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		<title>Missions (EU2012)</title>
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		<summary type="html">&lt;p&gt;Hadien: grammar&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
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Tactical missions are XCOM&#039;s main operations and can be generated through either [[Mission Control (EU2012)|Mission Control]] or the [[Situation Room (EU2012)|Situation Room]]. Each mission will have a [[Mission Names (EU2012)|codename]], and will have a Brief and Objectives for [[XCOM (EU2012)|XCOM]] to achieve. At the end of the mission the XCOM Commander will be shown an [[After Action Report (EU2012)|After Action Report]] detailing the success/failure of the mission. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Launch Mission (EU2012).png|600px|right|Launch Mission]]&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
Missions involving [[Alien Life Forms (EU2012)|alien]] invaders are the bread and butter of [[XCOM (EU2012)|XCOM]]. You&#039;ll be asked to either stop alien activity in specific countries or to recover landed/crashed [[UFOs (EU2012)|UFOs]]. Ignoring these missions increases the [[Panic (EU2012)|panic]] level of the country, and usually also in the continent where they occur, with the exception of Crashed UFO sites.&lt;br /&gt;
* [[Alien Abductions (EU2012)|Alien Abductions]]&lt;br /&gt;
* [[Crashed UFO (EU2012)|Crashed UFO]]&lt;br /&gt;
* [[Landed UFO (EU2012)|Landed UFO]]&lt;br /&gt;
* [[Alien Terror (EU2012)|Alien Terror Attack]]&lt;br /&gt;
&lt;br /&gt;
===[[The Council (EU2012)|Council]] Missions===&lt;br /&gt;
Council [[The Council (EU2012)#Council Missions|missions]] will appear periodically and you&#039;ll be given resources (credits, [[Soldiers (EU2012)|soldiers]], etc.) in exchange for completing these missions, in addition it may also reduce the panic level of the country where it takes place. If failed or ignored most missions will also raise panic on the country, and, in Impossible [[Difficulty (EU2012)|difficulty]], on the entire continent. &lt;br /&gt;
&lt;br /&gt;
* [[Extraction (EU2012)|Target Extraction]]&lt;br /&gt;
* [[Escort (EU2012)|Target Escort]] (Rescue) &lt;br /&gt;
* [[Asset Recovery (EU2012)|Asset Recovery]] (Assault)&lt;br /&gt;
* [[Bomb Disposal (EU2012)|Bomb Disposal]]&lt;br /&gt;
&lt;br /&gt;
The most difficult Council missions are usually the Bomb Disposal sites because of the time window involved to deactivate the alien bomb.&lt;br /&gt;
After a player has reached the mid/late game the Council missions will turn into training runs since your advanced [[Weapons (EU2012)|weapons]] and [[Armor (EU2012)|armor]] will be more than a match for the usual [[Thin Man (EU2012)|Thin Men]] found in those missions.&lt;br /&gt;
&lt;br /&gt;
==== [[Slingshot_DLC_(EU2012)|Slingshot DLC]] Missions ====&lt;br /&gt;
Slingshot is a [[DLC (EU2012)|DLC]] available for Enemy Unknown which consists in a campaign of 3 Council missions that unlock a playable soldier [[Shaojie Zhang (EU2012)|Zhang]] along with additional [[UFOs (EU2012)#UFO Salvage|salvage]]. The Slingshot missions will only be offered once in the first month of the game and you&#039;ll be given the choice of taking it instead or a regular Council mission. After each mission appears available on the [[Situation Room (EU2012)|Situation Room]] it is possible for the player to delay it indefinitely by choosing the &#039;Not Now&#039; option. &lt;br /&gt;
&lt;br /&gt;
* [[Friends_in_Low_Places_(EU2012)|Friends in Low Places]]&lt;br /&gt;
* [[Confounding_Light_(EU2012)|Confounding Light]]&lt;br /&gt;
* [[Gangplank_(EU2012)|Gangplank]]&lt;br /&gt;
&lt;br /&gt;
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Slingshot campaign has been pushed to a May start, instead of late March.&lt;br /&gt;
 &lt;br /&gt;
===Storyline Missions===&lt;br /&gt;
These are special [[Storyline Missions (EU2012)|Missions]] that you&#039;ll need to complete in order to progress in the [[Storyline (EU2012)|Storyline]]. Failure to complete certain missions will be considered a game loss. There are five Storyline missions, although the two Tutorials are optional at game start.&lt;br /&gt;
* Tutorial&lt;br /&gt;
* Meld Tutorial (EW DLC)&lt;br /&gt;
* Alien Base Assault&lt;br /&gt;
* [[XCOM Base Defense (EU2012)|XCOM Base Defense]] (EW DLC)&lt;br /&gt;
* Temple Ship Assault&lt;br /&gt;
&lt;br /&gt;
For more details see the [[Storyline Missions (EU2012)|Storyline Missions]] page (massive spoilers!).&lt;br /&gt;
===XCOM: Enemy Within DLC Missions ===&lt;br /&gt;
In addition to the ones already mentioned above, the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] introduces several new missions. &lt;br /&gt;
====Covert Operations Missions====&lt;br /&gt;
[[Covert Operations (EU2012)|Covert Operations]] missions that become available on the Situation Room after [[EXALT (EU2012)|EXALT]] appears in May. Covert missions will be available until the EXALT base is destroyed. &lt;br /&gt;
* [[Covert Extraction (EU2012)|Covert Extraction]]&lt;br /&gt;
* [[Covert Data Recovery (EU2012)|Covert Data Recovery]]&lt;br /&gt;
* [[EXALT Base Assault (EU2012)|EXALT Base Assault]]&lt;br /&gt;
====Council Missions====&lt;br /&gt;
* [[Site Recon (EU2012)|Site Recon]] (Assault)&lt;br /&gt;
=====Progeny Missions=====&lt;br /&gt;
[[Progeny (EU2012)|Progeny]] is a Council campaign of 3 missions that is optional at game start. It can be played in the same game with Slingshot campaign also activated, or as a solo campaign. &lt;br /&gt;
* [[Portent (EU2012)|Portent]] &lt;br /&gt;
* [[Deluge (EU2012)|Deluge]] &lt;br /&gt;
* [[Furies (EU2012)|Furies]]&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
The majority of the tactical missions will be generated periodically by the game upon certain [[XComStrategyGame.UPK (EU2012)|definitions]] on a monthly basis. It is possible to ignore those missions but it will usually have negative consequences as [[Panic (EU2012)|panic]] will increase. &lt;br /&gt;
&lt;br /&gt;
Storyline missions don&#039;t have any time requirements and can be completed at the player&#039;s discretion. However, the [[Storyline (EU2012)#Alien Base|Alien Base]] assault can alter the frequency of Abductions, Terror Sites and UFO missions. &lt;br /&gt;
&lt;br /&gt;
===Before Alien Base Assault===&lt;br /&gt;
* 1st mission - Tutorial or regular [[Alien Abductions (EU2012)|Alien Abductions]] mission in March.&lt;br /&gt;
* 2  each month. - Abduction&lt;br /&gt;
* 1 [[Alien Terror (EU2012)|Terror Site]] every even month (April, June, etc.)&lt;br /&gt;
* 1 [[Missions (EU2012)#Council Missions|Council]] Mission every month, between the 13th and the 27th, can be [[Slingshot DLC (EU2012)|Slingshot]] campaign (EU only), if the Tutorial isn&#039;t activated. &lt;br /&gt;
* 1 Council [[Requests (EU2012)|Request]] each 20 days + 7 random days. Each Request has a requirement and if it isn&#039;t met no request is generated (common in the early months). Each request has a 20 days limit to be completed before it disappears. &lt;br /&gt;
** On the Enemy Within DLC, there are two monthly time windows, between the 5th and 15th days and between the 17th and 27th. &lt;br /&gt;
** There can be only 1 Council Mission each month. On each window there will be either a Mission or Request (25% chance for 2 Requests, 50% for Mission and a Request, 25% for a Request/Mission). The Slingshot and [[Progeny (EU2012)|Progeny]] missions can fill either window. &lt;br /&gt;
* 1 detected UFO each month, either crashed or landed. &lt;br /&gt;
** 50% chance for a 2nd detected UFO during April to June (March to July with [[Second Wave (EU2012)|Second Wave]]&#039;s Marathon). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special Missions&#039;&#039;&lt;br /&gt;
* On the Enemy Within DLC, Slingshot&#039;s [[Friends in Low Places (EU2012)|Friends In Low Places]] mission happens on day 51, or around April 20th. [[Confounding Light (EU2012)|Confounding Light]] mission happens 25 days after (around May 15th) and [[Gangplank (EU2012)|Gangplank]] 2 days afterwards.&lt;br /&gt;
* Also in EW, the Portent mission of the Progeny campaign is a Council mission in April. &lt;br /&gt;
* [[EXALT (EU2012)|EXALT]] on May, on the 12th to 24th (Easy and Normal) and 6th to 24th (Classic and Impossible).&lt;br /&gt;
&lt;br /&gt;
===After Alien Base Assault===&lt;br /&gt;
* 1 monthly Abduction mission, if there are 3+ countries in the [[The Council (EU2012)|Council]] without a satellite.&lt;br /&gt;
* 1 Terror Site every month.&lt;br /&gt;
* 1 Council Mission every month, between the 13th and the 27th, can be Slingshot campaign (EU only).&lt;br /&gt;
* 1 Council Request each 20 days.&lt;br /&gt;
** On EW, there are two monthly time windows, between the 5th and 15th days and between the 17th and 27th. &lt;br /&gt;
** There can be only 1 Council Mission each month. On each window there will be either a Mission or Request (25% chance for 2 Requests, 50% for Mission and a Request, 25% for a Request/Mission). The Slingshot and Progeny missions can fill either window. &lt;br /&gt;
* 1 detected UFO each month, either crashed or landed.&lt;br /&gt;
** 50% chance for a 2nd detected UFO each month.&lt;br /&gt;
** Random Mission - if the 2nd UFO wasn&#039;t added, the game may add an additional Abductions, Terror or Council mission. The AI will choose randomly between the mission types according to the following criteria: Terror and Council missions can only be chosen if they haven&#039;t been already scheduled for the month; in the case of Abductions, they are only chosen if there are 3 or more countries without satellites. If none of the criteria is met, there won&#039;t be an additional mission added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special Missions&#039;&#039;&lt;br /&gt;
* [[Base Defense (EU2012)|Base Defense]] - 2 to 3 weeks after XCOM assaults the Alien Base (EW DLC)&lt;br /&gt;
** Progeny campaign [[ (EU2012)| ]]Deluge and [[ (EU2012)| ]]Furies missions - both take place the month after Base Defense and building the Psionic Lab. Furies takes place 7 days (168 hours) after Deluge.&lt;br /&gt;
* EXALT Elites replace regulars in July.&lt;br /&gt;
&lt;br /&gt;
===Abductions===&lt;br /&gt;
* Abductions require a minimum of 2 countries with satellites to take place and have a maximum of 3 countries targeted each round. There is a maximum of 2 Abductions each month.&lt;br /&gt;
** An exception is that after the Alien Base is assaulted, which always requires 3 countries as targets to take place. &lt;br /&gt;
* Before the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] mission, there will be 2 [[Alien Abductions (EU2012)|Abductions]] each month, if there are 5 or more countries (3 for the 1st Abductions, 2+ for the 2nd Abductions) still in the Council without a satellite.  &lt;br /&gt;
* After the Alien Base is assaulted it can be none or up to 2 monthly missions, depending on the number of countries remaining on the Council without satellites. &lt;br /&gt;
** The 1st mission will take place with only two countries available but the 2nd round of Abductions always requires 6 countries without satellites to be planned by the AI. &lt;br /&gt;
* The aliens will target any countries still in the [[The Council (EU2012)|Council]] that don&#039;t have a satellite deployed and avoid any country already marked for a Terror Site during the month.&lt;br /&gt;
* On EW (and probably for EU as well) there are two time windows for Abductions. The 1st is between day 1 and 7 of the month, the 2nd between the 11 and 25 days. The first window is only used if there are two Abductions scheduled for the month.&lt;br /&gt;
&lt;br /&gt;
===Terror Site===&lt;br /&gt;
* Before the Alien Base mission, there&#039;s 1 [[Alien Terror (EU2012)|Terror Site]] every even month (April, June, etc.). After the base is destroyed, it takes place every month. &lt;br /&gt;
* Terror missions will take place on countries still in the Council, regardless of if they have satellites deployed or not. &lt;br /&gt;
* There&#039;s a 75% chance that the aliens will choose to terrorize the most panicked country. If not, the aliens will randomly choose between the 3 countries with the most [[Panic (EU2012)|panic]] levels. &lt;br /&gt;
* The targeted country will also be removed from the target list for any Abduction missions that take place on that month.&lt;br /&gt;
&lt;br /&gt;
===UFOs===&lt;br /&gt;
* Detected [[UFOs (EU2012)|UFOs]] can be conducting 4 types of [[UFOs (EU2012)#UFO Missions|missions]]: Scout Target, Destroy Satellite, Harvest Live Specimens, and Final Preparations.&lt;br /&gt;
*There&#039;s a monthly limit of 2 UFOs being detected either landed (Harvest Live Specimens mission) or flying (Scout Target mission)&lt;br /&gt;
* 1 UFO is always detected each month, either flying or landed.&lt;br /&gt;
* The appearance of the 2nd UFO is dependent if the Alien Base has been assaulted: &lt;br /&gt;
** If it hasn&#039;t been assaulted and the 2nd Abductions mission has been added, there&#039;s a 50% chance for a 2nd detected UFO during April or May (April to June with [[Second Wave (EU2012)|Second Wave]]&#039;s Marathon).&lt;br /&gt;
** If it hasn&#039;t been assaulted and the 2nd Abductions mission has not been added due to a lack of sufficient countries, the 2nd UFO will always be generated. &lt;br /&gt;
** If the Alien Base has been assaulted there&#039;s a 50% chance for a 2nd detected UFO.&lt;br /&gt;
* Each month there will be specific UFOs available (either flying or landed) for missions.&lt;br /&gt;
** If there are flying UFOs available for that month there&#039;s a 66% chance that the UFO will be detected while flying. Otherwise if there are landed UFOs available it will be a Landed UFO mission. &lt;br /&gt;
** If there were no detections or there are no available landed UFOs, the game will choose from a pool of possible UFO types for the month. &lt;br /&gt;
* More UFOs can appear in case a Destroy Satellite UFO mission is generated but there&#039;s a maximum of 2 UFO ground missions.&lt;br /&gt;
** A Destroy Satellite UFO will only appear if any Harvest Live Specimens or Scout Target missions are completely ignored (no interceptors or Skyranger is launched and intercept/deploy the UFO). &lt;br /&gt;
** The aliens will send quickly a Large Scout/Battleship on a Destroy Satellite mission, depending on the game difficulty. If the first mission is ground assaulted or intercepted, regardless of the final result, the 2nd mission will not be generated.  &lt;br /&gt;
* The Final Preparations UFO mission is only assigned to Overseer UFOs and only appears after you&#039;ve progressed enough on the [[Storyline (EU2012)|Storyline]] to build the Hyperwave Relay.&lt;br /&gt;
&lt;br /&gt;
===Council===&lt;br /&gt;
A list of Council missions and their rewards can be seen at [[The Council (EU2012)#Council Missions|Council Missions]].&lt;br /&gt;
* On Enemy Unknown, 1 [[Missions (EU2012)#Council Missions|Council]] Mission every month, between the 13th and the 27th, can be filled by [[Slingshot DLC (EU2012)|Slingshot]] campaign missions.&lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], there are two monthly time windows, between the 5th and 15th days and between the 17th and 27th. &lt;br /&gt;
** There can be only 1 Council Mission each month. On each window there will be either a Mission or Request (25% chance for 2 Requests, 50% for Mission and a Request, 25% for a Request/Mission). The Slingshot and [[Progeny (EU2012)|Progeny]] missions can fill either window.&lt;br /&gt;
** Slingshot or Progeny missions will take place during these time windows. It is possible to have a mission from either campaign and a regular Council mission on the same month.&lt;br /&gt;
** If the Meld Tutorial is active it will take the place of the 1st Council mission.&lt;br /&gt;
&lt;br /&gt;
===EXALT===&lt;br /&gt;
For a detailed explanation of the appearance of EXALT see [[EXALT (EU2012)#EXALT Cells|EXALT Cells]] and [[Covert Operations (EU2012)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
==Mission Factors==&lt;br /&gt;
===Response Times===&lt;br /&gt;
[[File:Launch Mission 2 (EU2012).png|300px|right|Mission Control]]&lt;br /&gt;
Each mission will have a window of opportunity of 1-2 days, specific values below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission !! Deadline (Hours)&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | 48&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Crashed UFO || align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Landed UFO || align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Council || align=&amp;quot;center&amp;quot; | 48&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mission Difficulty===&lt;br /&gt;
The overall difficulty of a mission depends on the number and type of [[Alien Life Forms (EU2012)|aliens]] present in a mission and the [[Difficulty (EU2012)|Difficulty]] level. For a detailed breakdown of the numbers, check [[Alien Deployment (EU2012)|Alien Deployment]].&lt;br /&gt;
&lt;br /&gt;
Abduction missions will appear with individual difficulty levels of: Easy/Moderate/Difficult/Very Difficult. These give an indication of the total number of [[Alien Life Forms (EU2012)|alien]] and the number of alien &amp;quot;pods&amp;quot; (groups of 1-3 aliens) present on the mission. The individual mission difficulty is a number calculated with the following steps:&lt;br /&gt;
#The number of current Storyline [[Storyline (EU2012)#Storyline Structure|Act]] (can vary from 1 to 3) is reduced by -1 and added to the mission difficulty.&lt;br /&gt;
#The panic level of the country (1 to 5) is reduced by -1 and the final number added. &lt;br /&gt;
#A random number from 0 to 2 is added. &lt;br /&gt;
#If playing on Impossible difficulty a +1 modifier is added. &lt;br /&gt;
#The difficulty number is clamped to a minimum of 0 and a maximum of 3. The final number determines the mission difficulty, with 0 being Easy and 3 Very Difficult.&lt;br /&gt;
&lt;br /&gt;
===Mission Rewards===&lt;br /&gt;
On Abductions, the type of the rewards is randomly chosen when the mission appears, while on Council missions the rewards are [[The Council (EU2012)#Council Mission Rewards|predetermined]]. &lt;br /&gt;
&lt;br /&gt;
There are 4 types of rewards possible for Abduction missions. Since there are only 3 Abduction sites during a raid only 3 of these rewards will be chosen, with no repeats. On the first Abduction mission the rewards will always be credits, scientists or engineers. &lt;br /&gt;
* §200&lt;br /&gt;
* 4 Scientists&lt;br /&gt;
* 4 Engineers&lt;br /&gt;
* 1 trained [[Soldiers (EU2012)|soldier]], with a semi-random [[Classes (EU2012)#Class_Assignment|class]] and a rank randomly chosen between Sergeant and Major. &lt;br /&gt;
&lt;br /&gt;
If using [[Second Wave (EU2012)|Second Wave]]&#039;s &#039;&#039;&#039;High Stakes&#039;&#039;&#039; option then the rewards are randomized as the following: &lt;br /&gt;
* §100-200&lt;br /&gt;
* 2-6 Scientists&lt;br /&gt;
* 2-6 Engineers&lt;br /&gt;
&lt;br /&gt;
On the Enemy Within DLC, the [[Covert Operations (EU2012)|Covert Operations]] missions will give either §100 (Covert Extractions) or either §100 or §150 for Covert Data Extractions, depending on if the Encoder has been destroyed or retrieved intact. &lt;br /&gt;
&lt;br /&gt;
The Progeny and Slingshot campaigns have predetermined rewards for each mission, see [[Missions (EU2012)#Progeny vs. Slingshot|Progeny vs. Slingshot]]. Finally, the [[UFOs (EU2012)#UFO Salvage|salvage]] from UFO missions is calculated separately.&lt;br /&gt;
&lt;br /&gt;
==Alien Species Deployment Table==&lt;br /&gt;
For detailed information on the actual probabilities of seeing an alien species during a mission, check [[Alien Deployment (EU2012)|Alien Deployment]].&lt;br /&gt;
===Enemy Unknown===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission !! [[Sectoid (EU2012)|Sectoid]] !! [[Thin Man (EU2012)|Thin Man]] !! [[Outsider (EU2012)|Outsider]] !! [[Drone (EU2012)|Drone]] !! [[Floater (EU2012)|Floater]] !! [[Muton (EU2012)|Muton]] !! [[Chryssalid (EU2012)|Chryssalid]] !![[Sectoid Commander (EU2012)|Sectoid Commander]] !! [[Heavy Floater (EU2012)|Heavy Floater]] !! [[Muton Elite (EU2012)|Muton Elite]] !! [[Cyberdisc (EU2012)|Cyberdisc]] !! [[Berserker (EU2012)|Berserker]] !! [[Ethereal (EU2012)|Ethereal]] !! [[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Scout UFO  || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Large UFO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Council || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slingshot || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Storyline || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; | &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; As escorts to Berserkers.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Enemy Within DLC===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission !! [[Sectoid (EU2012)|Sectoid]] !! [[Thin Man (EU2012)|Thin Man]] !! [[Outsider (EU2012)|Outsider]] !! [[Drone (EU2012)|Drone]] !! [[Floater (EU2012)|Floater]] !! [[Muton (EU2012)|Muton]] !! [[Chryssalid (EU2012)|Chryssalid]] !![[Sectoid Commander (EU2012)|Sectoid Commander]] !! [[Heavy Floater (EU2012)|Heavy Floater]] !! [[Muton Elite (EU2012)|Muton Elite]] !! [[Cyberdisc (EU2012)|Cyberdisc]] !! [[Berserker (EU2012)|Berserker]] !! [[Ethereal (EU2012)|Ethereal]] !! [[Sectopod (EU2012)|Sectopod]] !! [[Mechtoid (EU2012)|Mechtoid]] !! [[Seeker (EU2012)|Seeker]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|| align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Scout UFO  || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Large UFO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Council || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slingshot || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Progeny || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Storyline || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; | &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; As escorts to Mechtoids.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; As escorts to Berserkers. &amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Site Recon mission only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progeny vs. Slingshot==&lt;br /&gt;
* Portent first appears in April, but the other two missions in this side plot won&#039;t take place until the aliens have done their assault on the XCOM HQ, which only takes place after the assault on the Alien Base.&lt;br /&gt;
* [[Friends in Low Places (EU2012)|Friends in Low Places]] takes place after Portent, and you will usually finish the whole Slingshot campaign before the rest of Progeny. &lt;br /&gt;
* [[Annette Durand (EU2012)|Annette]] and her fellow abductees&#039; stats, recruited months into the game, won&#039;t be as useful as getting [[Shaojie Zhang (EU2012)|Zhang]] in just a few weeks in, especially since pre-leveled recruits (such as from Abduction/Council rewards) don&#039;t benefit from [[OTS (EU2012)|OTS]]&#039;s Iron Will.&lt;br /&gt;
** This also includes having your late-game soldiers in mind, particularly if Hidden Potential and Not Created Equally are chosen, and you have already begun farming and raising for your Psi Squad; they can easily get higher stats than these pre-leveled soldiers.&lt;br /&gt;
** Pre-leveled soldiers are not a priority reward in general: generic Abduction/Council Reward soldiers will always be one level below your highest-ranked solider for that class, and Zhang is the one exception as he would be the only one that could be of &#039;&#039;higher&#039;&#039; rank than &#039;&#039;any&#039;&#039; soldiers you&#039;ll have at the time, at least in vanilla EU, where he could be gotten in March.&lt;br /&gt;
* What you can sell and research from Slingshot&#039;s [[Battleship (EU2012)|Battleship]] mission in (as early as) April, has now been moved to May.&lt;br /&gt;
* At the very least, the Council rewards of the first missions are more profitable from Slingshot.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Slingshot&lt;br /&gt;
! width=&amp;quot;35%&amp;quot; | A stand-alone storyline. As the name implies, these missions are a way to get massive early leads, particulary in Enemy Unknown- at extreme risk and difficulty. The chance for early Muton captures can give you the Plasma Weaponry Research credit and Alien Grenades.&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Progeny&lt;br /&gt;
! width=&amp;quot;35%&amp;quot; | Inherent (though obviously, not required) to EW&#039;s added storyline: containts the first encounter (and the only capture) of an EXALT agent, and explores Annette&#039;s abilities, as Dr Vahlen later discovers that Annette was used by the aliens for the attack on XCOM Base.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|[[Friends in Low Places (EU2012)|Friends in Low Places]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Rewards:&#039;&#039;&#039;&lt;br /&gt;
* 2 Engineers&lt;br /&gt;
* 2 Scientists&lt;br /&gt;
* §200&lt;br /&gt;
* [[Shaojie Zhang (EU2012)|Zhang]] (Heavy Lieutenant)&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Chryssalid, or 1 Muton (w/Plasma Rifle) on Impossible Difficulty (EU)&lt;br /&gt;
** Chryssalid on Easy/Normal, Muton on Classic/Impossible (EW)&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* May be as early as 2 weeks into the game in EU &lt;br /&gt;
** Thus, for Classic/Impossible, Zhang will probably unlock OTS construction&lt;br /&gt;
*Appears late April, after Portent, in EW&lt;br /&gt;
|[[Portent (EU2012)|Portent]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Rewards:&#039;&#039;&#039;&lt;br /&gt;
* 1 Engineer&lt;br /&gt;
* 1 Scientist&lt;br /&gt;
* §150&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* Appears early April&lt;br /&gt;
* As a &amp;quot;Portent&amp;quot; [http://www.merriam-webster.com/dictionary/portent], it features the first seen EXALT agent&lt;br /&gt;
|- &lt;br /&gt;
|[[Confounding Light (EU2012)|Confounding Light]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Reward:&#039;&#039;&#039;&lt;br /&gt;
* 2 Engineers&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Mutons (w/Plasma Rifles)&lt;br /&gt;
** A greater number of Mutons will teleport in on higher difficulties.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* 10 turn limit, placing devices does not extend time&lt;br /&gt;
* Arguably the most difficult of all DLC missions, perhaps the most difficult of all early-game missions&lt;br /&gt;
** Wounds suffered here may put soldiers out of commission for the next few missions, particularly Gangplank&lt;br /&gt;
* Can be done as early as April (EU), late May (EW)&lt;br /&gt;
|[[Deluge (EU2012)|Deluge]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Rewards:&#039;&#039;&#039;&lt;br /&gt;
* §100&lt;br /&gt;
* [[Annette Durand (EU2012)|Annette]] (random class, Sergeant)&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Mutons (w/Plasma Rifles)&lt;br /&gt;
* Mechtoids&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* Will not occur until after you do the Alien Base Assault&lt;br /&gt;
* Level is on a damaged dam, with a turn limit. Opening valves will extend time by 2 turns each (similar to a Bomb Disposal Mission). Only one soldier needs to reach the target area at the end of the dam.&lt;br /&gt;
|- &lt;br /&gt;
|[[Gangplank (EU2012)|Gangplank]]&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Council Reward:&#039;&#039;&#039;&lt;br /&gt;
* 2 Engineers&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Chryssalids&lt;br /&gt;
* 1 Cyberdisc&lt;br /&gt;
* 1 Muton&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* Will occur within days of completing Confounding Light&lt;br /&gt;
** Thus: April in EU, May in EW)&lt;br /&gt;
&#039;&#039;&#039;Spoils of Victory:&#039;&#039;&#039;&lt;br /&gt;
* ~500 Alien Alloys&lt;br /&gt;
* ~300 Elerium&lt;br /&gt;
* 5x UFO Power Engines&lt;br /&gt;
* 6x UFO Flight Computers&lt;br /&gt;
* 2x Fusion Cores&lt;br /&gt;
|[[Furies (EU2012)|Furies]]&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Council Reward:&#039;&#039;&#039;&lt;br /&gt;
* §100&lt;br /&gt;
* Possibility of acquiring all three abductees as [[Psionic (EU2012)|Psionic]] Lieutenants, if rescued&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Mechtoids&lt;br /&gt;
* Berserker&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* A landed Abductor in the Alps. Target is a unique console in the central room of the UFO, just before the door to the bridge&lt;br /&gt;
&#039;&#039;&#039;Spoils of Victory:&#039;&#039;&#039;&lt;br /&gt;
* 2x UFO Power Engines&lt;br /&gt;
* 4x UFO Flight Computers&lt;br /&gt;
* 2x Alien Surgery&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
* [[UFOs (EU2012)|UFOs]] - For more information regarding salvage from landed/downed UFOs.&lt;br /&gt;
* [[Maps (EU2012)|Maps]] - For details on the types of terrain for each mission. &lt;br /&gt;
* [[Managing Panic (EU2012)|Managing Panic]] - For more information regarding country and world panic.&lt;br /&gt;
* [[Alien Deployment (EU2012)|Alien Deployment]] - For data on the number of aliens present during a mission. &lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Missions (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Hadien</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(EU2012)&amp;diff=62923</id>
		<title>Missions (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(EU2012)&amp;diff=62923"/>
		<updated>2015-02-07T12:33:05Z</updated>

		<summary type="html">&lt;p&gt;Hadien: Updated when Portent mission appears in &amp;quot;Mission frequency&amp;quot; section. Confirmed that it can also appear early in April http://steamcommunity.com/sharedfiles/filedetails/?id=388389281&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Tactical missions are XCOM&#039;s main operations and can be generated through either [[Mission Control (EU2012)|Mission Control]] or the [[Situation Room (EU2012)|Situation Room]]. Each mission will have a [[Mission Names (EU2012)|codename]], and will have a Brief and Objectives for [[XCOM (EU2012)|XCOM]] to achieve. At the end of the mission the XCOM Commander will be shown an [[After Action Report (EU2012)|After Action Report]] detailing the success/failure of the mission. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Launch Mission (EU2012).png|600px|right|Launch Mission]]&lt;br /&gt;
==Mission Types==&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
Missions involving [[Alien Life Forms (EU2012)|alien]] invaders are the bread and butter of [[XCOM (EU2012)|XCOM]]. You&#039;ll be asked to either stop alien activity in specific countries or to recover landed/crashed [[UFOs (EU2012)|UFOs]]. Ignoring these missions increases the [[Panic (EU2012)|panic]] level of the country, and usually also in the continent where they occur, with the exception of Crashed UFO sites.&lt;br /&gt;
* [[Alien Abductions (EU2012)|Alien Abductions]]&lt;br /&gt;
* [[Crashed UFO (EU2012)|Crashed UFO]]&lt;br /&gt;
* [[Landed UFO (EU2012)|Landed UFO]]&lt;br /&gt;
* [[Alien Terror (EU2012)|Alien Terror Attack]]&lt;br /&gt;
&lt;br /&gt;
===[[The Council (EU2012)|Council]] Missions===&lt;br /&gt;
Council [[The Council (EU2012)#Council Missions|missions]] will appear periodically and you&#039;ll be given resources (credits, [[Soldiers (EU2012)|soldiers]], etc.) in exchange for completing these missions, in addition it may also reduce the panic level of the country where it takes place. If failed or ignored most missions will also raise panic on the country, and, in Impossible [[Difficulty (EU2012)|difficulty]], on the entire continent. &lt;br /&gt;
&lt;br /&gt;
* [[Extraction (EU2012)|Target Extraction]]&lt;br /&gt;
* [[Escort (EU2012)|Target Escort]] (Rescue) &lt;br /&gt;
* [[Asset Recovery (EU2012)|Asset Recovery]] (Assault)&lt;br /&gt;
* [[Bomb Disposal (EU2012)|Bomb Disposal]]&lt;br /&gt;
&lt;br /&gt;
The most difficult Council missions are usually the Bomb Disposal sites because of the time window involved to deactivate the alien bomb.&lt;br /&gt;
After a player has reached the mid/late game the Council missions will turn into training runs since your advanced [[Weapons (EU2012)|weapons]] and [[Armor (EU2012)|armor]] will be more than a match for the usual [[Thin Man (EU2012)|Thin Men]] found in those missions.&lt;br /&gt;
&lt;br /&gt;
==== [[Slingshot_DLC_(EU2012)|Slingshot DLC]] Missions ====&lt;br /&gt;
Slingshot is a [[DLC (EU2012)|DLC]] available for Enemy Unknown which consists in a campaign of 3 Council missions that unlock a playable soldier [[Shaojie Zhang (EU2012)|Zhang]] along with additional [[UFOs (EU2012)#UFO Salvage|salvage]]. The Slingshot missions will only be offered once in the first month of the game and you&#039;ll be given the choice of taking it instead or a regular Council mission. After each mission appears available on the [[Situation Room (EU2012)|Situation Room]] it is possible for the player to delay it indefinitely by choosing the &#039;Not Now&#039; option. &lt;br /&gt;
&lt;br /&gt;
* [[Friends_in_Low_Places_(EU2012)|Friends in Low Places]]&lt;br /&gt;
* [[Confounding_Light_(EU2012)|Confounding Light]]&lt;br /&gt;
* [[Gangplank_(EU2012)|Gangplank]]&lt;br /&gt;
&lt;br /&gt;
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the Slingshot campaign has been pushed to a May start, instead of late March.&lt;br /&gt;
 &lt;br /&gt;
===Storyline Missions===&lt;br /&gt;
These are special [[Storyline Missions (EU2012)|Missions]] that you&#039;ll need to complete in order to progress in the [[Storyline (EU2012)|Storyline]]. Failure to complete certain missions will be considered a game loss. There are five Storyline missions, although the two Tutorials are optional at game start.&lt;br /&gt;
* Tutorial&lt;br /&gt;
* Meld Tutorial (EW DLC)&lt;br /&gt;
* Alien Base Assault&lt;br /&gt;
* [[XCOM Base Defense (EU2012)|XCOM Base Defense]] (EW DLC)&lt;br /&gt;
* Temple Ship Assault&lt;br /&gt;
&lt;br /&gt;
For more details see the [[Storyline Missions (EU2012)|Storyline Missions]] page (massive spoilers!).&lt;br /&gt;
===XCOM: Enemy Within DLC Missions ===&lt;br /&gt;
In addition to the ones already mentioned above, the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] introduces several new missions. &lt;br /&gt;
====Covert Operations Missions====&lt;br /&gt;
[[Covert Operations (EU2012)|Covert Operations]] missions that become available on the Situation Room after [[EXALT (EU2012)|EXALT]] appears in May. Covert missions will be available until the EXALT base is destroyed. &lt;br /&gt;
* [[Covert Extraction (EU2012)|Covert Extraction]]&lt;br /&gt;
* [[Covert Data Recovery (EU2012)|Covert Data Recovery]]&lt;br /&gt;
* [[EXALT Base Assault (EU2012)|EXALT Base Assault]]&lt;br /&gt;
====Council Missions====&lt;br /&gt;
* [[Site Recon (EU2012)|Site Recon]] (Assault)&lt;br /&gt;
=====Progeny Missions=====&lt;br /&gt;
[[Progeny (EU2012)|Progeny]] is a Council campaign of 3 missions that is optional at game start. It can be played in the same game with Slingshot campaign also activated, or as a solo campaign. &lt;br /&gt;
* [[Portent (EU2012)|Portent]] &lt;br /&gt;
* [[Deluge (EU2012)|Deluge]] &lt;br /&gt;
* [[Furies (EU2012)|Furies]]&lt;br /&gt;
&lt;br /&gt;
==Mission Frequency==&lt;br /&gt;
The majority of the tactical missions will be generated periodically by the game upon certain [[XComStrategyGame.UPK (EU2012)|definitions]] on a monthly basis. It is possible to ignore those missions but it will usually have negative consequences as [[Panic (EU2012)|panic]] will increase. &lt;br /&gt;
&lt;br /&gt;
Storyline missions don&#039;t have any time requirements and can be completed at the player&#039;s discretion. However, the [[Storyline (EU2012)#Alien Base|Alien Base]] assault can alter the frequency of Abductions, Terror Sites and UFO missions. &lt;br /&gt;
&lt;br /&gt;
===Before Alien Base Assault===&lt;br /&gt;
* 1st mission - Tutorial or regular [[Alien Abductions (EU2012)|Alien Abductions]] mission in March.&lt;br /&gt;
* 2  each month. - Abduction&lt;br /&gt;
* 1 [[Alien Terror (EU2012)|Terror Site]] every even month (April, June, etc.)&lt;br /&gt;
* 1 [[Missions (EU2012)#Council Missions|Council]] Mission every month, between the 13th and the 27th, can be [[Slingshot DLC (EU2012)|Slingshot]] campaign (EU only), if the Tutorial isn&#039;t activated. &lt;br /&gt;
* 1 Council [[Requests (EU2012)|Request]] each 20 days + 7 random days. Each Request has a requirement and if it isn&#039;t met no request is generated (common in the early months). Each request has a 20 days limit to be completed before it disappears. &lt;br /&gt;
** On the Enemy Within DLC, there are two monthly time windows, between the 5th and 15th days and between the 17th and 27th. &lt;br /&gt;
** There can be only 1 Council Mission each month. On each window there will be either a Mission or Request (25% chance for 2 Requests, 50% for Mission and a Request, 25% for a Request/Mission). The Slingshot and [[Progeny (EU2012)|Progeny]] missions can fill either window. &lt;br /&gt;
* 1 detected UFO each month, either crashed or landed. &lt;br /&gt;
** 50% chance for a 2nd detected UFO during April to June (March to July with [[Second Wave (EU2012)|Second Wave]]&#039;s Marathon). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special Missions&#039;&#039;&lt;br /&gt;
* On the Enemy Within DLC, Slingshot&#039;s [[Friends in Low Places (EU2012)|Friends In Low Places]] mission happens on day 51, or around April 20th. [[Confounding Light (EU2012)|Confounding Light]] mission happens 25 days after (around May 15th) and [[Gangplank (EU2012)|Gangplank]] 2 days afterwards.&lt;br /&gt;
* Also in EW, the Portent mission of the Progeny campaign is a Council mission in the April. &lt;br /&gt;
* [[EXALT (EU2012)|EXALT]] on May, on the 12th to 24th (Easy and Normal) and 6th to 24th (Classic and Impossible).&lt;br /&gt;
&lt;br /&gt;
===After Alien Base Assault===&lt;br /&gt;
* 1 monthly Abduction mission, if there are 3+ countries in the [[The Council (EU2012)|Council]] without a satellite.&lt;br /&gt;
* 1 Terror Site every month.&lt;br /&gt;
* 1 Council Mission every month, between the 13th and the 27th, can be Slingshot campaign (EU only).&lt;br /&gt;
* 1 Council Request each 20 days.&lt;br /&gt;
** On EW, there are two monthly time windows, between the 5th and 15th days and between the 17th and 27th. &lt;br /&gt;
** There can be only 1 Council Mission each month. On each window there will be either a Mission or Request (25% chance for 2 Requests, 50% for Mission and a Request, 25% for a Request/Mission). The Slingshot and Progeny missions can fill either window. &lt;br /&gt;
* 1 detected UFO each month, either crashed or landed.&lt;br /&gt;
** 50% chance for a 2nd detected UFO each month.&lt;br /&gt;
** Random Mission - if the 2nd UFO wasn&#039;t added, the game may add an additional Abductions, Terror or Council mission. The AI will choose randomly between the mission types according to the following criteria: Terror and Council missions can only be chosen if they haven&#039;t been already scheduled for the month; in the case of Abductions, they are only chosen if there are 3 or more countries without satellites. If none of the criteria is met, there won&#039;t be an additional mission added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special Missions&#039;&#039;&lt;br /&gt;
* [[Base Defense (EU2012)|Base Defense]] - 2 to 3 weeks after XCOM assaults the Alien Base (EW DLC)&lt;br /&gt;
** Progeny campaign [[ (EU2012)| ]]Deluge and [[ (EU2012)| ]]Furies missions - both take place the month after Base Defense and building the Psionic Lab. Furies takes place 7 days (168 hours) after Deluge.&lt;br /&gt;
* EXALT Elites replace regulars in July.&lt;br /&gt;
&lt;br /&gt;
===Abductions===&lt;br /&gt;
* Abductions require a minimum of 2 countries with satellites to take place and have a maximum of 3 countries targeted each round. There is a maximum of 2 Abductions each month.&lt;br /&gt;
** An exception is that after the Alien Base is assaulted, which always requires 3 countries as targets to take place. &lt;br /&gt;
* Before the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] mission, there will be 2 [[Alien Abductions (EU2012)|Abductions]] each month, if there are 5 or more countries (3 for the 1st Abductions, 2+ for the 2nd Abductions) still in the Council without a satellite.  &lt;br /&gt;
* After the Alien Base is assaulted it can be none or up to 2 monthly missions, depending on the number of countries remaining on the Council without satellites. &lt;br /&gt;
** The 1st mission will take place with only two countries available but the 2nd round of Abductions always requires 6 countries without satellites to be planned by the AI. &lt;br /&gt;
* The aliens will target any countries still in the [[The Council (EU2012)|Council]] that don&#039;t have a satellite deployed and avoid any country already marked for a Terror Site during the month.&lt;br /&gt;
* On EW (and probably for EU as well) there are two time windows for Abductions. The 1st is between day 1 and 7 of the month, the 2nd between the 11 and 25 days. The first window is only used if there are two Abductions scheduled for the month.&lt;br /&gt;
&lt;br /&gt;
===Terror Site===&lt;br /&gt;
* Before the Alien Base mission, there&#039;s 1 [[Alien Terror (EU2012)|Terror Site]] every even month (April, June, etc.). After the base is destroyed, it takes place every month. &lt;br /&gt;
* Terror missions will take place on countries still in the Council, regardless of if they have satellites deployed or not. &lt;br /&gt;
* There&#039;s a 75% chance that the aliens will choose to terrorize the most panicked country. If not, the aliens will randomly choose between the 3 countries with the most [[Panic (EU2012)|panic]] levels. &lt;br /&gt;
* The targeted country will also be removed from the target list for any Abduction missions that take place on that month.&lt;br /&gt;
&lt;br /&gt;
===UFOs===&lt;br /&gt;
* Detected [[UFOs (EU2012)|UFOs]] can be conducting 4 types of [[UFOs (EU2012)#UFO Missions|missions]]: Scout Target, Destroy Satellite, Harvest Live Specimens, and Final Preparations.&lt;br /&gt;
*There&#039;s a monthly limit of 2 UFOs being detected either landed (Harvest Live Specimens mission) or flying (Scout Target mission)&lt;br /&gt;
* 1 UFO is always detected each month, either flying or landed.&lt;br /&gt;
* The appearance of the 2nd UFO is dependent if the Alien Base has been assaulted: &lt;br /&gt;
** If it hasn&#039;t been assaulted and the 2nd Abductions mission has been added, there&#039;s a 50% chance for a 2nd detected UFO during April or May (April to June with [[Second Wave (EU2012)|Second Wave]]&#039;s Marathon).&lt;br /&gt;
** If it hasn&#039;t been assaulted and the 2nd Abductions mission has not been added due to a lack of sufficient countries, the 2nd UFO will always be generated. &lt;br /&gt;
** If the Alien Base has been assaulted there&#039;s a 50% chance for a 2nd detected UFO.&lt;br /&gt;
* Each month there will be specific UFOs available (either flying or landed) for missions.&lt;br /&gt;
** If there are flying UFOs available for that month there&#039;s a 66% chance that the UFO will be detected while flying. Otherwise if there are landed UFOs available it will be a Landed UFO mission. &lt;br /&gt;
** If there were no detections or there are no available landed UFOs, the game will choose from a pool of possible UFO types for the month. &lt;br /&gt;
* More UFOs can appear in case a Destroy Satellite UFO mission is generated but there&#039;s a maximum of 2 UFO ground missions.&lt;br /&gt;
** A Destroy Satellite UFO will only appear if any Harvest Live Specimens or Scout Target missions are completely ignored (no interceptors or Skyranger is launched and intercept/deploy the UFO). &lt;br /&gt;
** The aliens will send quickly a Large Scout/Battleship on a Destroy Satellite mission, depending on the game difficulty. If the first mission is ground assaulted or intercepted, regardless of the final result, the 2nd mission will not be generated.  &lt;br /&gt;
* The Final Preparations UFO mission is only assigned to Overseer UFOs and only appears after you&#039;ve progressed enough on the [[Storyline (EU2012)|Storyline]] to build the Hyperwave Relay.&lt;br /&gt;
&lt;br /&gt;
===Council===&lt;br /&gt;
A list of Council missions and their rewards can be seen at [[The Council (EU2012)#Council Missions|Council Missions]].&lt;br /&gt;
* On Enemy Unknown, 1 [[Missions (EU2012)#Council Missions|Council]] Mission every month, between the 13th and the 27th, can be filled by [[Slingshot DLC (EU2012)|Slingshot]] campaign missions.&lt;br /&gt;
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], there are two monthly time windows, between the 5th and 15th days and between the 17th and 27th. &lt;br /&gt;
** There can be only 1 Council Mission each month. On each window there will be either a Mission or Request (25% chance for 2 Requests, 50% for Mission and a Request, 25% for a Request/Mission). The Slingshot and [[Progeny (EU2012)|Progeny]] missions can fill either window.&lt;br /&gt;
** Slingshot or Progeny missions will take place during these time windows. It is possible to have a mission from either campaign and a regular Council mission on the same month.&lt;br /&gt;
** If the Meld Tutorial is active it will take the place of the 1st Council mission.&lt;br /&gt;
&lt;br /&gt;
===EXALT===&lt;br /&gt;
For a detailed explanation of the appearance of EXALT see [[EXALT (EU2012)#EXALT Cells|EXALT Cells]] and [[Covert Operations (EU2012)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
==Mission Factors==&lt;br /&gt;
===Response Times===&lt;br /&gt;
[[File:Launch Mission 2 (EU2012).png|300px|right|Mission Control]]&lt;br /&gt;
Each mission will have a window of opportunity of 1-2 days, specific values below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission !! Deadline (Hours)&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | 48&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Crashed UFO || align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Landed UFO || align=&amp;quot;center&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Council || align=&amp;quot;center&amp;quot; | 48&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mission Difficulty===&lt;br /&gt;
The overall difficulty of a mission depends on the number and type of [[Alien Life Forms (EU2012)|aliens]] present in a mission and the [[Difficulty (EU2012)|Difficulty]] level. For a detailed breakdown of the numbers, check [[Alien Deployment (EU2012)|Alien Deployment]].&lt;br /&gt;
&lt;br /&gt;
Abduction missions will appear with individual difficulty levels of: Easy/Moderate/Difficult/Very Difficult. These give an indication of the total number of [[Alien Life Forms (EU2012)|alien]] and the number of alien &amp;quot;pods&amp;quot; (groups of 1-3 aliens) present on the mission. The individual mission difficulty is a number calculated with the following steps:&lt;br /&gt;
#The number of current Storyline [[Storyline (EU2012)#Storyline Structure|Act]] (can vary from 1 to 3) is reduced by -1 and added to the mission difficulty.&lt;br /&gt;
#The panic level of the country (1 to 5) is reduced by -1 and the final number added. &lt;br /&gt;
#A random number from 0 to 2 is added. &lt;br /&gt;
#If playing on Impossible difficulty a +1 modifier is added. &lt;br /&gt;
#The difficulty number is clamped to a minimum of 0 and a maximum of 3. The final number determines the mission difficulty, with 0 being Easy and 3 Very Difficult.&lt;br /&gt;
&lt;br /&gt;
===Mission Rewards===&lt;br /&gt;
On Abductions, the type of the rewards is randomly chosen when the mission appears, while on Council missions the rewards are [[The Council (EU2012)#Council Mission Rewards|predetermined]]. &lt;br /&gt;
&lt;br /&gt;
There are 4 types of rewards possible for Abduction missions. Since there are only 3 Abduction sites during a raid only 3 of these rewards will be chosen, with no repeats. On the first Abduction mission the rewards will always be credits, scientists or engineers. &lt;br /&gt;
* §200&lt;br /&gt;
* 4 Scientists&lt;br /&gt;
* 4 Engineers&lt;br /&gt;
* 1 trained [[Soldiers (EU2012)|soldier]], with a semi-random [[Classes (EU2012)#Class_Assignment|class]] and a rank randomly chosen between Sergeant and Major. &lt;br /&gt;
&lt;br /&gt;
If using [[Second Wave (EU2012)|Second Wave]]&#039;s &#039;&#039;&#039;High Stakes&#039;&#039;&#039; option then the rewards are randomized as the following: &lt;br /&gt;
* §100-200&lt;br /&gt;
* 2-6 Scientists&lt;br /&gt;
* 2-6 Engineers&lt;br /&gt;
&lt;br /&gt;
On the Enemy Within DLC, the [[Covert Operations (EU2012)|Covert Operations]] missions will give either §100 (Covert Extractions) or either §100 or §150 for Covert Data Extractions, depending on if the Encoder has been destroyed or retrieved intact. &lt;br /&gt;
&lt;br /&gt;
The Progeny and Slingshot campaigns have predetermined rewards for each mission, see [[Missions (EU2012)#Progeny vs. Slingshot|Progeny vs. Slingshot]]. Finally, the [[UFOs (EU2012)#UFO Salvage|salvage]] from UFO missions is calculated separately.&lt;br /&gt;
&lt;br /&gt;
==Alien Species Deployment Table==&lt;br /&gt;
For detailed information on the actual probabilities of seeing an alien species during a mission, check [[Alien Deployment (EU2012)|Alien Deployment]].&lt;br /&gt;
===Enemy Unknown===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission !! [[Sectoid (EU2012)|Sectoid]] !! [[Thin Man (EU2012)|Thin Man]] !! [[Outsider (EU2012)|Outsider]] !! [[Drone (EU2012)|Drone]] !! [[Floater (EU2012)|Floater]] !! [[Muton (EU2012)|Muton]] !! [[Chryssalid (EU2012)|Chryssalid]] !![[Sectoid Commander (EU2012)|Sectoid Commander]] !! [[Heavy Floater (EU2012)|Heavy Floater]] !! [[Muton Elite (EU2012)|Muton Elite]] !! [[Cyberdisc (EU2012)|Cyberdisc]] !! [[Berserker (EU2012)|Berserker]] !! [[Ethereal (EU2012)|Ethereal]] !! [[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Scout UFO  || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Large UFO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Council || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slingshot || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Storyline || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; | &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; As escorts to Berserkers.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
===Enemy Within DLC===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Mission !! [[Sectoid (EU2012)|Sectoid]] !! [[Thin Man (EU2012)|Thin Man]] !! [[Outsider (EU2012)|Outsider]] !! [[Drone (EU2012)|Drone]] !! [[Floater (EU2012)|Floater]] !! [[Muton (EU2012)|Muton]] !! [[Chryssalid (EU2012)|Chryssalid]] !![[Sectoid Commander (EU2012)|Sectoid Commander]] !! [[Heavy Floater (EU2012)|Heavy Floater]] !! [[Muton Elite (EU2012)|Muton Elite]] !! [[Cyberdisc (EU2012)|Cyberdisc]] !! [[Berserker (EU2012)|Berserker]] !! [[Ethereal (EU2012)|Ethereal]] !! [[Sectopod (EU2012)|Sectopod]] !! [[Mechtoid (EU2012)|Mechtoid]] !! [[Seeker (EU2012)|Seeker]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abductions || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terror Site || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|| align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Scout UFO  || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Large UFO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Council || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Slingshot || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Progeny || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Storyline || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | NO || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES || align=&amp;quot;center&amp;quot; | YES&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;17&amp;quot; | &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; As escorts to Mechtoids.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; As escorts to Berserkers. &amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Site Recon mission only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progeny vs. Slingshot==&lt;br /&gt;
* Portent first appears in April, but the other two missions in this side plot won&#039;t take place until the aliens have done their assault on the XCOM HQ, which only takes place after the assault on the Alien Base.&lt;br /&gt;
* [[Friends in Low Places (EU2012)|Friends in Low Places]] takes place after Portent, and you will usually finish the whole Slingshot campaign before the rest of Progeny. &lt;br /&gt;
* [[Annette Durand (EU2012)|Annette]] and her fellow abductees&#039; stats, recruited months into the game, won&#039;t be as useful as getting [[Shaojie Zhang (EU2012)|Zhang]] in just a few weeks in, especially since pre-leveled recruits (such as from Abduction/Council rewards) don&#039;t benefit from [[OTS (EU2012)|OTS]]&#039;s Iron Will.&lt;br /&gt;
** This also includes having your late-game soldiers in mind, particularly if Hidden Potential and Not Created Equally are chosen, and you have already begun farming and raising for your Psi Squad; they can easily get higher stats than these pre-leveled soldiers.&lt;br /&gt;
** Pre-leveled soldiers are not a priority reward in general: generic Abduction/Council Reward soldiers will always be one level below your highest-ranked solider for that class, and Zhang is the one exception as he would be the only one that could be of &#039;&#039;higher&#039;&#039; rank than &#039;&#039;any&#039;&#039; soldiers you&#039;ll have at the time, at least in vanilla EU, where he could be gotten in March.&lt;br /&gt;
* What you can sell and research from Slingshot&#039;s [[Battleship (EU2012)|Battleship]] mission in (as early as) April, has now been moved to May.&lt;br /&gt;
* At the very least, the Council rewards of the first missions are more profitable from Slingshot.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Slingshot&lt;br /&gt;
! width=&amp;quot;35%&amp;quot; | A stand-alone storyline. As the name implies, these missions are a way to get massive early leads, particulary in Enemy Unknown- at extreme risk and difficulty. The chance for early Muton captures can give you the Plasma Weaponry Research credit and Alien Grenades.&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Progeny&lt;br /&gt;
! width=&amp;quot;35%&amp;quot; | Inherent (though obviously, not required) to EW&#039;s added storyline: containts the first encounter (and the only capture) of an EXALT agent, and explores Annette&#039;s abilities, as Dr Vahlen later discovers that Annette was used by the aliens for the attack on XCOM Base.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|[[Friends in Low Places (EU2012)|Friends in Low Places]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Rewards:&#039;&#039;&#039;&lt;br /&gt;
* 2 Engineers&lt;br /&gt;
* 2 Scientists&lt;br /&gt;
* §200&lt;br /&gt;
* [[Shaojie Zhang (EU2012)|Zhang]] (Heavy Lieutenant)&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Chryssalid, or 1 Muton (w/Plasma Rifle) on Impossible Difficulty (EU)&lt;br /&gt;
** Chryssalid on Easy/Normal, Muton on Classic/Impossible (EW)&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* May be as early as 2 weeks into the game in EU &lt;br /&gt;
** Thus, for Classic/Impossible, Zhang will probably unlock OTS construction&lt;br /&gt;
*Appears late April, after Portent, in EW&lt;br /&gt;
|[[Portent (EU2012)|Portent]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Rewards:&#039;&#039;&#039;&lt;br /&gt;
* 1 Engineer&lt;br /&gt;
* 1 Scientist&lt;br /&gt;
* §150&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* Appears early April&lt;br /&gt;
* As a &amp;quot;Portent&amp;quot; [http://www.merriam-webster.com/dictionary/portent], it features the first seen EXALT agent&lt;br /&gt;
|- &lt;br /&gt;
|[[Confounding Light (EU2012)|Confounding Light]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Reward:&#039;&#039;&#039;&lt;br /&gt;
* 2 Engineers&lt;br /&gt;
&#039;&#039;&#039;Enemies&#039;&#039;&#039;&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Mutons (w/Plasma Rifles)&lt;br /&gt;
** A greater number of Mutons will teleport in on higher difficulties.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* 10 turn limit, placing devices does not extend time&lt;br /&gt;
* Arguably the most difficult of all DLC missions, perhaps the most difficult of all early-game missions&lt;br /&gt;
** Wounds suffered here may put soldiers out of commission for the next few missions, particularly Gangplank&lt;br /&gt;
* Can be done as early as April (EU), late May (EW)&lt;br /&gt;
|[[Deluge (EU2012)|Deluge]]&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Council Rewards:&#039;&#039;&#039;&lt;br /&gt;
* §100&lt;br /&gt;
* [[Annette Durand (EU2012)|Annette]] (random class, Sergeant)&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Mutons (w/Plasma Rifles)&lt;br /&gt;
* Mechtoids&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* Will not occur until after you do the Alien Base Assault&lt;br /&gt;
* Level is on a damaged dam, with a turn limit. Opening valves will extend time by 2 turns each (similar to a Bomb Disposal Mission). Only one soldier needs to reach the target area at the end of the dam.&lt;br /&gt;
|- &lt;br /&gt;
|[[Gangplank (EU2012)|Gangplank]]&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Council Reward:&#039;&#039;&#039;&lt;br /&gt;
* 2 Engineers&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Chryssalids&lt;br /&gt;
* 1 Cyberdisc&lt;br /&gt;
* 1 Muton&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* Will occur within days of completing Confounding Light&lt;br /&gt;
** Thus: April in EU, May in EW)&lt;br /&gt;
&#039;&#039;&#039;Spoils of Victory:&#039;&#039;&#039;&lt;br /&gt;
* ~500 Alien Alloys&lt;br /&gt;
* ~300 Elerium&lt;br /&gt;
* 5x UFO Power Engines&lt;br /&gt;
* 6x UFO Flight Computers&lt;br /&gt;
* 2x Fusion Cores&lt;br /&gt;
|[[Furies (EU2012)|Furies]]&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;&#039;Council Reward:&#039;&#039;&#039;&lt;br /&gt;
* §100&lt;br /&gt;
* Possibility of acquiring all three abductees as [[Psionic (EU2012)|Psionic]] Lieutenants, if rescued&lt;br /&gt;
&#039;&#039;&#039;Enemies:&#039;&#039;&#039;&lt;br /&gt;
* Sectoids&lt;br /&gt;
* Thin Men&lt;br /&gt;
* Mechtoids&lt;br /&gt;
* Berserker&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
* A landed Abductor in the Alps. Target is a unique console in the central room of the UFO, just before the door to the bridge&lt;br /&gt;
&#039;&#039;&#039;Spoils of Victory:&#039;&#039;&#039;&lt;br /&gt;
* 2x UFO Power Engines&lt;br /&gt;
* 4x UFO Flight Computers&lt;br /&gt;
* 2x Alien Surgery&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
* [[UFOs (EU2012)|UFOs]] - For more information regarding salvage from landed/downed UFOs.&lt;br /&gt;
* [[Maps (EU2012)|Maps]] - For details on the types of terrain for each mission. &lt;br /&gt;
* [[Managing Panic (EU2012)|Managing Panic]] - For more information regarding country and world panic.&lt;br /&gt;
* [[Alien Deployment (EU2012)|Alien Deployment]] - For data on the number of aliens present during a mission. &lt;br /&gt;
&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Missions (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Hadien</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=62920</id>
		<title>Engineering (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(EU2012)&amp;diff=62920"/>
		<updated>2015-02-07T04:27:01Z</updated>

		<summary type="html">&lt;p&gt;Hadien: It seems someone had the adjacency bonuses for the Gene and Cyber labs backwards, Should be that Gene procs on Labs while cyber procs on shops. Also fixed same typo in Foundry as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrShen.png|thumb|300px|right|Dr. Shen, XCOM&#039;s head of Engineering]]&lt;br /&gt;
[[Image:engineeringEU2012.jpg|thumb|right|300px|Main Engineering]]&lt;br /&gt;
&#039;&#039;In [[XCOM (EU2012)|XCOM]] Engineering you will manufacture items that improve your capacity to repel the alien invasion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dr. Shen ==&lt;br /&gt;
Dr. [[Raymond Shen (EU2012)|Shen]] is the Chief Engineer at the [[XCOM Headquarters (EU2012)|XCOM base]]. He will notify the Commander of any news related to Engineering, as well as providing scientific advice during combat [[Missions (EU2012)|missions]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
Three types of resources are needed for manufacturing in XCOM:&lt;br /&gt;
* Engineers&lt;br /&gt;
* Credits (§)&lt;br /&gt;
* Alien Artifacts such as [[Elerium (EU2012)|Elerium]] or [[Alien Alloys (EU2012)|Alien Alloys]]&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM_2012_Engineers_versus_Savings.jpg|thumb|right|300px|Engineers available versus cost savings]]&lt;br /&gt;
&lt;br /&gt;
If you have more Engineers than the minimum required, they provide a cost discount. The discount increases quickly at first, then slows. It never goes below 50% (see graph). Rounding down, the formula is:&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM 2012 Engineers versus Savings formula corrected.png|none]]&lt;br /&gt;
&lt;br /&gt;
*When the current number of engineers equals the minimum needed, the term in parentheses becomes &amp;quot;2&amp;quot;, cancelling the 1/2.&lt;br /&gt;
**At twice the number of engineers, it costs 75%. So with 10 engineers, a satellite (Base Cost §100) costs §75.&lt;br /&gt;
**At five times the number of engineers, it costs 60%. With 25 engineers, the satellite costs §60.&lt;br /&gt;
**At twenty times the number of engineers, it costs 52.38%. With 100 engineers, a satellite costs §52 (cost is rounded down).&lt;br /&gt;
**The [http://en.wikipedia.org/wiki/Inflection_point inflection point] is at three times the number of engineers. It can be considered a milestone for where the discount has slowed.&lt;br /&gt;
&lt;br /&gt;
Other resource costs (corpses, etc.) are not discounted. &lt;br /&gt;
*The North American continent bonus gives another 50% discount to [[Hangar (EU2012)|aircraft]] and aircraft weapons. &lt;br /&gt;
*The Asian continent bonus gives another 50% discount to [[S.H.I.V. (EU2012)|SHIVs]].&lt;br /&gt;
&lt;br /&gt;
==Workshops and Bonuses ==&lt;br /&gt;
For information on the structure, see [[Workshop (EU2012)|Workshop]].&lt;br /&gt;
&lt;br /&gt;
* 2 Workshops adjacent to one another will give a 7% discount on building items. &lt;br /&gt;
* For a 3*3 square with 9 workshops, you will get 12*7% = 84% rebate.&lt;br /&gt;
* 14 workshop adjacency bonuses is nearly the maximum with 98% [http://gaming.stackexchange.com/questions/89098/what-is-the-perfect-base-layout].&lt;br /&gt;
** In Enemy Within, the bonus is 10% each, so 6 workshops (plus the Foundry and Mec Lab) [[XCOM_Headquarters_(EU2012)#Base_Design|in a single block]] can reach the 99% rebate maximum.&lt;br /&gt;
* To win the war on XCOM&#039;s ever-limited budget, a collection of Workshops is a sound investment. The reduction of materials and cost to build items saves resources (plus the savings from having more Engineers) to build Satellite [[Satellite Uplink (EU2012)|Uplinks]]/[[Satellite Nexus (EU2012)|Nexus]] and [[Satellite (EU2012)|satellites]], which in turn gets you more credits per month.&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
The Foundry is one of two places you can research equipment upgrades.&lt;br /&gt;
&lt;br /&gt;
[[Foundry (EU2012)|Foundry Projects]]&lt;br /&gt;
&lt;br /&gt;
== Build/Buy Items==&lt;br /&gt;
&lt;br /&gt;
=== Build Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:MEDIKIT (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Medikit (EU2012)|Medikit]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Our field-deployable Medikit can temporarily treat a soldier&#039;s wounds through the use of nanosutures and high-potency stimulants.&#039;&#039;&lt;br /&gt;
| 5 Engineers&lt;br /&gt;
| §25&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:NANOFIBER VEST (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Made from a dense weave of nanotube fibers, this lightweight vest provides extra damage absorption to the wearer.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Materials (EU2012)|Alien Materials]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §20&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:S.C.O.P.E. (EU2012).png|50px]]&amp;lt;br&amp;gt;[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;When equipped, this advanced targeting module integrates with XCOM&#039;s Active HUD system to offer a significant increase to our soldier&#039;s aim.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §20&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Arc Thrower (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Arc Thrower (EU2012)|Arc Thrower]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Arc Thrower&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §35&amp;lt;br&amp;gt;§10 on Easy difficulty&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:LASER PISTOL (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Pistol (EU2012)|Laser Pistol]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The laser pistol relies on our latest advancements to provide a more powerful sidearm that does not require reloading in the field.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| §10&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:LASER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laser Rifle (EU2012)|Laser Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Laser Assault Rifle relies on our latest in optics technology to offer a substantial increase in output over the conventional X-9 rifle.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]]&amp;lt;br&amp;gt;12 Engineers&lt;br /&gt;
| §25&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:LASER SNIPER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Laser Sniper Rifle provides a greater chance of inflicting critical damage to enemy targets. However, due to the unwieldy nature of this rifle, our soldiers will suffer a penalty when attempting to strike targets at close range.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Precision Lasers (EU2012)|Precision Lasers]]&amp;lt;br&amp;gt;12 Engineers&lt;br /&gt;
| §35&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:SCATTER LASER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Laser Scatter (EU2012)|Scatter Laser]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Scatter Laser is capable of inflicting considerable damage; however, accuracy suffers greatly as the range to target increases.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Precision Lasers (EU2012)|Precision Lasers]]&amp;lt;br&amp;gt;12 Engineers&lt;br /&gt;
| §30&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:HEAVY LASER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Heavy Laser (EU2012)|Heavy Laser]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Heavy Laser requires a supplementary power supply that makes it somewhat unwieldy in combat, but it is capable of dealing high amounts of damage.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]]&amp;lt;br&amp;gt;12 Engineers&lt;br /&gt;
| §30&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:CHITIN PLATING (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Chitin Plating (EU2012)|Chitin Plating]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Light plating made from the Chryssalid exoskeleton, this material provides additional protection and a significant reduction to melee damage sustained.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&amp;lt;br&amp;gt;15 Engineers&lt;br /&gt;
| §85&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt;4 [[Chryssalid Corpse (EU2012)|Chryssalid Corpse]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:COMBAT STIMS (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Combat Stims (EU2012) | Combat Stims]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier&#039;s vital statistics.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Berserker Autopsy (EU2012)|Berserker Autopsy]]&amp;lt;br&amp;gt;15 Engineers&lt;br /&gt;
| §50&amp;lt;br&amp;gt;5 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 1 [[Berserker Corpse (EU2012)|Berserker Corpse]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:PLASMA PISTOL (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Pistol (EU2012)|Plasma Pistol]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;By discharging a lethal shot of ionized gas in an artificially generated magnetic field, this weapon performs far beyond the capabilities of any projectile based sidearm.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Plasma Pistol&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| §100&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:LIGHT PLASMA RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field. The lightweight frame greatly improves the overall accuracy of this weapon.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Light Plasma Rifle&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| §125&amp;lt;br&amp;gt;15 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §180&amp;lt;br&amp;gt; 30 Elerium, 30 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:PLASMA RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This modified assault rifle fires a jet of ionized gas through a focused magnetic field - an extremely effective plasma-based weapon.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Plasma Rifle&amp;lt;br&amp;gt;20 Engineers&lt;br /&gt;
| §200&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §300&amp;lt;br&amp;gt; 40 Elerium, 50 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:PLASMA SNIPER RIFLE (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;By modifying our current power system to hold a greater charge, we&#039;ve developed a Plasma Sniper Rifle capable of delivering an extremely powerful shot that will greatly increase the odds of inflicting critical damage to hostile targets.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Plasma Sniper Rifle&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
| §250&amp;lt;br&amp;gt;25 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §375&amp;lt;br&amp;gt; 60 Elerium, 50 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:HEAVY PLASMA (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Heavy Plasma (EU2012)|Heavy Plasma]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Heavy Plasma rifle uses an expanded power supply and cooling mechanism to allow for a much higher rate of fire than anything we&#039;ve fielded previously.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Heavy Plasma&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
| §250&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §375&amp;lt;br&amp;gt; 60 Elerium, 50 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:ALLOY CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Alloy Cannon (EU2012)|Alloy Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;By developing a firing mechanism capable of projecting machined shards of the alien alloy, we&#039;ve created an extremely powerful weapon that has a devastating effect on anything caught in range. However, accuracy falls off quickly over greater distances.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Alloy Cannon&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
| §250&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §300&amp;lt;br&amp;gt; 40 Elerium, 75 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:BLASTER LAUNCHER (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Blaster Launcher (EU2012)|Blaster Launcher]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;By integrating components of the advanced alien navigation systems, we can fire self-guided rockets capable of navigating to the intended target without direct line-of-sight. Damage output has also been signifigantly improved through use of the alien fusion core.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Blaster Launcher (EU2012)|Guided Fusion Launcher]]&amp;lt;br&amp;gt;35 Engineers&lt;br /&gt;
| §275&amp;lt;br&amp;gt;65 [[Elerium (EU2012)|Elerium]] &amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[Fusion Core(EU2012)|Fusion Core]]&amp;lt;br&amp;gt;2 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&amp;lt;br&amp;gt;Classic/Impossible (EW DLC): §400&amp;lt;br&amp;gt; 120 Elerium, 75 Alloys&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Skeleton Key (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Skeleton Key (EU2012)|Skeleton Key]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This device is the culmination of our research into the shard recovered from the alien Outsider. It should allow our troops to infiltrate the alien base and find out what&#039;s inside.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Outsider Shard (EU2012)|Outsider Shard]]&amp;lt;br&amp;gt;15 Engineers&lt;br /&gt;
| §25 &amp;lt;br/&amp;gt; 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br/&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;Easy Difficulty: 5 Alloys and 5 Elerium&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:MIND SHIELD (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Mind Shield (EU2012) | Mind Shield]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Developed using the cybernetic implants we removed from the skull of the Ethereal alien species, this device should allow for a greater resistance to offensive psi attacks.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]&amp;lt;br&amp;gt;35 Engineers&lt;br /&gt;
| §150&amp;lt;br&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[Ethereal Corpse (EU2012)|Ethereal Corpse]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Build Armor ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:CARAPACE ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Carapace Armor (EU2012)|Carapace Armor]]&#039;&#039;&#039; || &#039;&#039;Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Carapace Armor&amp;lt;br/&amp;gt;10 Engineers || §25&amp;lt;br&amp;gt;15 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SKELETON SUIT (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Skeleton Suit (EU2012)|Skeleton Suit]]&#039;&#039;&#039; || &#039;&#039;The Skeleton Suit is our first attempt at combining medium-weight body armor with an integrated grappling hook for scaling objects in the field.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Skeleton Suit&amp;lt;br&amp;gt;15 Engineers || §30&amp;lt;br&amp;gt;10 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:TITAN ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Titan Armor (EU2012)|Titan Armor]]&#039;&#039;&#039; || &#039;&#039;This Titan Armor is among our heaviest designs, enhancing our soldier&#039;s protection from weapons fire, while also providing immunity to fire and toxins.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Titan Armor&amp;lt;br/&amp;gt;25 Engineers || §150&amp;lt;br&amp;gt;10 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;35 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:GHOST ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ghost Armor (EU2012)|Ghost Armor]]&#039;&#039;&#039; || &#039;&#039;By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Ghost Armor&amp;lt;br/&amp;gt;40 Engineers || §250&amp;lt;br&amp;gt;50 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ARCHANGEL ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Archangel Armor (EU2012)|Archangel Armor]]&#039;&#039;&#039; || &#039;&#039;The Archangel suit combines our heavy armor set with a small propulsion system that allows for limited flight capabilities.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Archangel Armor&amp;lt;br/&amp;gt;35 Engineers || §200&amp;lt;br&amp;gt;35 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;50 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSI ARMOR (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psi Armor (EU2012)|Psi Armor]]&#039;&#039;&#039; || &#039;&#039;Our most powerful armored suit, this equipment serves to amplify the wearer&#039;s psionic abilities through a system modeled after the alien&#039;s own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities.&#039;&#039; || &#039;&#039;&#039;Research&#039;&#039;&#039;: Psi Armor&amp;lt;br/&amp;gt;30 Engineers || §400&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]] || Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Firestorm (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Firestorm (EU2012)|Firestorm]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Firestorm is our highly advanced combat aircraft incorporating numerous advances gained from studying the technology found in the alien ships. Power and navigational systems in particular were adapted directly from the alien designs.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br&amp;gt; 20 Engineers&lt;br /&gt;
| §200&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt; 40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;1 [[UFO Power Source (EU2012)|UFO Power Source]]&amp;lt;br&amp;gt;2 [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
| 14 days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Satellite (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite (EU2012)|Satellite]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;An advanced reconnaissance satellite modified to detect the unique gravitational distortions caused by alien craft in flight.&#039;&#039;&lt;br /&gt;
| 5 Engineers&lt;br /&gt;
| §100&lt;br /&gt;
| 20 days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[SHIV (EU2012)|SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Super Heavy Infantry Vehicle, or SHIV, is an advanced weapons platform that can be deployed in place of a human soldier.  While extremely capable in most combat scenarios, any damage to the SHIV will require lengthy repairs.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 5 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| §100&lt;br /&gt;
| 7 days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Alloy S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alloy SHIV (EU2012)|Alloy SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Integration of the alien alloy into the basic SHIV design results in a weapons platform that is both lighter and stronger than the original.  The reinforced chassis allows for this SHIV to be used as a mobile cover position in the field.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 10 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| §150 &amp;lt;br/&amp;gt; 40 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| 7 days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Hover S.H.I.V. (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hover SHIV (EU2012)|Hover SHIV]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&amp;quot;Our latest modification to the S.H.I.V. vehicle involves the integration of a small pulse engine, allowing the entire platform to fly over rough terrain.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Heavy Weapons Platform|Heavy Weapons Platform]] &amp;lt;br/&amp;gt; 20 Engineers &amp;lt;br/&amp;gt; 1 [[Barracks (EU2012)|Barracks]] Capacity&lt;br /&gt;
| §200&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;60 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| 7 days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Fusion Lance (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fusion Lance (EU2012)|Fusion Lance]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Fusion Lance is the most powerful anti-aircraft weapon currently available to XCOM.  It should be capable of taking down any UFO engaged by the Firestorm.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Fusion Lance &amp;lt;br/&amp;gt; 35 Engineers&lt;br /&gt;
| §150&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:EMP Cannon (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[EMP Cannon (EU2012)|EMP Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these components.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: EMP Cannon &amp;lt;br/&amp;gt; 30 Engineers&lt;br /&gt;
| §200 &amp;lt;br&amp;gt; 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br&amp;gt; 30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Plasma Cannon (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The focused plasma cannon is an ideal anti-UFO weapon, combining high damage output with a long effective range.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: Plasma Cannon &amp;lt;br/&amp;gt; 20 Engineers&lt;br /&gt;
| §100&amp;lt;br&amp;gt;20 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;20 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:LASER CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laser Cannon (EU2012)|Laser Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;These super-cooled laser cannons can take down most alien craft, but they have a limited range, requiring the Interceptor to close in on hostile targets.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| §35&amp;lt;br&amp;gt;25 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PHOENIX CANNON (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Phoenix Cannon is capable of delivering massive burst damage, but its limited range puts the Interceptor at greater risk during combat.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]] &amp;lt;br/&amp;gt; 5 Engineers&lt;br /&gt;
| §35&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:DEFENSE MATRIX (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Defense Matrix (Dodge) (EU2012)|Defense Matrix (Dodge)]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s evasive ability. The matrix will burn out after one use. Floater adaptive reflex technology was surprisingly compatible with our satellite systems, allowing us to predict enemy firing solutions.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Floater Autopsy (EU2012)|Floater Autopsy]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| §50&amp;lt;br&amp;gt;3 [[Floater Corpse (EU2012)|Floater Corpse]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UFO TRACKING (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s pursuit speed. The module will burn out after one use. Its technology lets us focus our satellites&#039; computation resources on UFO pursuit, and might buy precious time to chase down even the fastest UFOs.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] &amp;lt;br/&amp;gt; 10 Engineers&lt;br /&gt;
| §20&amp;lt;br&amp;gt;2 [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:UPLINK TARGETING (EU2012).png|50px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Activate this module during interception to provide an immediate, temporary boost to our unit&#039;s accuracy.  The module will burn out after one use.  Its technology is based on Sectoid implants, and allows us to send a data pulse through our satellite network.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Sectoid Autopsy (EU2012)|Sectoid Autopsy]] &amp;lt;br/&amp;gt; 5 Engineers&lt;br /&gt;
| §10&amp;lt;br&amp;gt;3 [[Sectoid Corpse (EU2012)|Sectoid Corpse]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|}&lt;br /&gt;
===[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Needle Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Needle Grenade (EU2012)|Needle Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;A variant on the Frag Grenade, this weapon does equivalent damage over a much larger area but the projectiles cannot damage cover. Thus units in cover related to the center of the blast area will be unaffected.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&amp;lt;br&amp;gt;7 Engineers&lt;br /&gt;
| §40&amp;lt;br&amp;gt;5 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;2 [[Chryssalid Corpse (EU2012)|Chryssalid Corpses]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Flashbang Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Flashbang Grenade (EU2012)|Flashbang Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Enemy units inside the blast radius suffer significant Aim and movement penalties during their next turn. Robotic and advanced psionic enemies are immune.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §35&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Gas Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Gas Grenade (EU2012)|Gas Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Our advanced research in alien physiology has allowed us to synthesize a modified version of the poison projected by the Thin Man, and containerize it in grenade form.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&amp;lt;br&amp;gt;7 Engineers&lt;br /&gt;
| §35&amp;lt;br&amp;gt;2 [[Thin Man Corpse (EU2012)|Thin Man Corpses]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Ghost Grenade (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Ghost Grenade (EU2012)|Ghost Grenade]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This grenade contains elerium-infused particles that, when diffused into our soldiers, causes them to become invisible. These particles will lose their elerium charge after a brief time, and competing energy sources - such as weapons fire - will disrupt them.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Seeker Autopsy (EU2012)|Seeker Autopsy]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
| §200&amp;lt;br&amp;gt;25 [[Elerium (EU2012)|Elerium]]&amp;lt;br&amp;gt;4 [[Seeker Wreck (EU2012)|Seeker Wrecks]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Mimic Beacon (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Mimic Beacon (EU2012)|Mimic Beacon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This device has been programmed to mimic the auditory cues the invaders appear to use in the field. It can be used to attract their attention to an area.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §50&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Reaper Rounds (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Reaper Rounds (EU2012)|Reaper Rounds]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Experimental ballistics have led to this specialized conventional weapon load. It can cause substantial extra damage to affected targets, but the additional casing elements make it less accurate at long range. The rounds will not work with pistols, though.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&amp;lt;br&amp;gt;6 Engineers&lt;br /&gt;
| §30&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Respirator Implant (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Respirator Implant (EU2012)|Respirator Implant]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;We can fabricate a module that will automatically detect chemical and physical threats to a soldier&#039;s oxygen supply, and deploy uncomfortable but potentially life-saving oxygen tube shunts in a matter of seconds. This module will fit all of XCOM&#039;s armor designs.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Seeker Autopsy (EU2012)|Seeker Autopsy]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
| §35&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Railgun (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Railgun (EU2012)|Railgun]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This high-powered, recoiless slugthrower can be fired in short bursts to devastating effect, although the sizes of its housing and power supply require it to be mounted on a MEC. Prior to our research on heavy lasers, we had no access to a small enough power source.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Lasers (EU2012)|Heavy Lasers]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
|  §70&amp;lt;br&amp;gt;30 [[Alien Alloys (EU2012)|Alloys]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:Particle Cannon (EU2012).png|50px]]&amp;lt;br&amp;gt;[[Particle Cannon (EU2012)|Particle Cannon]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Applications of our heavy plasma technology permit the creation of a burst-style particle beam, capable of unprecedented focused energy output. Its heat dispersal would be highly dangerous to an unmodified soldier, but a MEC suit is capable of mounting the necessary systems.&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]]&amp;lt;br&amp;gt;40 Engineers&lt;br /&gt;
|  §325&amp;lt;br&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br&amp;gt;40 [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:MEC-1 (EU2012).png|50px]]&amp;lt;br&amp;gt;[[MEC-1 Warden (EU2012)|MEC-1 Warden]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The Mechanized Exoskeletal Cybersuit, or MEC, has access to heavier primary weapons than unaugmented soldiers can use&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]]&amp;lt;br&amp;gt;5 Engineers&lt;br /&gt;
|  §25&amp;lt;br&amp;gt;40 [[Meld (EU2012)|Meld]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:MEC-2 (EU2012).png|50px]]&amp;lt;br&amp;gt;[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The MEC-2 is capable of deploying a wider variety of weapons and devices than its predecessor&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]]&amp;lt;br&amp;gt;10 Engineers&lt;br /&gt;
|  §§32&amp;lt;br&amp;gt;60 [[Meld (EU2012)|Meld]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[File:MEC-3 (EU2012).png|50px]]&amp;lt;br&amp;gt;[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;The MEC-3 is capable of deploying several powerful weapons and devices in addition to the main gun&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]]&amp;lt;br&amp;gt;25 Engineers&lt;br /&gt;
|  §106&amp;lt;br&amp;gt;100 [[Meld (EU2012)|Meld]]&lt;br /&gt;
| Immediate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
Non-unique facilities require more manpower as more of the same are built. This increase does not apply to the power facilities.&lt;br /&gt;
After researching [[Foundry (EU2012)#Advanced_Construction|Advanced Construction]] in the Foundry it is possible to build facilities in rush mode. It requires twice as much of money, Elerium and Alloys but shortens time by 50%. &lt;br /&gt;
Unlike everything else that can be produced in Engineering, the price and item requirements do not lower based on how many Engineers you have.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Facilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Facility&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;13%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; align=&amp;quot;center&amp;quot; | Monthly cost&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Notes/Bonus&lt;br /&gt;
! width=&amp;quot;1%&amp;quot; align=&amp;quot;center&amp;quot; | Build time&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
&amp;lt;!-- PERHAPS STRUCTURE THE CODE THIS WAY FOR EASY EDIT. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Access Lift Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Access Lift (EU2012)|Access Lift]] &#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Access Lifts enable XCOM&#039;s subterranean base to expand deeper into the earth.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50&amp;lt;br/&amp;gt;2 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to access a lower level.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 days&lt;br /&gt;
&amp;lt;!-- END ONE SECTION --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: OTS Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Officer Training School (EU2012)|Officer Training School]] &#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Increase XCOM squad size, earn promotion bonuses, and unlock powerful combat medical techniques for your soldiers.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Sergeant ranked soldier in Classic/Impossible difficulty levels&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §125&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Satellite Uplink Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite Uplink (EU2012)|Satellite Uplink]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Uplink is capable of receiving transmissions from 2 XCOM satellites.Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&amp;lt;br&amp;gt;After 2nd Uplink/Nexus, +10 for next Satellite Uplink, +15 for next Satellite Nexus&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §150&amp;lt;br&amp;gt;(§100 EW DLC)&amp;lt;br/&amp;gt; 5 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent Uplink or [[Satellite Nexus (EU2012)|Nexus]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Satellite Nexus Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Satellite Nexus (EU2012)|Satellite Nexus]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;With the signal monitored by a team of engineers, each Satellite Nexus is capable of receiving transmissions from 4 XCOM satellites. Adjacency Bonus: +1 satellite capacity for every two uplinks constructed adjacent to one another.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]]&amp;lt;br&amp;gt;5 Engineers&amp;lt;br&amp;gt; After 2nd Uplink/Nexus, +10 for each Satellite Uplink, +15 for each Satellite Nexus&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §300&amp;lt;br/&amp;gt;(§250 EW DLC) &amp;lt;br/&amp;gt;8 Power &amp;lt;br/&amp;gt; 25x [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 2x [[UFO Flight Computer (EU2012)|UFO Flight Computer]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §26&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 Satellite capacity for every adjacent [[Satellite Uplink (EU2012)|Uplink]] or Nexus&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 21 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Laboratory Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Laboratory (EU2012)|Laboratory]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039; Each laboratory increases research speed by 20%. Adjacency Bonus: 10% increase to research speed for every adjacent laboratory.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 Scientists&amp;lt;br&amp;gt;(2nd Lab requires 10, each next requires 5 more)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §125&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §24&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10% increase to research speed for every adjacent laboratory&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Workshop Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Workshop (EU2012)|Workshop]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Each workshop adds 5 engineers to our staff. Adjacency Bonus: 7/10% refund on resources used when building vehicles, Foundry projects and facilities.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 Engineers&amp;lt;br&amp;gt;(2nd Workshop requires 15, each next requires 10 more)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §130&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §26&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Each gives 5 additional engineers.&amp;lt;br&amp;gt;7% rebate on §, Alloys and Elerium (10% on the EW DLC). &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Foundry Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)| The Foundry]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Develop new combat items or improve current items in the Foundry.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §75&amp;lt;br/&amp;gt;3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10% adjacency bonus on the EW DLC if next to Workshops/Cybernectics Lab&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Alien Containment Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Containment (EU2012)| Alien Containment]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&#039;&#039; This facility will provide a secure environment to house the alien captives, allowing you to interrogate them in the Labs.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Xeno-Biology_(EU2012)|Xeno-Biology]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §85&amp;lt;br/&amp;gt;5 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §18&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to interrogate aliens. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Power Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Power Generator (EU2012)|Power Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Power Generators supply the power needed to run new facilities. Each generator supplies +6 power. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §60&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §11&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Thermo Power Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Thermo Power Generator (EU2012)|Thermo Power Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Thermal Power Generators supply +20 power, but must be built over steam vents. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Steam Vent&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §23&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Elerium Generator Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Elerium Generator (EU2012)|Elerium Generator]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Elerium Power Generators supply +30 power. Adjacency Bonus: + power for every adjacent power facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §275&amp;lt;br/&amp;gt;40 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br/&amp;gt;30 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;2 [[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §29&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +2 power for every adjacent power facility.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Psionic Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psionic Lab (EU2012)|Psionic Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]/[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 3 Power &amp;lt;br/&amp;gt; 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br/&amp;gt; 20 [[Alien Alloys (EU2012)|Alloys]]  &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills. Only 1 can be built. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Hyperwave Relay Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hyperwave Relay (EU2012)|Hyperwave Relay]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Alien communications rely on a supra-dimensional wave which travels almost instantaneously. This relay should allow us to trace the source of these communications.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Hyperwave Relay (EU2012)|Hyperwave Communication]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §175 &amp;lt;br/&amp;gt; 4 Power &amp;lt;br/&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 1 [[Hyperwave Relay (EU2012)|Hyperwave Beacon]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §30&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reveals information on the type and number of aliens present in all detected [[UFOs (EU2012)|UFOs]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Gollop Chamber Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Gollop Chamber (EU2012)| Gollop Chamber]]&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Once we build this facility, a psionically powerful soldier will be able to access the Ethereal&#039;s psychic net.&amp;lt;br/&amp;gt;&#039;&#039;Cannot remove this facility.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Psi Link (EU2012)|Ethereal Device]] &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §200 &amp;lt;br/&amp;gt; 5 Power &amp;lt;br/&amp;gt; 1 Psi Link&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Required to advance in the game&#039;s [[Storyline (EU2012)|Storyline]].&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Genetics Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Genetics Lab (EU2012)|Genetics Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;This annex to the Research Labs will allow us to genetically modify our soldiers. This facility counts as a Laboratory for adjacency benefits.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50 &amp;lt;br/&amp;gt; 3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] facility&amp;lt;br&amp;gt;Contains 3 slots where [[Gene Mods (EU2012)|Gene Mods]] can be implanted on soldiers.&amp;lt;br&amp;gt;10% adjacency bonus on the EW DLC with Labs. &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Cybernetics Lab Engineering (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cybernetics Lab (EU2012)|Cybernetics Lab]]&#039;&#039;&#039; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;Here we will be able to build Mechanized Exoskeletal Cybersuits (MECs), and augment soldiers to wear them. This facility counts as a Workshop for adjacency benefits.&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Meld Recombination (EU2012)|Meld Recombination]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §50 &amp;lt;br/&amp;gt; 3 Power&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] facility&amp;lt;br&amp;gt;Contains 3 slots to augment soldiers into [[MEC Trooper (EU2012)|MEC Troopers]], also allows to build/repair [[MEC Suit (EU2012)|MEC Suits]].&amp;lt;br&amp;gt;10% adjacency bonus on the EW DLC with Workshops/Foundry.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Hadien</name></author>
	</entry>
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