<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hermitifier</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hermitifier"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Hermitifier"/>
	<updated>2026-05-01T08:11:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=103914</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=103914"/>
		<updated>2021-10-22T22:29:26Z</updated>

		<summary type="html">&lt;p&gt;Hermitifier: Synomium spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings, including four towers at each corner and a long structure along the west and east edges of the map.&lt;br /&gt;
* The second part takes place in a labyrinthine four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]]. This, and some other reasons, make Colony Assaults the regular mission type that is most likely to cause deaths among your aquanauts.&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part, or to defeat all aliens. Note that you will always fight in pitch darkness no matter what time of day you launch the mission, a big disadvantage against the aliens who see in the dark.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the following aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]s&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground.&lt;br /&gt;
&lt;br /&gt;
You can profitably succeed in the first phase, and in the 2nd phase rush your aquanauts from wherever they ended up back to the exit points before aborting the mission, if you want to repeatedly harvest technology from the alien base. Or if you have specific objectives in mind, just grab what equipment or live specimens that you need, bring it back to the transport and make a dash for it. &lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is quite resistant to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure. If torpedoes are in abundance, use them freely on the DPL gallery.&lt;br /&gt;
* The northern T shaped tower of the main facility usually houses Tentaculats. They are a good candidate for shelling with a few DPL torpedoes - however you need to be thorough or else the shelling will provide them with a particle cloud as well as additional exits for any not killed in the blast. &lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
* In the Beginning, before having the M.C.-Lab, your Aquanauts are extremely prone to M.C.-Attacks. It can easily happen that half your squad is under alien control before you come near the elevator. One possilbe tactic can be to make a small team of M.C.-resistent aquanauts ( could be as few as 2-3 ) and leave everyone else at home. Take as many Sonic Pulsers and DPL&#039;s ( if available ) as possible plus some strong guns ( ie Sonic Cannon ) and melee-weapons ( for the second part ). Now ignore the corridors and blast your way through the wall ( using either sonic pulsers or the DPL ) and just rush for the elevator. Assuming you don&#039;t want to completely eradicate the base ( meaning killing all the aliens in the second part of Colony Assault ), using a small tactical team can take care of the alien colony in a matter of a few minutes ( given the fact that you know how to quickly find the synomium device )&lt;br /&gt;
&lt;br /&gt;
===Alien Deployment===&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Alien Colony part 1&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tasoth Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tasoth Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aquatoid Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aquatoid Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-4&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tentaculats&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Hallucinoids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-8*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;20-33&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24-37*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31-44*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The game will stop spawning units if it would go over 79 entries in UNITPOS.DAT. As such, with a full Leviathan load of X-Com units on higher difficulties the game can run out of slots before spawning all the Hallucinoids (the last units to be spawned). A more normal quantity of Hallucinoids with 26 X-Com units on Superhuman is 4-6.&lt;br /&gt;
&lt;br /&gt;
== Equipment Recovery == &lt;br /&gt;
&lt;br /&gt;
Depending on what version your game has been patched to, equipment recovery will differ slightly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TFTD v1.0&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Only Equipment carried on your aquanauts will be carried over when you move to the second phase. Leaving the first mission by way of the submarine on the other hand will not result in equipment loss. &lt;br /&gt;
&lt;br /&gt;
When you move to the 2nd part, all equipment that is left on the ground is lost. This includes what is on the floor in the troop-transport sub. Though not immediately apparent with alien harvested equipment, it is very noticeable with purchased equipment. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TFTD V2.0&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
With the v2.0 patch, the item recovery bug is fixed. Now, as long as you clear the first map, all equipment on the ground will be recovered. This is true even if you abort the second half rather than complete it. This makes it a viable way to harvest equipment by clearing the first map and aborting the second. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, in all versions, live aliens that you may have picked up will only transfer the body across to the 2nd part, not the stats associated with it. In effect, the alien is killed when the 2nd level starts. If you need to capture any particular alien from the first stage, retreat to the sub and dust off to recover the specimen. You can always re-attempt the colony if you wish to destroy it. &lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some aquanauts will start scattered deep into the colony at the start of the second phase. This is often deadly, since they can start off surrounded by several tentaculats or lobstermen, the only species which guard this stage. The stage is completely filled with winding corridors, doorways, nooks and crannies, and is pretty much super effective ambush territory for tentaculats. Unlike EU, where the exit areas were only accesible via a 4 tile grav lift, the exit areas here are completely open to incursion from alien forces.&lt;br /&gt;
&lt;br /&gt;
Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple thermal shok grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending high explosives such as the [[Disrupter Pulse Launcher]] or [[Sonic Pulser]] through the one tile hole above the room containing the device. &lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy. Additionally, Stunned aliens can regain consciousness and unarmed Lobstermen can fight back with their powerful melee attacks. &lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equip Screen Phase&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [[Vibro Blade]]s are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vulnerable if you find yourself up against multiple enemies in close quarters. [[Sonic Pistol]]s are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, a few shots will kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other. This is because a single Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO. &lt;br /&gt;
** If unsure, you can always wait a turn and send a second shok bomb in before descending into the command centre.&lt;br /&gt;
*Note that the Lobstermen in the Control Centre are always unarmed (except for their natural melee attacks, of course).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During the mission&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort. Or worse lose all your troops.&lt;br /&gt;
** Tip: Familiarize yourself with the layout of the rooms above the command room. The layout is best described as a theater, with the purple sphere variety of Ion Beam Accelerators filling in for the seat rows in front of a raised stage.  &lt;br /&gt;
** Tip: A single Magna-Blast Grenade is enough to destroy the Synomium Device. Shoot away part of the barrier around the observation port above it, have an Aquanaut with a primed grenade walk up and drop the grenade on top of the device, then have him walk away. On the Aliens&#039; next turn: KABOOM. KABOOM. &amp;quot;Control Center Destroyed. Make your way to the exit and abort.&amp;quot;&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sense to parade them in front of the enemy. This will also mean you can abort at any time without losing the Triton/Hammerhead/Leviathan.&lt;br /&gt;
* Because of their effectiveness against Lobstermen, be careful not to stun your own Aquanauts with Thermal Shok Launchers when using them in close quarters. Either make sure you are wearing Ion Armor or better when operating them, or have alternative weaponry available.  Reviving from a Shok bomb is often a tedious exercise, even with the assistance of medication. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Disabling the Synomium Device&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
When you&#039;ve disabled the base and are evacuating your team, it is recommended that: &lt;br /&gt;
&lt;br /&gt;
* If you choose to escape rather than complete the map, gather up what equipment you can to make the trip financially worthwhile as you lose everything in the first part that you aren&#039;t carrying. &lt;br /&gt;
* Haul an unconscious Lobsterman commander back to the exit, if you have not captured one. You need one to complete the game, and a second for convenience if a Navigator is not forthcoming. &lt;br /&gt;
**You can use MC to persuade the Commander to the exit - but make sure that it is physically stunned before you abort. Otherwise you will only recover the equipment it was previously carrying. &lt;br /&gt;
* Wake up any stunned Aquanauts. Even if in the exit area, they will be treated as MIA if they are still unconscious at the time you abort the mission.&lt;br /&gt;
&lt;br /&gt;
===Alien Deployment===&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Alien Colony part 2&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Lobster Man Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Lobster Man Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Lobster Man Technicians&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Lobster Man Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Lobster Man Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tentaculats&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;23&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Hermitifier</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Artefact_Site&amp;diff=103801</id>
		<title>Artefact Site</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Artefact_Site&amp;diff=103801"/>
		<updated>2021-10-17T18:37:51Z</updated>

		<summary type="html">&lt;p&gt;Hermitifier: Synomium spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alien Contact Site Mission ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Alien Activity Site (Seabed)}}&lt;br /&gt;
This mission is a raid on a freshly activated Alien communications site. There are 2 levels to the site, the seabed with its Alien pyramids and a hidden Alien complex.&lt;br /&gt;
{{Ref Close | source = X-COM Terror From The Deep Artefact Site Seabed assault mission briefing}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open| title = Alien Acitivty Site (Alien Complex)}}&lt;br /&gt;
Having negotiated the Alien structures and entered the complex the mission goals are clear. Penetrate the heart of the Alien facility and destroy the Synomium Molecular Control Device to complete the mission.&lt;br /&gt;
{{Ref Close | source = X-COM Terror From The Deep Artefact Site Alien Complex assault mission briefing}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Artefact Sites are a 2-part mission. The seabed stage of the mission is fought in a series of underwater pyramids while the second level is fought in a mazy alien complex.  &lt;br /&gt;
&lt;br /&gt;
As with ship and port attacks, Artefact Sites are announced instantaneously the moment they are generated on the map. The alert message describes them as alien &amp;quot;activity&amp;quot;, but thereafter they are referred to as &amp;quot;Artefact sites&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Artefact Sites start to appear some months into the game as an alternative to the various types of terror sites. After the 12th Artefact Site, they will revert to standard terror missions. &lt;br /&gt;
&lt;br /&gt;
Artefact Sites are often treated with the same urgency as Terror sites. Though lacking a civilian component, they are longer and more dangerous and have greater repercussions. Failure to attend to an Artefact Site can result in a very large -2,000 points while failure to destroy the artefact site is worth an instant -750 points. &lt;br /&gt;
&lt;br /&gt;
Though the penalties are great, so are the rewards. Destroying the Synomium Device alone is worth 750 victory points before adding in the mission score from equipment recovered and enemies defeated. &lt;br /&gt;
&lt;br /&gt;
While costly to ignore, it is possible to complete all the research and submarine construction necessary to embark upon the T&#039;Leth mission without having to fight any Artefact site missions.&lt;br /&gt;
&lt;br /&gt;
Artefact sites are short-lived, typically lasting about 5 hours. Because of their their short durations and depths, you will not always have the luxury of arriving in ideal lighting conditions.  As with other short-duration sites,  Artefact Sites will remain on the map if targeted by at least one X-COM submarine after their operational duration has expired.&lt;br /&gt;
&lt;br /&gt;
== Synomium Device == &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Synomium Device&amp;quot; is the so called &amp;quot;Artefact&amp;quot;. As explained in the mission text the Artefact Site is a revived communications site where the artefact acts as hub for the aliens&#039; standard means communication: Molecular Control. Similar devices are present in alien colonies, presumably excavated from Artefact Sites and installed in the colonies to coordinate their operations via the MC network. &lt;br /&gt;
&lt;br /&gt;
The device can be destroyed by all weapons other than melee weapons. &lt;br /&gt;
&lt;br /&gt;
An Artefact Site and Alien Colony is officially declared as destroyed on the destruction of the Synomium Device, no matter what fate befalls the X-COM aquanauts after that. &lt;br /&gt;
&lt;br /&gt;
===Finding the Device===&lt;br /&gt;
 &lt;br /&gt;
[[Category: TFTD]]&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;283px&amp;quot; heights=&amp;quot;124px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Synomstairs.jpg|The path to the device&lt;br /&gt;
Image:Synomdev.jpg|The Synomium Device (silvery object, top left)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear = &amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Synomium Device is housed in a very distinct matte black hall with a central elevator shaft as depicted in the first image above. The second picture shows the chamber where the Synomium Device is stored on the upper-most level. The device itself is a pedestal with two rotating rings. &lt;br /&gt;
&lt;br /&gt;
Be warned that the black chamber is fiercely guarded by many Tentaculats and armed Aquatoids hiding in upper level cubbyholes. &lt;br /&gt;
&lt;br /&gt;
A very quick, dirty but otherwise safe way of destroying the device without facing most of the opposition is to fire a ranged explosive projectile immediately up at the ceiling under the device.  &lt;br /&gt;
&lt;br /&gt;
==Mission structure==&lt;br /&gt;
&lt;br /&gt;
The mission itself is a 2-part assignment.  The first part is on the seafloor with green pyramid buildings.  The objective here is to get to the site entrance (or kill all the aliens).  The site entrance is in a long, thin pyramid with only 1 floor.  The pyramids are quite large, spanning 3 floors and with many &amp;quot;windows&amp;quot; cut into the walls.  Be watchful of snipers from many elevated angles.&lt;br /&gt;
&lt;br /&gt;
The second part is inside a 4-floor structure.  There will be two randomly placed XCOM spawn points on the top floor (L3).  However, some team members may be placed at any level including L0.  L0 is the main floor and connects to the shaft leading to the Synomium Device.  The Synomium Device is located on L3, and you must go up the shaft to get to it.  Destruction of the device will complete the mission. Your team can then leave, clear the site. If your team is defeated after destroying the device, the site will still be treated as having been cleared. &lt;br /&gt;
&lt;br /&gt;
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid.  There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids).  Given there higher elevation, these aliens can be quite hard to see.  A Hallucinoid may be at the bottom of the shaft on L0.  Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself.  The room actually containing the Synomium Device is usually unguarded.&lt;br /&gt;
&lt;br /&gt;
==Points==&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot; align = &amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| 750 || Successful destruction of the Synomium Device&lt;br /&gt;
|- &lt;br /&gt;
|{{StdTable Sub Heading}}| -750 || Landing at the mission, but failing to destroy the Synomium Device &lt;br /&gt;
|- &lt;br /&gt;
| {{StdTable Sub Heading}}| -2000 || Ignoring the mission site&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Alien Contact Site Mission (part 1)&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tasoth Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tasoth Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aquatoid Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;1-3&#039;&#039; (0-3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aquatoid Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;1-3&#039;&#039; (0-3)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;1-3&#039;&#039; (0-3)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;2-4&#039;&#039; (0-4)&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Hallucinoids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;1-3&#039;&#039; (0-3)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;1-3&#039;&#039; (0-3)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;1-3&#039;&#039; (0-3)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tentaculats&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;2-10&#039;&#039; (0-10)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;4-12&#039;&#039; (0-9)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;6-14&#039;&#039; (0-6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;10-29&#039;&#039; (10-18)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;13-32&#039;&#039; (12-18)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;18-37&#039;&#039; (12-18)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Alien Contact Site Mission (part 2)&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tasoth Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tasoth Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aquatoid Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Aquatoid Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Hallucinoids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Tentaculats&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;4-12&#039;&#039; (2-12)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;6-14&#039;&#039; (0-14)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-29&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;13-32&#039;&#039; (13-29)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;18-37&#039;&#039; (18-29)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This table is generated by taking a Mixed Crew Battleship and adding 0-2 to each rank that exists (i.e., all except Commander).&lt;br /&gt;
*The numbers in italics are the amount of aliens the game attempts to spawn (as can be seen in UNITREF.DAT). However, both maps are rather short on alien spawn points (empirically, there are 12-18 in the first part, and 22-29 in the second). The numbers in brackets are the amounts that can actually appear.&lt;br /&gt;
&lt;br /&gt;
== Equipment Recovery ==&lt;br /&gt;
&lt;br /&gt;
Being a 2-parter mission, what equipment is recovered will differ depending on what patch has been applied to your game. &lt;br /&gt;
&lt;br /&gt;
;TFTD v1.0:Only equipment carried on aquanauts will carried to the next map. Equipment left in the transport will be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;TFTD v2.0 or CE: If the first map is cleared, all equipment is returned to base if the second part is aborted or cleared. &lt;br /&gt;
&lt;br /&gt;
In all versions, if you attempt to leave the map from the transport (level 1) or the exits (level 2), equipment in the exit area as well as what&#039;s being carried by aquanauts in the exit area will be recovered. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recoverable Alien Sub Artefacts==&lt;br /&gt;
&lt;br /&gt;
If all aliens are defeated, you will be able to recover the various collectible base elements on the second map. For example:  &lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}} border = &amp;quot;1&amp;quot; align = &amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Ion-Beam Accelerators || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}|  Alien Sub Construction || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}|  Alien Cryogenics || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}|  Alien Learning Array || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}|  Alien Implanter || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}|  Aqua Plastics|| 484&lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}|  Alien Re-Animation Zone || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Remember that these values are an example only. Actual values will differ depending on the types of artefact site map modules that are generated in the second part and what sort of damage, if any, was dealt to them during the battle. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;/div&gt;</summary>
		<author><name>Hermitifier</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Item_Destruction_Table_(TFTD)&amp;diff=103013</id>
		<title>Item Destruction Table (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Item_Destruction_Table_(TFTD)&amp;diff=103013"/>
		<updated>2021-09-10T17:14:48Z</updated>

		<summary type="html">&lt;p&gt;Hermitifier: Particle Grenade strength&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists the damage that must be done by an explosive weapon to destroy a given object.  Listed from most fragile objects to most durable and indestructible.&lt;br /&gt;
&lt;br /&gt;
Note: The various grenades are indestructible, as no explosive deals enough damage to destroy them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;300&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;200&amp;quot;&amp;gt;Destruction Damage&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;X-Com Corpses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Civilian Male Corpse&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;All items not listed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Small alien corpses&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Hydro Jet Cannon clips&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Chemical Flare&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Phosphorous Torpedo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Disruptor Pulse Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Gas Cannon clips&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic weapons/clips EXCEPT Sonic Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Small and Large torpedoes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Thermal Shok Bomb&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Disruptor Pulse Torpedo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Gauss weapon clips&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Particle Grenade (with v2.0 patch)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Dye Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Magna-Pack Explosive&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;140&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Magna-Blast Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Particle Grenade (without v2.0 patch)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic Pulser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Explosions#Explosive Damage to Walls and Objects|Explosive weapons]] do 50% of average damage to items on the ground (adjusted for distance from ground zero). In addition, objects can only be destroyed by explosions with strength greater than the values in the table. These are the damage values versus objects for various weapons at ground zero:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;250&amp;quot;&amp;gt;Explosive Type&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Damage&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Gas Cannon#Ammo Statistics|Gas Cannon HE rounds]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Hydro-Jet Cannon#Ammo Statistics|Hydro-Jet Cannon HE rounds]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Torpedo Launcher#Ammo Statistics|Small HE Torpedoes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Large HE Torpedoes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Magna-Blast Grenade]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Magna-Pack Explosive]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Particle Disturbance Grenade]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Sonic Pulser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Disruptor Pulse Launcher]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;105&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Coelacanth/Aqua_Jet|Coelacanth Torpedoes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Displacer /P. W. T.|Displace Pulse Wave Torpedoes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Category:Data tables]]&lt;/div&gt;</summary>
		<author><name>Hermitifier</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=103012</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=103012"/>
		<updated>2021-09-10T14:16:31Z</updated>

		<summary type="html">&lt;p&gt;Hermitifier: /* Events which Affect Morale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; Morale scores determine whether they will panic or go berserk in the midst of a bad situation.  Morale for all units is set at 100 at the start of each mission, and can rise or fall depending on events which occur during combat.  &lt;br /&gt;
&lt;br /&gt;
A high [[Bravery]] score will reduce the amount of Morale lost due to bad events, and the presence of a high-[[rank]]ing officer on a mission can reduce Morale penalties as well.  The loss of a high-ranking officer can in turn produce large Morale penalties.&lt;br /&gt;
&lt;br /&gt;
When a unit&#039;s Morale drops below 50, there is a chance it will panic or go berserk.&lt;br /&gt;
&lt;br /&gt;
== Value Ranges ==&lt;br /&gt;
All units, alien and friendly, start with a Morale of 100 at the beginning of combat.  Morale can never go higher than 100 or lower than 0 -- but if it falls below 50, a unit may panic or go berserk which will cause it to rise by 15 points.&lt;br /&gt;
&lt;br /&gt;
When morale is between 100-50 units will function normally, but between 49-0 there is an increasing chance of panic or berserk, with a 100% chance when morale is at 0.&lt;br /&gt;
&lt;br /&gt;
== Events which Affect Morale ==&lt;br /&gt;
* Own unit killed - surviving units lose 0-35 points, dependent on unit bravery, squad leadership, and rank of lost soldier. Applies even if your soldier was mind-controlled by aliens when killed.&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit zombified - no effect on squad morale! (however, you must understand that zombification is a completely separate process from being hit, being hurt, and being killed! You can be zombified AND killed by a Chryssalid, or just zombified. Being zombified and KILLED does the same morale loss as being killed.)&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses points according to this equation: Morale Loss = INT( (110 - Bravery) * Health Loss / 100), further adjusted by leadership (No morale lost for injury by Incendiary/Fire, however)&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership.  This works both ways; MC three aliens and have them kill three others, and the morale of their entire squad will be in the mid 40s afterwards.  It&#039;s possible to make Sectoid/Ethereal Leaders or Mutons panic if you understand how morale works, which is also why base Bravery is so important as well.&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership; soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
* [[Psionics|Psionic Panic]] attack - A successful attack causes the target to lose 110 points, less bravery (e.g., a unit with 40 bravery would lose 70 points); chance of success is dictated by Psionic formula&lt;br /&gt;
* [[Psionics|Psionic Mind Control]] attack - Successful mind control leaves a soldier at 0 Morale. Thus, the turn after Mind Control, they always suffer Panic/Berserk, and end that turn with 15 Morale. This also makes them likely to Panic/Berserk the next turn, as well. (Mind Control - the gift that keeps on giving!)&lt;br /&gt;
* Pain killer administered from a [[Medi-Kit]] - can restore Morale equal to the amount of [[Health]] a soldier has lost&lt;br /&gt;
&lt;br /&gt;
== Effect of Bravery ==&lt;br /&gt;
The &#039;&#039;&#039;base&#039;&#039;&#039; morale a unit loses when a comrade dies is dependent on the surviving unit&#039;s [[Bravery]] as follows ((110-Bravery)/5):&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Morale Loss&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A soldier having a bravery of 0 is impossible, except when editing game files.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Only tanks and certain aliens can have a Bravery of 110.&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
Having officer on a mission helps in two ways -- they reduce morale loss from negative events, and increase Morale gained from positive events.  Your highest-ranking (surviving) officer&#039;s Morale modifier is always used -- so if a Colonel is killed, and the next-highest-ranking soldier in the squad is a Sergeant, morale loss from the Colonel&#039;s death will still be reduced by 10%.  &lt;br /&gt;
&lt;br /&gt;
However, losing an officer produces higher than usual Morale losses, as shown in the table below below. Losing rookies, squaddies and tanks cause normal amounts of lost Morale.&lt;br /&gt;
&lt;br /&gt;
                           Leadership    Death morale&lt;br /&gt;
                             bonus          loss&lt;br /&gt;
 Tank, Rookie, or Squaddie     0%           x1.0&lt;br /&gt;
 Sergeant                     10%           x1.2&lt;br /&gt;
 Captain                      15%           x1.3&lt;br /&gt;
 Colonel                      25%           x1.5&lt;br /&gt;
 Commander                    50%           x1.75&lt;br /&gt;
 &lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x 100% / (100% + Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
Since the loss of a Colonel produces Morale loss 1.5 times that of a normal unit, the effective Morale lost in the above scenario will be 1.5 (for the Colonel&#039;s death) * 0.9 (for the surviving Sergeant&#039;s modifier), for a modified Morale penalty of 1.35 times normal.&lt;br /&gt;
&lt;br /&gt;
The actual numbers for the death of a Rookie / Squaddie dependent on the highest ranking officer in the squad are&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
! Bravery !! None !! Sgt !! Cpt !! Col !! Cmd &lt;br /&gt;
|-&lt;br /&gt;
| 10 / FF ||    20 ||  18 ||  17 ||  16 ||  13&lt;br /&gt;
|-&lt;br /&gt;
| 20  ||    18 ||  16 ||  15 ||  14 ||  12&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||    16 ||  14 ||  13 ||  12 ||  10&lt;br /&gt;
|-&lt;br /&gt;
| 40  ||    14 ||  12 ||  12 ||  11 ||   9&lt;br /&gt;
|-&lt;br /&gt;
| 50  ||    12 ||  10 ||  10 ||   9 ||   8&lt;br /&gt;
|-&lt;br /&gt;
| 60  ||    10 ||   9 ||   8 ||   8 ||   6&lt;br /&gt;
|-&lt;br /&gt;
| 70  ||     8 ||   7 ||   6 ||   6 ||   5&lt;br /&gt;
|-&lt;br /&gt;
| 80  ||     6 ||   5 ||   5 ||   4 ||   4&lt;br /&gt;
|-&lt;br /&gt;
| 90  ||     4 ||   3 ||   3 ||   3 ||   2&lt;br /&gt;
|-&lt;br /&gt;
| 100 ||     2 ||   1 ||   1 ||   1 ||   1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the death has been a &amp;quot;friendly fire&amp;quot; incident, then the killer gets an additional penalty equal to that of a soldier with minimum bravery. &lt;br /&gt;
&lt;br /&gt;
To illustrate, consider the following tragic event: While performing weapon cleaning duty during a ceasefire in an otherwise successful battle, under the not so watchful supervision of their commanding captain, not one but three(!) xcom-troopers (bravery 40) - to the horrors of their watching comrades (bravery 10) - each happend to accidentally shoot a bystanding rookie. The squad was completely demoralized, the shooters (morale 100-17-3*13 = 44) understandably more so than the rest of the squad (morale 100-3*17 = 49). They lasted about 8 turns (1/12% = 8.33) while the others resisted for an average of 50 turns (1/2% = 50) before finally succumbing to panic. At the funeral, the captain hit the right tone when stating that &amp;quot;... while their death is a tragedy, their courrage will live on in us.&amp;quot; And indeed, after this encouraging speech, most of the squad (88.765%) and even the shooters (50.328%) felt better (+10 bravery) than before.&lt;br /&gt;
&lt;br /&gt;
=== Officer Tactics ===&lt;br /&gt;
* Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, your highest-ranking soldiers should never be in the front line of deployment.&lt;br /&gt;
&lt;br /&gt;
* By using [[XcomUtil]], you can choose to place you your officers in the rear of the transport, and your rookies in the front.&lt;br /&gt;
&lt;br /&gt;
* Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a Blaster Launcher or Mind Probe they can still contribute to the combat.   See [[Rear Commander]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Aliens are subject to the same Morale rules as X-COM units.  Targeting alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the remaining aliens.&lt;br /&gt;
&lt;br /&gt;
== Panicking and Berserking ==&lt;br /&gt;
If a unit&#039;s Morale drops below 50, there is a chance that it will [[panic]] or go [[berserk]] before the next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic Chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.&lt;br /&gt;
 &lt;br /&gt;
 Morale of 0 guarantees a panic or berserk.&lt;br /&gt;
 &lt;br /&gt;
 If a unit has less then 50 Morale on a given turn but does &#039;&#039;not&#039;&#039; panic, they will gain&lt;br /&gt;
 [[#Morale Loss and Bravery Increases|bravery experience]] instead.&lt;br /&gt;
&lt;br /&gt;
There are three types of &amp;quot;Panic&amp;quot;; a freeze, a flee, and a Berserk, with an theoretically equal chance (33%) of any one of these being triggered. The first two may or may not cause the unit to drop weapons held in the hand slots, while the third causes them to fire wildly (often at a specific unit standing nearby, which you&#039;d best hope to be hostile!). A fleeing unit may run to a location up to 15 tiles to the south and/or up to 15 tiles to the east, never north and/or west.&lt;br /&gt;
&lt;br /&gt;
After a unit has performed a panic action, it will gain 15 morale points, but have no [[TU]]s until its next turn (making it quite vulnerable).&lt;br /&gt;
&lt;br /&gt;
Note: Berserk soldiers temporarily get 255 TUs or slightly under that. This has been observed in the DOS and CE versions as well as TFTD -- however it&#039;s not entirely clear if this happens for the Playstation or Amiga versions. Firing costs are still based on the affected unit&#039;s max TUs, even if current TUs are well beyond that. In effect this allows a berserk unit to fire more rounds in a turn than is normally possible.&lt;br /&gt;
&lt;br /&gt;
== Aliens Panicking and Berserking ==&lt;br /&gt;
&lt;br /&gt;
The effects of aliens getting into a state of panic or going berserk are similar to the player&#039;s side but with a small difference in when it occurs. &lt;br /&gt;
&lt;br /&gt;
For the player&#039;s side, the panic/berserk effects kick in just before the start of the turn. For the aliens side, the effects appear to occur during the turn as each unit is taken control of by the AI. &lt;br /&gt;
&lt;br /&gt;
When an alien panics/berserks, the player is usually not informed of this.  The player however may find unarmed aliens wandering about or the odd gun lying on the ground. Mysterious gunshot noises that don&#039;t appear to be aimed at your side or civilians (if present) are a good indication that one of the aliens has just gone berserk. &lt;br /&gt;
&lt;br /&gt;
On more severe panic/berserk attacks, the player will get a dialog box informing that the alien has panicked or gone berserk.  Unless you&#039;re using psionics, this is a fairly good indicator that the majority of the alien&#039;s squad has been killed, because the cumulative killing of aliens is what will cause their morale to drop sufficiently for a panic to occur.&lt;br /&gt;
&lt;br /&gt;
Additional side benefits that accompany the dialog box would be the revelation of the panicking unit&#039;s rank, as well as a hint of where the panicking may be located by having the camera briefly centering on it. This may even reveal other aliens in the panicking aliens&#039; immediate area if the fog of war has been lifted previously.&lt;br /&gt;
&lt;br /&gt;
== Psionic Panicking Attacks ==&lt;br /&gt;
There are two kinds of [[psionic]] attacks aliens and Psi-trained soldiers can use: &#039;&#039;Control Unit&#039;&#039; and &#039;&#039;Panic Unit&#039;&#039;.  &#039;&#039;Panic Unit&#039;&#039; attacks are more likely to succeed. A successful psionic panicking attack immediately subtracts:&lt;br /&gt;
     110 - [[Bravery]]&lt;br /&gt;
points from the target&#039;s Morale score. Thus if the target is a towering hero (100 Bravery) only 10 Morale is subtracted; if the target is a cowering worm (10 Bravery, the minimum possible), 100 Morale is subtracted.  For alien Bravery stats, see [[Alien Stats]].&lt;br /&gt;
&lt;br /&gt;
Repeated attacks may be needed to bring a unit&#039;s Morale below 50, where it has a chance of panicking.&lt;br /&gt;
&lt;br /&gt;
== Morale Loss and Bravery Increases ==&lt;br /&gt;
When a unit&#039;s Morale is below 50 but it &#039;&#039;does not&#039;&#039; panic or go berserk, it gains &amp;quot;bravery training&amp;quot;.  Each successfully-resisted panic roll gives the unit an additional ~9% chance of gaining +10 Bravery at the end of the mission, up to a 100% chance after 11 successful resists.  See [[Bravery]] for more details.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Panic]]&lt;br /&gt;
* [[Berserk]]&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Hermitifier</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=103011</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=103011"/>
		<updated>2021-09-10T13:23:41Z</updated>

		<summary type="html">&lt;p&gt;Hermitifier: /* Officers */ Leadership bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; Morale scores determine whether they will panic or go berserk in the midst of a bad situation.  Morale for all units is set at 100 at the start of each mission, and can rise or fall depending on events which occur during combat.  &lt;br /&gt;
&lt;br /&gt;
A high [[Bravery]] score will reduce the amount of Morale lost due to bad events, and the presence of a high-[[rank]]ing officer on a mission can reduce Morale penalties as well.  The loss of a high-ranking officer can in turn produce large Morale penalties.&lt;br /&gt;
&lt;br /&gt;
When a unit&#039;s Morale drops below 50, there is a chance it will panic or go berserk.&lt;br /&gt;
&lt;br /&gt;
== Value Ranges ==&lt;br /&gt;
All units, alien and friendly, start with a Morale of 100 at the beginning of combat.  Morale can never go higher than 100 or lower than 0 -- but if it falls below 50, a unit may panic or go berserk which will cause it to rise by 15 points.&lt;br /&gt;
&lt;br /&gt;
When morale is between 100-50 units will function normally, but between 49-0 there is an increasing chance of panic or berserk, with a 100% chance when morale is at 0.&lt;br /&gt;
&lt;br /&gt;
== Events which Affect Morale ==&lt;br /&gt;
* Own unit killed - surviving units lose 0-35 points, dependent on unit bravery, squad leadership, and rank of lost soldier. Applies even if your soldier was mind-controlled by aliens when killed.&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit zombified - no effect on squad morale! (however, you must understand that zombification is a completely separate process from being hit, being hurt, and being killed! You can be zombified AND killed by a Chryssalid, or just zombified. Being zombified and KILLED does the same morale loss as being killed.)&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses points according to this equation: Morale Loss = INT( (110 - Bravery) * Health Loss / 100) (No morale lost for injury by Incendiary/Fire, however)&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership.  This works both ways; MC three aliens and have them kill three others, and the morale of their entire squad will be in the mid 40s afterwards.  It&#039;s possible to make Sectoid/Ethereal Leaders or Mutons panic if you understand how morale works, which is also why base Bravery is so important as well.&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership; soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
* [[Psionics|Psionic Panic]] attack - A successful attack causes the target to lose 110 points, less bravery (e.g., a unit with 40 bravery would lose 70 points); chance of success is dictated by Psionic formula&lt;br /&gt;
* [[Psionics|Psionic Mind Control]] attack - Successful mind control leaves a soldier at 0 Morale. Thus, the turn after Mind Control, they always suffer Panic/Berserk, and end that turn with 15 Morale. This also makes them likely to Panic/Berserk the next turn, as well. (Mind Control - the gift that keeps on giving!)&lt;br /&gt;
* Pain killer administered from a [[Medi-Kit]] - can restore Morale equal to the amount of [[Health]] a soldier has lost&lt;br /&gt;
&lt;br /&gt;
== Effect of Bravery ==&lt;br /&gt;
The &#039;&#039;&#039;base&#039;&#039;&#039; morale a unit loses when a comrade dies is dependent on the surviving unit&#039;s [[Bravery]] as follows ((110-Bravery)/5):&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Morale Loss&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A soldier having a bravery of 0 is impossible, except when editing game files.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Only tanks and certain aliens can have a Bravery of 110.&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
Having officer on a mission helps in two ways -- they reduce morale loss from negative events, and increase Morale gained from positive events.  Your highest-ranking (surviving) officer&#039;s Morale modifier is always used -- so if a Colonel is killed, and the next-highest-ranking soldier in the squad is a Sergeant, morale loss from the Colonel&#039;s death will still be reduced by 10%.  &lt;br /&gt;
&lt;br /&gt;
However, losing an officer produces higher than usual Morale losses, as shown in the table below below. Losing rookies, squaddies and tanks cause normal amounts of lost Morale.&lt;br /&gt;
&lt;br /&gt;
                           Leadership    Death morale&lt;br /&gt;
                             bonus          loss&lt;br /&gt;
 Tank, Rookie, or Squaddie     0%           x1.0&lt;br /&gt;
 Sergeant                     10%           x1.2&lt;br /&gt;
 Captain                      15%           x1.3&lt;br /&gt;
 Colonel                      25%           x1.5&lt;br /&gt;
 Commander                    50%           x1.75&lt;br /&gt;
 &lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x 100% / (100% + Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
Since the loss of a Colonel produces Morale loss 1.5 times that of a normal unit, the effective Morale lost in the above scenario will be 1.5 (for the Colonel&#039;s death) * 0.9 (for the surviving Sergeant&#039;s modifier), for a modified Morale penalty of 1.35 times normal.&lt;br /&gt;
&lt;br /&gt;
The actual numbers for the death of a Rookie / Squaddie dependent on the highest ranking officer in the squad are&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
! Bravery !! None !! Sgt !! Cpt !! Col !! Cmd &lt;br /&gt;
|-&lt;br /&gt;
| 10 / FF ||    20 ||  18 ||  17 ||  16 ||  13&lt;br /&gt;
|-&lt;br /&gt;
| 20  ||    18 ||  16 ||  15 ||  14 ||  12&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||    16 ||  14 ||  13 ||  12 ||  10&lt;br /&gt;
|-&lt;br /&gt;
| 40  ||    14 ||  12 ||  12 ||  11 ||   9&lt;br /&gt;
|-&lt;br /&gt;
| 50  ||    12 ||  10 ||  10 ||   9 ||   8&lt;br /&gt;
|-&lt;br /&gt;
| 60  ||    10 ||   9 ||   8 ||   8 ||   6&lt;br /&gt;
|-&lt;br /&gt;
| 70  ||     8 ||   7 ||   6 ||   6 ||   5&lt;br /&gt;
|-&lt;br /&gt;
| 80  ||     6 ||   5 ||   5 ||   4 ||   4&lt;br /&gt;
|-&lt;br /&gt;
| 90  ||     4 ||   3 ||   3 ||   3 ||   2&lt;br /&gt;
|-&lt;br /&gt;
| 100 ||     2 ||   1 ||   1 ||   1 ||   1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the death has been a &amp;quot;friendly fire&amp;quot; incident, then the killer gets an additional penalty equal to that of a soldier with minimum bravery. &lt;br /&gt;
&lt;br /&gt;
To illustrate, consider the following tragic event: While performing weapon cleaning duty during a ceasefire in an otherwise successful battle, under the not so watchful supervision of their commanding captain, not one but three(!) xcom-troopers (bravery 40) - to the horrors of their watching comrades (bravery 10) - each happend to accidentally shoot a bystanding rookie. The squad was completely demoralized, the shooters (morale 100-17-3*13 = 44) understandably more so than the rest of the squad (morale 100-3*17 = 49). They lasted about 8 turns (1/12% = 8.33) while the others resisted for an average of 50 turns (1/2% = 50) before finally succumbing to panic. At the funeral, the captain hit the right tone when stating that &amp;quot;... while their death is a tragedy, their courrage will live on in us.&amp;quot; And indeed, after this encouraging speech, most of the squad (88.765%) and even the shooters (50.328%) felt better (+10 bravery) than before.&lt;br /&gt;
&lt;br /&gt;
=== Officer Tactics ===&lt;br /&gt;
* Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, your highest-ranking soldiers should never be in the front line of deployment.&lt;br /&gt;
&lt;br /&gt;
* By using [[XcomUtil]], you can choose to place you your officers in the rear of the transport, and your rookies in the front.&lt;br /&gt;
&lt;br /&gt;
* Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a Blaster Launcher or Mind Probe they can still contribute to the combat.   See [[Rear Commander]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Aliens are subject to the same Morale rules as X-COM units.  Targeting alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the remaining aliens.&lt;br /&gt;
&lt;br /&gt;
== Panicking and Berserking ==&lt;br /&gt;
If a unit&#039;s Morale drops below 50, there is a chance that it will [[panic]] or go [[berserk]] before the next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic Chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.&lt;br /&gt;
 &lt;br /&gt;
 Morale of 0 guarantees a panic or berserk.&lt;br /&gt;
 &lt;br /&gt;
 If a unit has less then 50 Morale on a given turn but does &#039;&#039;not&#039;&#039; panic, they will gain&lt;br /&gt;
 [[#Morale Loss and Bravery Increases|bravery experience]] instead.&lt;br /&gt;
&lt;br /&gt;
There are three types of &amp;quot;Panic&amp;quot;; a freeze, a flee, and a Berserk, with an theoretically equal chance (33%) of any one of these being triggered. The first two may or may not cause the unit to drop weapons held in the hand slots, while the third causes them to fire wildly (often at a specific unit standing nearby, which you&#039;d best hope to be hostile!). A fleeing unit may run to a location up to 15 tiles to the south and/or up to 15 tiles to the east, never north and/or west.&lt;br /&gt;
&lt;br /&gt;
After a unit has performed a panic action, it will gain 15 morale points, but have no [[TU]]s until its next turn (making it quite vulnerable).&lt;br /&gt;
&lt;br /&gt;
Note: Berserk soldiers temporarily get 255 TUs or slightly under that. This has been observed in the DOS and CE versions as well as TFTD -- however it&#039;s not entirely clear if this happens for the Playstation or Amiga versions. Firing costs are still based on the affected unit&#039;s max TUs, even if current TUs are well beyond that. In effect this allows a berserk unit to fire more rounds in a turn than is normally possible.&lt;br /&gt;
&lt;br /&gt;
== Aliens Panicking and Berserking ==&lt;br /&gt;
&lt;br /&gt;
The effects of aliens getting into a state of panic or going berserk are similar to the player&#039;s side but with a small difference in when it occurs. &lt;br /&gt;
&lt;br /&gt;
For the player&#039;s side, the panic/berserk effects kick in just before the start of the turn. For the aliens side, the effects appear to occur during the turn as each unit is taken control of by the AI. &lt;br /&gt;
&lt;br /&gt;
When an alien panics/berserks, the player is usually not informed of this.  The player however may find unarmed aliens wandering about or the odd gun lying on the ground. Mysterious gunshot noises that don&#039;t appear to be aimed at your side or civilians (if present) are a good indication that one of the aliens has just gone berserk. &lt;br /&gt;
&lt;br /&gt;
On more severe panic/berserk attacks, the player will get a dialog box informing that the alien has panicked or gone berserk.  Unless you&#039;re using psionics, this is a fairly good indicator that the majority of the alien&#039;s squad has been killed, because the cumulative killing of aliens is what will cause their morale to drop sufficiently for a panic to occur.&lt;br /&gt;
&lt;br /&gt;
Additional side benefits that accompany the dialog box would be the revelation of the panicking unit&#039;s rank, as well as a hint of where the panicking may be located by having the camera briefly centering on it. This may even reveal other aliens in the panicking aliens&#039; immediate area if the fog of war has been lifted previously.&lt;br /&gt;
&lt;br /&gt;
== Psionic Panicking Attacks ==&lt;br /&gt;
There are two kinds of [[psionic]] attacks aliens and Psi-trained soldiers can use: &#039;&#039;Control Unit&#039;&#039; and &#039;&#039;Panic Unit&#039;&#039;.  &#039;&#039;Panic Unit&#039;&#039; attacks are more likely to succeed. A successful psionic panicking attack immediately subtracts:&lt;br /&gt;
     110 - [[Bravery]]&lt;br /&gt;
points from the target&#039;s Morale score. Thus if the target is a towering hero (100 Bravery) only 10 Morale is subtracted; if the target is a cowering worm (10 Bravery, the minimum possible), 100 Morale is subtracted.  For alien Bravery stats, see [[Alien Stats]].&lt;br /&gt;
&lt;br /&gt;
Repeated attacks may be needed to bring a unit&#039;s Morale below 50, where it has a chance of panicking.&lt;br /&gt;
&lt;br /&gt;
== Morale Loss and Bravery Increases ==&lt;br /&gt;
When a unit&#039;s Morale is below 50 but it &#039;&#039;does not&#039;&#039; panic or go berserk, it gains &amp;quot;bravery training&amp;quot;.  Each successfully-resisted panic roll gives the unit an additional ~9% chance of gaining +10 Bravery at the end of the mission, up to a 100% chance after 11 successful resists.  See [[Bravery]] for more details.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Panic]]&lt;br /&gt;
* [[Berserk]]&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Hermitifier</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=103010</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=103010"/>
		<updated>2021-09-10T13:22:28Z</updated>

		<summary type="html">&lt;p&gt;Hermitifier: /* Officers */ Leadership bonus in TFTD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your soldiers&#039; Morale scores determine whether they will panic or go berserk in the midst of a bad situation.  Morale for all units is set at 100 at the start of each mission, and can rise or fall depending on events which occur during combat.  &lt;br /&gt;
&lt;br /&gt;
A high [[Bravery]] score will reduce the amount of Morale lost due to bad events, and the presence of a high-[[rank]]ing officer on a mission can reduce Morale penalties as well.  The loss of a high-ranking officer can in turn produce large Morale penalties.&lt;br /&gt;
&lt;br /&gt;
When a unit&#039;s Morale drops below 50, there is a chance it will panic or go berserk.&lt;br /&gt;
&lt;br /&gt;
== Value Ranges ==&lt;br /&gt;
All units, alien and friendly, start with a Morale of 100 at the beginning of combat.  Morale can never go higher than 100 or lower than 0 -- but if it falls below 50, a unit may panic or go berserk which will cause it to rise by 15 points.&lt;br /&gt;
&lt;br /&gt;
When morale is between 100-50 units will function normally, but between 49-0 there is an increasing chance of panic or berserk, with a 100% chance when morale is at 0.&lt;br /&gt;
&lt;br /&gt;
== Events which Affect Morale ==&lt;br /&gt;
* Own unit killed - surviving units lose 0-35 points, dependent on unit bravery, squad leadership, and rank of lost soldier. Applies even if your soldier was mind-controlled by aliens when killed.&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit zombified - no effect on squad morale! (however, you must understand that zombification is a completely separate process from being hit, being hurt, and being killed! You can be zombified AND killed by a Chryssalid, or just zombified. Being zombified and KILLED does the same morale loss as being killed.)&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses points according to this equation: Morale Loss = INT( (110 - Bravery) * Health Loss / 100) (No morale lost for injury by Incendiary/Fire, however)&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership.  This works both ways; MC three aliens and have them kill three others, and the morale of their entire squad will be in the mid 40s afterwards.  It&#039;s possible to make Sectoid/Ethereal Leaders or Mutons panic if you understand how morale works, which is also why base Bravery is so important as well.&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership; soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
* [[Psionics|Psionic Panic]] attack - A successful attack causes the target to lose 110 points, less bravery (e.g., a unit with 40 bravery would lose 70 points); chance of success is dictated by Psionic formula&lt;br /&gt;
* [[Psionics|Psionic Mind Control]] attack - Successful mind control leaves a soldier at 0 Morale. Thus, the turn after Mind Control, they always suffer Panic/Berserk, and end that turn with 15 Morale. This also makes them likely to Panic/Berserk the next turn, as well. (Mind Control - the gift that keeps on giving!)&lt;br /&gt;
* Pain killer administered from a [[Medi-Kit]] - can restore Morale equal to the amount of [[Health]] a soldier has lost&lt;br /&gt;
&lt;br /&gt;
== Effect of Bravery ==&lt;br /&gt;
The &#039;&#039;&#039;base&#039;&#039;&#039; morale a unit loses when a comrade dies is dependent on the surviving unit&#039;s [[Bravery]] as follows ((110-Bravery)/5):&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Morale Loss&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; A soldier having a bravery of 0 is impossible, except when editing game files.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Only tanks and certain aliens can have a Bravery of 110.&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
Having officer on a mission helps in two ways -- they reduce morale loss from negative events, and increase Morale gained from positive events.  Your highest-ranking (surviving) officer&#039;s Morale modifier is always used -- so if a Colonel is killed, and the next-highest-ranking soldier in the squad is a Sergeant, morale loss from the Colonel&#039;s death will still be reduced by 10%.  &lt;br /&gt;
&lt;br /&gt;
However, losing an officer produces higher than usual Morale losses, as shown in the table below below. Losing rookies, squaddies and tanks cause normal amounts of lost Morale.&lt;br /&gt;
&lt;br /&gt;
                           Leadership    Death morale&lt;br /&gt;
                             bonus          loss&lt;br /&gt;
 Tank, Rookie, or Squaddie     0%           x1.0&lt;br /&gt;
 Sergeant                     10%           x1.2&lt;br /&gt;
 Captain                      15%           x1.3&lt;br /&gt;
 Colonel                      25%           x1.5&lt;br /&gt;
 Commander                    50%           x1.75&lt;br /&gt;
 &lt;br /&gt;
 Seaman or Able Seaman         0%&lt;br /&gt;
 Ensign                        9%&lt;br /&gt;
 Lieutenant                   13%&lt;br /&gt;
 Commander                    20%&lt;br /&gt;
 Captain                      33%&lt;br /&gt;
&lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x (100% - Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
Since the loss of a Colonel produces Morale loss 1.5 times that of a normal unit, the effective Morale lost in the above scenario will be 1.5 (for the Colonel&#039;s death) * 0.9 (for the surviving Sergeant&#039;s modifier), for a modified Morale penalty of 1.35 times normal.&lt;br /&gt;
&lt;br /&gt;
The actual numbers for the death of a Rookie / Squaddie dependent on the highest ranking officer in the squad are&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
! Bravery !! None !! Sgt !! Cpt !! Col !! Cmd &lt;br /&gt;
|-&lt;br /&gt;
| 10 / FF ||    20 ||  18 ||  17 ||  16 ||  13&lt;br /&gt;
|-&lt;br /&gt;
| 20  ||    18 ||  16 ||  15 ||  14 ||  12&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||    16 ||  14 ||  13 ||  12 ||  10&lt;br /&gt;
|-&lt;br /&gt;
| 40  ||    14 ||  12 ||  12 ||  11 ||   9&lt;br /&gt;
|-&lt;br /&gt;
| 50  ||    12 ||  10 ||  10 ||   9 ||   8&lt;br /&gt;
|-&lt;br /&gt;
| 60  ||    10 ||   9 ||   8 ||   8 ||   6&lt;br /&gt;
|-&lt;br /&gt;
| 70  ||     8 ||   7 ||   6 ||   6 ||   5&lt;br /&gt;
|-&lt;br /&gt;
| 80  ||     6 ||   5 ||   5 ||   4 ||   4&lt;br /&gt;
|-&lt;br /&gt;
| 90  ||     4 ||   3 ||   3 ||   3 ||   2&lt;br /&gt;
|-&lt;br /&gt;
| 100 ||     2 ||   1 ||   1 ||   1 ||   1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the death has been a &amp;quot;friendly fire&amp;quot; incident, then the killer gets an additional penalty equal to that of a soldier with minimum bravery. &lt;br /&gt;
&lt;br /&gt;
To illustrate, consider the following tragic event: While performing weapon cleaning duty during a ceasefire in an otherwise successful battle, under the not so watchful supervision of their commanding captain, not one but three(!) xcom-troopers (bravery 40) - to the horrors of their watching comrades (bravery 10) - each happend to accidentally shoot a bystanding rookie. The squad was completely demoralized, the shooters (morale 100-17-3*13 = 44) understandably more so than the rest of the squad (morale 100-3*17 = 49). They lasted about 8 turns (1/12% = 8.33) while the others resisted for an average of 50 turns (1/2% = 50) before finally succumbing to panic. At the funeral, the captain hit the right tone when stating that &amp;quot;... while their death is a tragedy, their courrage will live on in us.&amp;quot; And indeed, after this encouraging speech, most of the squad (88.765%) and even the shooters (50.328%) felt better (+10 bravery) than before.&lt;br /&gt;
&lt;br /&gt;
=== Officer Tactics ===&lt;br /&gt;
* Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, your highest-ranking soldiers should never be in the front line of deployment.&lt;br /&gt;
&lt;br /&gt;
* By using [[XcomUtil]], you can choose to place you your officers in the rear of the transport, and your rookies in the front.&lt;br /&gt;
&lt;br /&gt;
* Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a Blaster Launcher or Mind Probe they can still contribute to the combat.   See [[Rear Commander]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Aliens are subject to the same Morale rules as X-COM units.  Targeting alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the remaining aliens.&lt;br /&gt;
&lt;br /&gt;
== Panicking and Berserking ==&lt;br /&gt;
If a unit&#039;s Morale drops below 50, there is a chance that it will [[panic]] or go [[berserk]] before the next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic Chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.&lt;br /&gt;
 &lt;br /&gt;
 Morale of 0 guarantees a panic or berserk.&lt;br /&gt;
 &lt;br /&gt;
 If a unit has less then 50 Morale on a given turn but does &#039;&#039;not&#039;&#039; panic, they will gain&lt;br /&gt;
 [[#Morale Loss and Bravery Increases|bravery experience]] instead.&lt;br /&gt;
&lt;br /&gt;
There are three types of &amp;quot;Panic&amp;quot;; a freeze, a flee, and a Berserk, with an theoretically equal chance (33%) of any one of these being triggered. The first two may or may not cause the unit to drop weapons held in the hand slots, while the third causes them to fire wildly (often at a specific unit standing nearby, which you&#039;d best hope to be hostile!). A fleeing unit may run to a location up to 15 tiles to the south and/or up to 15 tiles to the east, never north and/or west.&lt;br /&gt;
&lt;br /&gt;
After a unit has performed a panic action, it will gain 15 morale points, but have no [[TU]]s until its next turn (making it quite vulnerable).&lt;br /&gt;
&lt;br /&gt;
Note: Berserk soldiers temporarily get 255 TUs or slightly under that. This has been observed in the DOS and CE versions as well as TFTD -- however it&#039;s not entirely clear if this happens for the Playstation or Amiga versions. Firing costs are still based on the affected unit&#039;s max TUs, even if current TUs are well beyond that. In effect this allows a berserk unit to fire more rounds in a turn than is normally possible.&lt;br /&gt;
&lt;br /&gt;
== Aliens Panicking and Berserking ==&lt;br /&gt;
&lt;br /&gt;
The effects of aliens getting into a state of panic or going berserk are similar to the player&#039;s side but with a small difference in when it occurs. &lt;br /&gt;
&lt;br /&gt;
For the player&#039;s side, the panic/berserk effects kick in just before the start of the turn. For the aliens side, the effects appear to occur during the turn as each unit is taken control of by the AI. &lt;br /&gt;
&lt;br /&gt;
When an alien panics/berserks, the player is usually not informed of this.  The player however may find unarmed aliens wandering about or the odd gun lying on the ground. Mysterious gunshot noises that don&#039;t appear to be aimed at your side or civilians (if present) are a good indication that one of the aliens has just gone berserk. &lt;br /&gt;
&lt;br /&gt;
On more severe panic/berserk attacks, the player will get a dialog box informing that the alien has panicked or gone berserk.  Unless you&#039;re using psionics, this is a fairly good indicator that the majority of the alien&#039;s squad has been killed, because the cumulative killing of aliens is what will cause their morale to drop sufficiently for a panic to occur.&lt;br /&gt;
&lt;br /&gt;
Additional side benefits that accompany the dialog box would be the revelation of the panicking unit&#039;s rank, as well as a hint of where the panicking may be located by having the camera briefly centering on it. This may even reveal other aliens in the panicking aliens&#039; immediate area if the fog of war has been lifted previously.&lt;br /&gt;
&lt;br /&gt;
== Psionic Panicking Attacks ==&lt;br /&gt;
There are two kinds of [[psionic]] attacks aliens and Psi-trained soldiers can use: &#039;&#039;Control Unit&#039;&#039; and &#039;&#039;Panic Unit&#039;&#039;.  &#039;&#039;Panic Unit&#039;&#039; attacks are more likely to succeed. A successful psionic panicking attack immediately subtracts:&lt;br /&gt;
     110 - [[Bravery]]&lt;br /&gt;
points from the target&#039;s Morale score. Thus if the target is a towering hero (100 Bravery) only 10 Morale is subtracted; if the target is a cowering worm (10 Bravery, the minimum possible), 100 Morale is subtracted.  For alien Bravery stats, see [[Alien Stats]].&lt;br /&gt;
&lt;br /&gt;
Repeated attacks may be needed to bring a unit&#039;s Morale below 50, where it has a chance of panicking.&lt;br /&gt;
&lt;br /&gt;
== Morale Loss and Bravery Increases ==&lt;br /&gt;
When a unit&#039;s Morale is below 50 but it &#039;&#039;does not&#039;&#039; panic or go berserk, it gains &amp;quot;bravery training&amp;quot;.  Each successfully-resisted panic roll gives the unit an additional ~9% chance of gaining +10 Bravery at the end of the mission, up to a 100% chance after 11 successful resists.  See [[Bravery]] for more details.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Panic]]&lt;br /&gt;
* [[Berserk]]&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Hermitifier</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unconscious&amp;diff=103009</id>
		<title>Unconscious</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unconscious&amp;diff=103009"/>
		<updated>2021-09-10T11:50:01Z</updated>

		<summary type="html">&lt;p&gt;Hermitifier: /* Stun damage weapons */ TFTD ranges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To knock any unit unconscious, its [[Stun]] damage (a gray bar superimposed on [[Health]]) has to equal or exceed its current Health (the red bar). &lt;br /&gt;
&lt;br /&gt;
== Stun damage weapons ==&lt;br /&gt;
* The [[Stun Rod]] is a highly accurate hand-to-hand combat weapon, although few soldiers will gladly accept the chance to poke a dangerous alien with a stick. Does between 0-130 pts stun; and aliens with high [[Health]] may require quite a few pokes to knock out. (Mutons take 1-6.)&lt;br /&gt;
* Smoke inhalation, 1-3 pts/round (observation from 1500+ trials), e.g. from a [[Smoke Grenade]]. Will not affect sealed [[Flying Suit]]s, [[Power Suit]]s, robots (X-COM or alien) or any alien-controlled unit.&lt;br /&gt;
* The [[Small Launcher]], which fires area-effect [[Stun Bomb]]s (Does between 0-180 pts stun at GZ).&lt;br /&gt;
* The [[Thermal Tazer]] melee weapon with freezing effect of 40-120 pts (TFTD).&lt;br /&gt;
* The [[Thermal Shok Launcher]] is the TFTD version of the Small Launcher, dealing an impressive 60-180 pts of stun at Ground Zero.&lt;br /&gt;
&lt;br /&gt;
== Recovery &amp;amp; Medi-Kits ==&lt;br /&gt;
Stun damage fades slowly - 1 pt/turn. This is true for conscious or unconscious soldiers or aliens. When stun damage falls below health the unit will wake up.&lt;br /&gt;
&lt;br /&gt;
[[Medi-Kit]] stimulants will counteract stun damage by 4 pts/application. To revive an unconscious unit, stand on the square where their body is lying and use the medikit repeatedly, checking after each stimulant use to see if the unit has woken up (see below). The revived unit will be standing nearby without any equipment. A unit (soldier or alien) will have full TUs if it recovers naturally, and no TUs if it was revived with Stimulants. This is helpful when reviving aliens so you can stun them again, more deeply. &lt;br /&gt;
&lt;br /&gt;
The medikit will not inform you when you have revived the unit.  You will need to visually check after each stimulant dose is applied to see if the alien or soldier has awakened. If not, you may needlessly use up TUs and stimulants even though the unit is already awake. If terrain blocks the view of the medic&#039;s feet so that you can&#039;t see if the unit is still there, check the medic&#039;s inventory. &lt;br /&gt;
&lt;br /&gt;
The medic who revives the alien will &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; see the revived alien, even if it&#039;s standing right in front of them. You need to manually force a battlescape update by selecting another soldier, then come back to the medic.&lt;br /&gt;
&lt;br /&gt;
Units cannot wake up on the same tile as the person applying the medication. Instead, they will often wake up one tile to the north. If that space is occupied then the unit will attempt to appear in the next tile in a clockwise direction until a free location is encountered.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*A shortcut to unconsciousness is to have friends lightly wound the alien to reduce its health (eg with a few pistol rounds) before or after hitting it with your stun weapon. Tricky but it can save your life.&lt;br /&gt;
&lt;br /&gt;
*An unconscious unit will drop all items in its inventory, which will have to be picked up again.  Aliens who fall unconscious will be completely and permanently disarmed, as aliens never pick up items.  Aliens with mind control ability, or with [[Melee_Accuracy|built-in attacks]] (such as [[Chryssalid]]s and [[Celatid]]s), will still be dangerous when they wake up, however.&lt;br /&gt;
&lt;br /&gt;
*Stunned units can be picked up and thrown or stored in a soldier&#039;s inventory. This won&#039;t aid or affect them; they will still wake up with the same conditions. Curiously enough, if the unit holding the unconscious body is flying in the air, the stunned unit will wake up and stand in mid-air. This unit will stay up in mid air until given a move order. This bug cannot be exploited to set up floating snipers as equipment cannot be passed to the unit. You could, however, throw a sleeping soldier onto a roof and throw a rifle up after him. And wait for him to wake up...&lt;br /&gt;
&lt;br /&gt;
*One word of caution: If the unconscious unit is an alien and it has a melee attack, like the [[Chryssalid]] (UFO) or the [[Lobsterman]] (TFTD), it will be in a perfect position to attack you if you&#039;ve been carrying it and it wakes up. (Even if you were flying at the time. See previous).&lt;br /&gt;
&lt;br /&gt;
*Unconscious bodies do not have armor protection and have 0 health and can easily be destroyed (killed) by [[Explosions]]. Even a humble [[grenade]] can do the trick. Soldiers or aliens killed this way do not count towards the end-game points tally (but immediately grenade Chryssalids if they go down without a scream). Except in the case of the Invisible Unit bug, Unconscious units can not be struck by any form of direct-fire weapon, Incendiaries, Stun Bombs, or melee weapons.  Basically, only HE weapons can effect stunned units... but being hit by any HE damage whatsoever will instantly kill such units.&lt;br /&gt;
&lt;br /&gt;
*Knocking a unit unconscious actually replaces it in the game with an &amp;quot;unconscious unit item type&amp;quot;. Associated bugs include cloning a soldier where one clone awakens as the other dies, extinguishing a soldier on fire by knocking him out, and the Invisible Unit bug.&lt;br /&gt;
*The exact process involved seems to be: check unit&#039;s stun exceeds current health = true  -&amp;gt; remove unit icon from battlescape -&amp;gt; Create unconscious unit item -&amp;gt; Remove unit from battlescape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unconscious Aliens ===&lt;br /&gt;
* Can be identified by type and rank when picked up (move a soldier to the same square, switch to inventory screen).&lt;br /&gt;
* Could still wake up, but will not pick up weapons. Aliens with melee attacks, psionics, or built in weapons will continue to use them where possible. &lt;br /&gt;
* Can be made unconscious if already half-stunned, by a small amount of damage that knocks their health below the stun level. Pistols suggested.&lt;br /&gt;
* Will never have fatal wounds unless you were mind-controlling them when they were wounded. (Only friendlies get fatal wounds, not aliens - but an MC&#039;d alien counts as a friendly while under MC.)&lt;br /&gt;
* Attract other roaming aliens. Can be used as ambush bait e.g. if boxed into the Skyranger [Xeno].&lt;br /&gt;
* Large (four square) aliens never wake up from unconsciousness. Occasionally a quarter of the unit may not fall unconscious. It&#039;s rare, but has been known to happen.&lt;br /&gt;
&lt;br /&gt;
=== Unconscious Soldiers ===&lt;br /&gt;
* Continue to suffer from fatal wounds (so check them a.s.a.p. if they&#039;ve been downed by shots or explosions - but stun bombs will not cause wounds). Note that you can and should heal fatal wounds on unconscious units BEFORE waking them up.&lt;br /&gt;
* Can be identified by name when picked up (move a soldier to the same square, switch to inventory screen).&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
Be very aware of a [[Known Bugs|known bug]] with unconscious units in your hand slots. If they wake up they will no longer physically exist in your soldier&#039;s hands, but on the battlescape display, it will look like they&#039;re still in their hands. As with other potentially buggy situations, do not click on the &#039;ghost&#039; in your soldier&#039;s hands (to bring up the attack/throw menu) as this will &#039;&#039;&#039;crash the game&#039;&#039;&#039;. Go into the soldier&#039;s inventory and place an item in their hand. This will clear the error.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--There is also the matter where unconscious units that are killed by explosives  are not counted on the end-mission tally (and one other about disappearing on an evacuation), and finally there&#039;s some funny bit about soldiers not waking up where their bodies are - more on that when I remember more about it. - NKF --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Stun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Hermitifier</name></author>
	</entry>
</feed>