to extract info for improving the artefact wiki page later. &lt;br /&gt;
Given that I can reroute my most experienced crack team with 6 good MC troopers(86,95,83,93,99,81 MCstr,100+MCsk) and two mediocre troopers(96MCstr both,72,78MCsk)and 6 field troops with 70+ MC str of with 5 have decent stats(max TU, 85+ FA) all wearing Mag Armor from their mission to retrive a fleet supply cruiser to arrive at daytime this should not be too difficult.&lt;br /&gt;
Equipment: &lt;br /&gt;
2 TSL with 8 shots&lt;br /&gt;
&lt;br /&gt;
8 MC disruptor&lt;br /&gt;
2 sonic canon&lt;br /&gt;
5 sonic rifle&lt;br /&gt;
6 sonic pistol&lt;br /&gt;
preloaded with 1 mag no spare ammo &lt;br /&gt;
2 thermal taser&lt;br /&gt;
8 vibro blades&lt;br /&gt;
4 thermic lance&lt;br /&gt;
yes thats a HTH weapon for each trooper (they are strong enough to carry it spare).&lt;br /&gt;
2 sonic pulsers, 1 Magna-pack(had left over which I wanted to use up)&lt;br /&gt;
2 GC preloaded with HE (used to deal with large terror units)&lt;br /&gt;
1 particle disturbance sensor&lt;br /&gt;
1 particle disturbance grenade&lt;br /&gt;
1 dye grenade&lt;br /&gt;
3 chemical flares&lt;br /&gt;
1 HJC with 2 phosphor mags&lt;br /&gt;
6 Medikits&lt;br /&gt;
&lt;br /&gt;
no DPL - can use them if I find them. But I should be fine with what I got and pick from the corpses in the first stage. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------&lt;br /&gt;
1st turn(XCOM):&lt;br /&gt;
&lt;br /&gt;
opening the triton I see no alien in immediate vicinity. I sent one field trooper to the tail end of the triton to take a peek behind. Walks into 2! reaction shots from the same position. Damn I just reached the end of the ship - got a bit careless. Anyway the trooper is unharmed, and I tun to spot the offending tasoth and take MC it. The two sonic canon shots must have hit the front plate. Proceed to spot another 5 tasoths of which 2 are set in the 2nd and 3rd floor sniper loopholes/windows of a great pyramid. Have all throw their sonic canons away. Field troops spread out.&lt;br /&gt;
&lt;br /&gt;
1st(aliens)&lt;br /&gt;
&lt;br /&gt;
A aquatoid emerges from the ground floor entrance of the great pyramid and fires a TSL at on of my pets - hits but fails to drop it.  &lt;br /&gt;
&lt;br /&gt;
2nd turn X&lt;br /&gt;
&lt;br /&gt;
reaffirm control over my 6 pets, spot aquatoid soldier, MC it, spot 5 more tasoth, MC them. Throw away 5 canons &amp;amp; 1 TSL. All 4 corners of the map revealed.Basic features of the map known. 1 large pryramid in the NE corner(lucky, could be 2, this is where most remaining aliens should be). 1 medium with open ground floor in the SE corner(Hallucinoid are often stuck in those, but it just had a tasoth). Triton parked W of it. Further west are the Exit pyramid and futher again the 3 small solid pyramids block. Three medium pyramids north of the exit pyramid those have only a top exit usable by small floating units - those rarely contain aliens. Two more of those in the NW corner. In the north is a slightly larger pillar pyramid those can be entered and usually contain hostile forces. No terrorist units so far - strange but I recall another 1st site without top level terrorists. Maybe the artefact incidents get harder as the game progresses? The map does not seem too large as well. Use 1 tasoth pet to scout 2nd floor of great pyramid a bit.&lt;br /&gt;
&lt;br /&gt;
2nd turn A&lt;br /&gt;
&lt;br /&gt;
nothing&lt;br /&gt;
&lt;br /&gt;
3rd turn XCOM start drilling the tasoth and pillaging the corpses for pulsers and some more sonic canons. MC reader available as loot. MC the remainder.&lt;br /&gt;
started scouting the 8 pillar pyramid. Started removing the 2 tasoths from the large pyramid.&lt;br /&gt;
&lt;br /&gt;
3rd a nothing&lt;br /&gt;
&lt;br /&gt;
4th X&lt;br /&gt;
&lt;br /&gt;
should upgrade to thermal drills blades take forever to drill the tasoth. Decided to take a few readers as cash loot as well. continue the culling. Not enough carriers to loot everything I guess -would need a leviathan load for that.&lt;br /&gt;
Found a second TSL armed Aquatoid soldier in the pillar pyramid. MC all surviving aliens. Starting to move aliens towards triton to simplify looting. Guess I will pay the price for an overfull object table later.&lt;br /&gt;
&lt;br /&gt;
4th a nothing&lt;br /&gt;
&lt;br /&gt;
5th X&lt;br /&gt;
&lt;br /&gt;
Continue looting and culling. Made a mistake and lost control of 2 pets in the great pyramid. &lt;br /&gt;
&lt;br /&gt;
5th a&lt;br /&gt;
&lt;br /&gt;
1 failed MC attack on one of my field troopers.&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
Continue looting, moving to triton, culling. Found my lost pets. Send troopers in the big pyramid and towards the pillar one. If there were hostile forces in one of the medium one they should have announced their presence by now.&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x&lt;br /&gt;
&lt;br /&gt;
Pillaged all sonic cannons except the two on the upper levels of the great pyramid, several pulsers, sc reloads. I will try to get the rest of the ammo and pulsers and leave the corpses behind. Aliens moved towardsthe triton srt to run out of energy.&lt;br /&gt;
Surviving enemy forces under my control 4 tasoth, 2 aquatoid. should i revive a stunned sq ld for additional hth exp? Still no terroists.&lt;br /&gt;
&lt;br /&gt;
7th a nothing&lt;br /&gt;
&lt;br /&gt;
8th x&lt;br /&gt;
&lt;br /&gt;
continue as planned. Each sq ld seems to carry a reader. Nice - another million - not that I need it.&lt;br /&gt;
&lt;br /&gt;
8th a nothing&lt;br /&gt;
&lt;br /&gt;
9th &amp;amp; 10th slay the 3 remaining aliens. There were no terrorists above ground. Only 2 aq soldiers with TSL,4 tasoth sq ld &amp;amp; 7 soldiers all armed with sonic cannons and pulsers. I retrived all alien weapons &amp;amp; spares except 2 sonic cannons for extra cash. Had room for those as well but that would have cost me another 5-6 turns to retrieve. Had to leave the 13 corpses. Well 12 - failed to revive the stunned sq ld with 10 shots. Grabbed it to test whether it gets killed in stage transition.&lt;br /&gt;
-------------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
On to the second stage.&lt;br /&gt;
Equipment screen - drop some of the extra stuff: 4 reader, &#039;&#039;dead&#039;&#039; tasoth, 19 sonic cannon mags(looks like I won&#039;t run out of ammo), 6 loaded sonic cannons, 2 TSL. Make sure that each soldier has a pulser and a HtH weapon, gun in hand. Start. &lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------------------------------------- &lt;br /&gt;
1st x&lt;br /&gt;
&lt;br /&gt;
all except 2 troops in starting area(lvl 3). One on lvl0,one on lvl2. Unfortunately th one on lvl 0 is a MC trooper. Has already spotted one tasoth in a room next to him. &lt;br /&gt;
Move the MC trooper on lvl0 back to lvl 3 since he was next to the elevators. Move all 6 field troops to lvl1. MC tasoth, drop weapon,move to entrance of SW module which is visible from the elevator lvl0 room. Part of target structure spotted from elevator - target room located in NE.&lt;br /&gt;
1st a hidden movement&lt;br /&gt;
&lt;br /&gt;
2nd x&lt;br /&gt;
&lt;br /&gt;
move field troops to lvl0, MC tasoth pet, use it to scout SE module&lt;br /&gt;
-tentaculat spotted,MC it. got ourselves a great scout(full TU,energy). Use to&lt;br /&gt;
scout lvl1 of 2 SE modules. SW module is one merged one(serveral modules form&lt;br /&gt;
one big structure) - no hostiles. Park tentaculat where the troops can see it.&lt;br /&gt;
&lt;br /&gt;
2nd a&lt;br /&gt;
&lt;br /&gt;
tasoth spotted moving&lt;br /&gt;
a sonic cannon reaction shot floored another one in the W-most module of 2nd&lt;br /&gt;
row from the S.&lt;br /&gt;
&lt;br /&gt;
3rd x&lt;br /&gt;
&lt;br /&gt;
location of spotted Tasoth identified as W-most module of 3rd row from S.&lt;br /&gt;
rush to the location wielding a vibroblade. target spotted &amp;amp; MC. block lift in&lt;br /&gt;
small cabinet with trooper, tasoth drops weapon and blocks door. &lt;br /&gt;
Regain control over pets. Move tasoth to 2r from S &amp;amp; 2nd from W module&lt;br /&gt;
-hallucinoid spotted&amp;amp;MC. Another tasoth spotted&amp;amp;MC. &lt;br /&gt;
Tentaculat scouts 3 from W(1 tasoth(MC&amp;amp;drop)) in bottom row &amp;amp; moves into&lt;br /&gt;
symonium elvator chamber. Found 4 Aquatoid sq ld &amp;amp;1 soldier &amp;amp; 1 tasoth sq ld&lt;br /&gt;
and 1 soldier as well as one tentaculat. So 1 alien in each of the 5 lvl1&lt;br /&gt;
niches and one in each lvl2 niches. Only 1 tentaculat is a bit on the low end&lt;br /&gt;
though. There should be more. There are still more places they like to hang&lt;br /&gt;
around. No hullucinoid at the elevator bottom only another aqutoid soldier. &lt;br /&gt;
Yet another aq soldier at lvl2 elevator and gotcha another tentaculat in the&lt;br /&gt;
chamber next to the elevator(tentaculats love this place). And a tasoth sq ld&lt;br /&gt;
lazes around there as well. Newly found tentaculat checks the command center&lt;br /&gt;
with the symonium device. Deserted as usual. So the elevator chamber should be&lt;br /&gt;
clear. I should start to drill aliens because Irun low on MC capacity only 6&lt;br /&gt;
more shots. Wait - that means I got 18 pets.  &lt;br /&gt;
7 aq(4ld, 3so)&lt;br /&gt;
1 hallu&lt;br /&gt;
7 tasoth(2ld,5so)&lt;br /&gt;
3 tentaculat&lt;br /&gt;
and 1 stunned tasoth soldier(the one that got hit with the reaction shot) and&lt;br /&gt;
there might be more.&lt;br /&gt;
&lt;br /&gt;
3rd a hidden movement&lt;br /&gt;
&lt;br /&gt;
4th x&lt;br /&gt;
&lt;br /&gt;
lost 1 aq pet while scouting lvl1 of the large module. Found another tasoth&lt;br /&gt;
soldier on lvl0 to replace it. Prepare culling.&lt;br /&gt;
&lt;br /&gt;
4th a hidden movement&lt;br /&gt;
&lt;br /&gt;
5th x&lt;br /&gt;
&lt;br /&gt;
cull 3 tentaculat &amp;amp; check that they are dead. cull 3 aq. 3 pistol shots take&lt;br /&gt;
care of the hallucinoid. cull 1 tasoth. Found tasoth soldier(no 7) on lvl1 big&lt;br /&gt;
module with 3 morale :) .&lt;br /&gt;
&lt;br /&gt;
5th a hidden movement&lt;br /&gt;
&lt;br /&gt;
cull 4 tasoth 1 aq. &lt;br /&gt;
&lt;br /&gt;
5th a nothing&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
After culling 3 tasoth i run into the disappearing corpses bug. kill 2aq.&lt;br /&gt;
There might be someone in an unusual position in the wall.&lt;br /&gt;
All dead except one tasoth(that i know of)&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x &lt;br /&gt;
&lt;br /&gt;
slay last tasoth. It resurrects as invisible so I slay it again. &lt;br /&gt;
&lt;br /&gt;
7th a all dead -&amp;gt; colony recovery.&lt;br /&gt;
&lt;br /&gt;
Ok. alien deployment 2nd stage(21 total):&lt;br /&gt;
&lt;br /&gt;
4 aq sq ld&lt;br /&gt;
3 aq so&lt;br /&gt;
1 hallu&lt;br /&gt;
2 tasoth sq ld&lt;br /&gt;
8 tasoth so&lt;br /&gt;
3 tentaculat&lt;br /&gt;
&lt;br /&gt;
Thats 34 aliens total but i only get credit for 32 kills(1live, 1 died by&lt;br /&gt;
friendly fire).&lt;br /&gt;
&lt;br /&gt;
alien killed 32&lt;br /&gt;
corpses recovered 29&lt;br /&gt;
live recovered 1&lt;br /&gt;
synomnium device destroyed 1&lt;br /&gt;
&lt;br /&gt;
item recovery:&lt;br /&gt;
IBA 12&lt;br /&gt;
mag nav 1&lt;br /&gt;
sub const 1&lt;br /&gt;
cryo 6&lt;br /&gt;
impl 1&lt;br /&gt;
aqua plast 501&lt;br /&gt;
reani 3&lt;br /&gt;
&lt;br /&gt;
score:2220&lt;br /&gt;
That does not include the loot. And i brought stuff from the first stage.&lt;br /&gt;
All but the sq ld had sonic cannons. The ld were unarmed to ensure MC attacks I guess. There were plenty of pulsers and more MC reader and extra cannon mags.&lt;br /&gt;
&lt;br /&gt;
== Re:  Strange events ==&lt;br /&gt;
&lt;br /&gt;
The corpse appearing in the equipment pile is a throwback to a similar bug in UFO. Not sure what&#039;s happening, but I think there might&#039;ve been a glitch with the equipment assignment that resulted in one of the corpses getting assigned to the equipment pile. Or the corpses coordinates consist of rubbish memory data that was in the same memory space that it is currently occupying. &lt;br /&gt;
&lt;br /&gt;
The scaling trick - ws your aquanaut ground-bound and were there any other stairs the aquanaut recently climbed prior to this? If it&#039;s what I think it is, then it&#039;s probably the same collision detection bug where the game is completely oblivious of the unit&#039;s elevation change if it climbs up stairs or drops from a ledge while travelling. In some cases, the unit may end up partially in a tile and can scale a nearby wall that normally can&#039;t be climbed. &lt;br /&gt;
&lt;br /&gt;
As for the bug where transporting an unconscious alien and then having it wake up in its original location - now that&#039;s a bug I have not been able to replicate in UFO after many tries. They might have changed the unit handling a little by now, and the actual unit stats along with its world locations aren&#039;t being updating to the coordinates of the body item when it wakes up. -[[User:NKF|NKF]] 01:07, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== re: Reactions training ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve only ever played UFO, not TFTD, but I think your troops won&#039;t use reaction fire against MCed allies.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had some luck doing reactions training in UFO without the inventory trick by MCing disarmed aliens and putting them inside the UFO a little distance from the outer door.  Aliens can&#039;t seem to resist going through doors, though they&#039;re usually fast enough to jump back in without getting shot.  But I can usually get some reaction fire if I put two or three shooters in the right places just outside the door.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:22, 17 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32645</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32645"/>
		<updated>2011-01-15T08:57:17Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Indirect fire */ tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by most Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Blow up every floor of every building.  Alien inside?  Not for long.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure will probably kill the alien as well.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and a nearby blast from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot -- aim in between them.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* No matter what shot you use, kneel. &lt;br /&gt;
* Try to always fire the rocket with Aimed shots. You don&#039;t have many reloads. &lt;br /&gt;
* Snap shots should only be used when you&#039;re guaranteed a kill - such as firing the rocket toward an alien standing next to a wall. &lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* Sometimes it&#039;s better to end the turn with no rocket loaded and to only load a rocket on the next turn. This protects from accidental reaction shots with the launcher. &lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* Don&#039;t bother saving time for reaction fire. Too much friendly fire risk. Move instead.&lt;br /&gt;
* Firing from an elevated position or [[Flying Suit]] at a downwards angle will guarantee an (eventual) impact with the ground.&lt;br /&gt;
* Since rockets explode, direct hits aren&#039;t compulsory. If you think you might miss your target, try aiming for a nearby building instead.&lt;br /&gt;
* Rockets are good for demolishing cover (trees, hedges, buildings) at long range, reducing the need for messy close range combat.&lt;br /&gt;
* When destroying light structures, look for windows, open doorways or make holes of your own. Explosions that occur within a structure often take down more walls than repeatedly shelling it from the outside. This can potentially save a few rockets. &lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32644</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32644"/>
		<updated>2011-01-15T08:00:40Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Ammunition */ IC good for preserving equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by most Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is more effective.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  Fire will not damage any of the valuable UFO components or equipment laying on the ground (including alien corpses left over from a [[UFO Crash Recovery|crash landing]]).  Incendiary rockets are especially effective when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Blow up every floor of every building.  Alien inside?  Not for long.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure is likely to kill the alien anyway.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and even an indirect hit from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot: aim in between them.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* No matter what shot you use, kneel. &lt;br /&gt;
* Try to always fire the rocket with Aimed shots. You don&#039;t have many reloads. &lt;br /&gt;
* Snap shots should only be used when you&#039;re guaranteed a kill - such as firing the rocket toward an alien standing next to a wall. &lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* Sometimes it&#039;s better to end the turn with no rocket loaded and to only load a rocket on the next turn. This protects from accidental reaction shots with the launcher. &lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* Don&#039;t bother saving time for reaction fire. Too much friendly fire risk. Move instead.&lt;br /&gt;
* Firing from an elevated position or [[Flying Suit]] at a downwards angle will guarantee an (eventual) impact with the ground.&lt;br /&gt;
* Since rockets explode, direct hits aren&#039;t compulsory. If you think you might miss your target, try aiming for a nearby building instead.&lt;br /&gt;
* Rockets are good for demolishing cover (trees, hedges, buildings) at long range, reducing the need for messy close range combat.&lt;br /&gt;
* When destroying light structures, look for windows, open doorways or make holes of your own. Explosions that occur within a structure often take down more walls than repeatedly shelling it from the outside. This can potentially save a few rockets. &lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32643</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32643"/>
		<updated>2011-01-15T07:54:35Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Ammunition */ tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by most Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  The blast radius of a large rocket will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is better overall.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  This is especially powerful when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Blow up every floor of every building.  Alien inside?  Not for long.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure is likely to kill the alien anyway.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and even an indirect hit from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot: aim in between them.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* No matter what shot you use, kneel. &lt;br /&gt;
* Try to always fire the rocket with Aimed shots. You don&#039;t have many reloads. &lt;br /&gt;
* Snap shots should only be used when you&#039;re guaranteed a kill - such as firing the rocket toward an alien standing next to a wall. &lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* Sometimes it&#039;s better to end the turn with no rocket loaded and to only load a rocket on the next turn. This protects from accidental reaction shots with the launcher. &lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* Don&#039;t bother saving time for reaction fire. Too much friendly fire risk. Move instead.&lt;br /&gt;
* Firing from an elevated position or [[Flying Suit]] at a downwards angle will guarantee an (eventual) impact with the ground.&lt;br /&gt;
* Since rockets explode, direct hits aren&#039;t compulsory. If you think you might miss your target, try aiming for a nearby building instead.&lt;br /&gt;
* Rockets are good for demolishing cover (trees, hedges, buildings) at long range, reducing the need for messy close range combat.&lt;br /&gt;
* When destroying light structures, look for windows, open doorways or make holes of your own. Explosions that occur within a structure often take down more walls than repeatedly shelling it from the outside. This can potentially save a few rockets. &lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32642</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32642"/>
		<updated>2011-01-15T07:37:02Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: /* Strategy */ Use of indirect fire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by nearly all Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  Additionally, the large blast radius will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is better overall.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  This is especially powerful when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
===Terrain-clearing===&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Blow up every floor of every building.  Alien inside?  Not for long.&lt;br /&gt;
&lt;br /&gt;
=== Versus Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
=== Indirect fire ===&lt;br /&gt;
It is quite frustrating to fire one of your precious rockets at an alien, miss, and watch it sail harmlessly off the screen.  This is less of a problem when the alien is in front of a wall or inside a building -- a rocket that hits a nearby structure is likely to kill the alien anyway.&lt;br /&gt;
&lt;br /&gt;
Thankfully, most aliens have a nearby structure beside them at all times: the ground.  Even when you have a direct shot available, aiming at the ground adjacent to an alien is likelier to produce a hit, and even an indirect hit from a Large Rocket will usually kill Sectoids, Floaters, and most Snakemen.  This is also a good way to target aliens that are obscured by nearby obstacles, or to kill a group of aliens with a single shot: aim in between them.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* No matter what shot you use, kneel. &lt;br /&gt;
* Try to always fire the rocket with Aimed shots. You don&#039;t have many reloads. &lt;br /&gt;
* Snap shots should only be used when you&#039;re guaranteed a kill - such as firing the rocket toward an alien standing next to a wall. &lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* Sometimes it&#039;s better to end the turn with no rocket loaded and to only load a rocket on the next turn. This protects from accidental reaction shots with the launcher. &lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* Don&#039;t bother saving time for reaction fire. Too much friendly fire risk. Move instead.&lt;br /&gt;
* Firing from an elevated position or [[Flying Suit]] at a downwards angle will guarantee an (eventual) impact with the ground.&lt;br /&gt;
* Since rockets explode, direct hits aren&#039;t compulsory. If you think you might miss your target, try aiming for a nearby building instead.&lt;br /&gt;
* Rockets are good for demolishing cover (trees, hedges, buildings) at long range, reducing the need for messy close range combat.&lt;br /&gt;
* When destroying light structures, look for windows, open doorways or make holes of your own. Explosions that occur within a structure often take down more walls than repeatedly shelling it from the outside. This can potentially save a few rockets. &lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32641</id>
		<title>Rocket Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocket_Launcher&amp;diff=32641"/>
		<updated>2011-01-15T07:20:47Z</updated>

		<summary type="html">&lt;p&gt;Ethereal Cereal: Moving some stuff about IN rounds into the Incendiary article and the rest to the Stats section; easier to drop the launcher than to keep the ammo separate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The rocket launcher is slow, heavy, and has limited ammunition.  It is also one of the most reliable ways to kill aliens, and it excels at [[Destroying Terrain|destroying alien hiding places]].  What&#039;s not to like?&lt;br /&gt;
&lt;br /&gt;
It is eventually overshadowed by the ultimate death-dealer, the [[Blaster Launcher]].  But even then the rocket launcher holds its own as an inexpensive (and less dangerous) terrain-clearer.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Torpedo Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Rocket Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS15.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: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  45% (Accuracy  55%)&lt;br /&gt;
**Aimed: 75% (Accuracy 115%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $4,000&lt;br /&gt;
*Sell Price: $3,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Small Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS16.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 75 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $600&lt;br /&gt;
*Sell Price: $480&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Large Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS17.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 100 HE&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $900&lt;br /&gt;
*Sell Price: $720&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Incendiary Rocket:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS18.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 [[#Incendiary|IN&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,200&lt;br /&gt;
*Sell Price: $960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rocket launcher can only be fired once per round.  Although two snap shots would technically use up only 90% of a soldier&#039;s TUs, an additional 15 TUs must be spent reloading the weapon between shots.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is the most accurate weapon that can be fired in a straight line, surpassing even the [[Heavy Plasma]] or the X-Com standard [[Rifle]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Incendiary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;&#039;&#039;Note on incendiary rounds:&#039;&#039;&#039;&lt;br /&gt;
The listed damage using incendiary rounds is misleading. All [[incendiary]] weapons in the game do at most 10 points of damage on a direct hit. The damage values listed in the [[UFOpaedia]] determines how wide an area will be blanketed with flames, not how much damage will be done.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
There are three rocket types. The launcher may only be loaded with one rocket at a time.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Small rockets&#039;&#039;&#039; offer few advantages over the large rocket: they may fail to achieve a single-shot kill and have a far smaller terrain-clearing radius.  They are lighter, but a full load of large rockets plus launcher (plus one [[Known_Bugs#Weightless_Loaded_Ammo|free load]]) weighs only 34 [[Item Weight|Strength units]], and a launcher plus 2 reloads weighs only 26, which is manageable by nearly all Rookies.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Large rockets&#039;&#039;&#039; are the mainstay ammunition for the rocket launcher. A single hit (or even a near miss) from a large rocket is pretty much a guaranteed kill against Sectoids and Floaters, and has a high likelihood of killing Snakemen and Ethereals as well.  Additionally, the large blast radius will blow open most of a farmhouse or clear out an orchard and often kill whatever&#039;s inside, making most terrain a cinch to sweep and secure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Incendiary rockets&#039;&#039;&#039;, like other [[incendiary|incendiaries]], do very little direct damage, though they do have specialized uses.  The large fires they set can be used for nighttime illumination, although a large spread of many small fires (such as from an [[Auto-Cannon|AC-IN]]) is better overall.  Fire is also good for clearing obstructive flammable terrain (such as jungle), although this takes several turns; a large rocket can be used for instant effect.&lt;br /&gt;
&lt;br /&gt;
: Perhaps the best use for incendiary rockets is to fire one inside an occupied UFO, then let the aliens slowly cook.  This is especially powerful when combined with exploits involving faulty collision detection in [[Explosions#When_Is_a_Wall_not_a_Wall|diagonal walls]] (such as on a Medium Scout) or [[Exploiting_Collision_Detection#Explosions.2FIncendieries_Through_A_Ceiling|ceilings]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The ideal terrain for fighting aliens is completely level and open.  Without any hiding places, your scouts are guaranteed [[Reaction fire triggers#mutual surprise|mutual surprise]], and the lack of obstacles permits you to safely snipe the aliens from nearly any position (see [[Scouting]] for details).&lt;br /&gt;
&lt;br /&gt;
Urban, farmland, and jungle terrain is full of obstructions that provide aliens cover to duck in and out of while taking potshots at you.  Buildings and farmhouses are especially deadly -- you can get shot at from [[line of sight|blind spots]] while approaching or entering the building and if you spot an alien inside, most of your troops will not have a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
Solution: Blow the building up.  Blow every building up.  Every warehouse, every barn, every shed, every orchard, every thicket.  Blow up every floor of every building.  Alien inside?  Not for long.&lt;br /&gt;
&lt;br /&gt;
=== Rockets vs. Cyberdiscs ===&lt;br /&gt;
A direct hit from a Large Rocket has a 35% chance of killing a Cyberdisc, making it your best recourse should you encounter these nasties on your first Terror Mission.  However, as Cyberdisk missions also contain psionic Sectoids, the results of a mind control can be devastating.  The simplest way to counteract this is to drop the launcher at the end of each turn and pick it up again at the beginning.  This is a good way of de-fanging all your troops, although it deprives you of [[reaction fire]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* No matter what shot you use, kneel. &lt;br /&gt;
* Try to always fire the rocket with Aimed shots. You don&#039;t have many reloads. &lt;br /&gt;
* Snap shots should only be used when you&#039;re guaranteed a kill - such as firing the rocket toward an alien standing next to a wall. &lt;br /&gt;
* Use in a support role, not for scouts.&lt;br /&gt;
* Sometimes it&#039;s better to end the turn with no rocket loaded and to only load a rocket on the next turn. This protects from accidental reaction shots with the launcher. &lt;br /&gt;
* When sniping, do not forget that it costs the same amount of TUs to load ammunition from any location in the inventory screen, including the ground. So consider standing on a pile or rockets rather than carry them all the time, or have nearby companions throw rockets over to you.&lt;br /&gt;
* Don&#039;t bother saving time for reaction fire. Too much friendly fire risk. Move instead.&lt;br /&gt;
* Firing from an elevated position or [[Flying Suit]] at a downwards angle will guarantee an (eventual) impact with the ground.&lt;br /&gt;
* Since rockets explode, direct hits aren&#039;t compulsory. If you think you might miss your target, try aiming for a nearby building instead.&lt;br /&gt;
* Rockets are good for demolishing cover (trees, hedges, buildings) at long range, reducing the need for messy close range combat.&lt;br /&gt;
* When destroying light structures, look for windows, open doorways or make holes of your own. Explosions that occur within a structure often take down more walls than repeatedly shelling it from the outside. This can potentially save a few rockets. &lt;br /&gt;
* Firing a rocket at the ground will generate an instant smoke cloud, instead of waiting a turn for a smoke grenade to go off. If a scout encounters too many aliens spaced too far apart or an alien that cannot be killed by a single large rocket, and supporting troops cannot get a line of fire, the scout can use this technique to make an instant smoke screen and retreat on the same turn. Even if supporting troops cannot get a line of fire to the aliens, they may be able to fire a rocket between the scout and the aliens. This is limited by the general limitations of [[smoke]].&lt;br /&gt;
&lt;br /&gt;
Most of these tips can apply to the [[Small Launcher]] and [[Blaster Launcher]].&lt;br /&gt;
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==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;/div&gt;</summary>
		<author><name>Ethereal Cereal</name></author>
	</entry>
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