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		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=56468</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=56468"/>
		<updated>2014-04-22T16:51:19Z</updated>

		<summary type="html">&lt;p&gt;Honeyspider: Minor addition noting that the Snap Shot penalty has been reduced to -10% in Enemy Within&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OriginalVersion (EU2012)}}&lt;br /&gt;
{{BureauVersion (EU2012)}}&lt;br /&gt;
==Tech Levels==&lt;br /&gt;
&lt;br /&gt;
Your [[Soldiers (EU2012)|soldiers&#039;]] primary weapons will fall under three tech tiers/levels: Conventional, Laser, and Plasma.&lt;br /&gt;
&lt;br /&gt;
===Conventional Weapons===&lt;br /&gt;
Conventional weapons include the X-9 Assault Rifle, the standard issue for all [[XCOM (EU2012)|XCOM]] rookies, [[Support (EU2012)|Supports]] and [[Assault (EU2012)|Assaults]], as well as Class-specific ballistic weapons, and the Frag Grenade. You have unlimited amounts of conventional weapons.&lt;br /&gt;
&lt;br /&gt;
Conventional weapons can&#039;t destroy terrain features, with the exception of the Frag Grenade and the Rocket Launcher, which is one of their biggest drawbacks when compared to Laser/Plasma weapons. Their [[Damage (EU2012)|Damage]] level is adequate against the initial [[Aliens (EU2012)|aliens]] encountered but as advanced races start to appear they will become less and less useful. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Conventional Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PISTOL (EU2012).png|[[Pistol (EU2012)|Pistol]] &lt;br /&gt;
File:ASSAULT RIFLE (EU2012).png|[[Assault Rifle (EU2012)|Assault Rifle]] &lt;br /&gt;
File:SHOTGUN (EU2012).png|[[Shotgun (EU2012)|Shotgun]] &lt;br /&gt;
File:SNIPER RIFLE (EU2012).png|[[Sniper Rifle (EU2012)|Sniper Rifle]] &lt;br /&gt;
File:LMG (EU2012).png|[[LMG (EU2012)|LMG]] &lt;br /&gt;
File:ROCKET LAUNCHER (EU2012).png|[[Rocket Launcher (EU2012)|Rocket Launcher]]&lt;br /&gt;
File:Minigun (EU2012).png|[[Minigun (EU2012)|Minigun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Weapons===&lt;br /&gt;
The Laser level is one of the larger priorities for early [[Research (EU2012)|research]]. Descriptions imply some pre-war laser weapons development, but the attempts were failures due to overheating issues (and may explain why a laser shotgun has pump-action: some kind of cooling mechanism), and that the models [[XCOM (EU2012)|XCOM]] produces are just on this side of &amp;quot;safe&amp;quot; and have been made operable by techniques derived from captured alien weapons. In Enemy Within, [[EXALT_(EU2012)|EXALT operatives]] will eventually field their own designs, which you can use if you&#039;ve completed the appropreate research. However, this will most likely be long after you&#039;ve completed on making full sets for your own squad(s).&lt;br /&gt;
&lt;br /&gt;
It is only required to complete research on 3 topics to unlock all 6 laser weapons: [[Beam Weapons (EU2012)|Beam Weapons]] (Laser Pistol and Laser Rifle), [[Precision Lasers (EU2012)|Precision Lasers]] (Laser Sniper Rifle and Scatter Laser) and [[Heavy Lasers (EU2012)|Heavy Lasers]] (Heavy Laser and Laser Cannon for aircraft).&lt;br /&gt;
&lt;br /&gt;
Interrogating a [[Sectoid (EU2012)|Sectoid]] halves all laser-research time by half, and their engineering requires the durable [[Alien Alloys (EU2012)|alien alloys]]. [[The Council (EU2012)|Council]] requests will occasionally ask for these, and you can agree to them at a fair markup of the production cost to your benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Laser Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:LASER PISTOL (EU2012).png|[[Laser Pistol (EU2012)|Laser Pistol]] &lt;br /&gt;
File:LASER RIFLE (EU2012).png|[[Laser Rifle (EU2012)|Laser Rifle]] &lt;br /&gt;
File:SCATTER LASER (EU2012).png|[[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
File:LASER SNIPER RIFLE (EU2012).png|[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] &lt;br /&gt;
File:HEAVY LASER (EU2012).png|[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
File:Railgun (EU2012).png|[[Railgun (EU2012)|Railgun]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
The Plasma level weapons are reverse-engineered alien technology, and even carry some improvements, in the case of Alloy Cannons, Blaster Launcher, and Plasma Sniper Rifles. When these are fully acquired, the playing field becomes more equal, but you&#039;ll be also facing some of the toughest aliens. Naturally, their research takes the longest time and requires captured advanced materials, and will often be among your final research projects. [[Research (EU2012)|Research]] time can be halved by interrogating a [[Muton (EU2012)|Muton]], and [[Engineering (EU2012)|Engineering]] requires both alloys and [[Elerium (EU2012)|Elerium]] to power them. However, capturing an alien weapon (either by stunning an alien, or MCing it and letting it get killed), recovers it intact, and can be modified for human ergonomics at no cost (once that kind of weapon has been researched). Late-game, these will be frequently be requested by [[The Council (EU2012)|Council]] nations, and can be thusly sold for a massive profit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=75px heights=75px perrow=8  caption=&amp;quot;Plasma Weapons&amp;quot;&amp;gt;&lt;br /&gt;
File:PLASMA PISTOL (EU2012).png|[[Plasma Pistol (EU2012)|Plasma Pistol]] &lt;br /&gt;
File:LIGHT PLASMA RIFLE (EU2012).png|[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &lt;br /&gt;
File:PLASMA RIFLE (EU2012).png|[[Plasma Rifle (EU2012)|Plasma Rifle]] &lt;br /&gt;
File:ALLOY CANNON (EU2012).png|[[Alloy Cannon (EU2012)|Alloy Cannon]] &lt;br /&gt;
File:PLASMA SNIPER RIFLE (EU2012).png|[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]] &lt;br /&gt;
File:HEAVY PLASMA (EU2012).png|[[Heavy Plasma (EU2012)|Heavy Plasma]] &lt;br /&gt;
File:BLASTER LAUNCHER (EU2012).png|[[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
File:Particle Cannon (EU2012).png|[[Particle Cannon (EU2012)|Particle Cannon]] &amp;lt;small&amp;gt;(EW DLC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
The game has a bug when calculating Critical Damage for Precision Weapons that gives different damage results during missions than the weapons stats listed on the Barracks. Instead of the 3 listed values, the damage output will only consist of 2 results, with one having a 66% chance of being chosen, and the 2nd a 33% chance. &lt;br /&gt;
====Pistols====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 1-2 || align=&amp;quot;center&amp;quot; | 2-4 || align=&amp;quot;center&amp;quot; |2 or &#039;&#039;&#039;3&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; | 1-3 || align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;3&#039;&#039;&#039; or 4|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 2-4 || align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; |4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | All except Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in [[Overwatch (EU2012)|Overwatch]] mode.&lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research. Pistol upgrades don&#039;t stack with [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] and its [[Foundry (EU2012)#Improved S.C.O.P.E|upgrade]].&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to [[Sniper (EU2012)|Snipers]], then to shotgun wielding [[Assault (EU2012)|Assault]] soldiers (for Overwatch at longer ranges).&lt;br /&gt;
* Pistols cannot be used by the [[Heavy (EU2012)|Heavy]] class due to them being replaced by [[Rocket Launcher (EU2012)|Rocket Launchers]].&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability adds +2 damage to all pistols.&lt;br /&gt;
====Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Assault Rifle (EU2012)|Assault Rifle]]|| align=&amp;quot;center&amp;quot; | 2-4  || align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; |4 or &#039;&#039;&#039;6&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Short || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]|| align=&amp;quot;center&amp;quot; | 4-6 || align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; |7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 4-6  || align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; |7 or &#039;&#039;&#039;9&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Aim +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 6-8  || align=&amp;quot;center&amp;quot; | 11-13 || align=&amp;quot;center&amp;quot; |10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault/Support/Rookie || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | None&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common [[Squads (EU2012)|squad]] weapon, offering medium firepower and versatility.&lt;br /&gt;
* They can be used by Rookies, [[Assault (EU2012)|Assault]] and [[Support (EU2012)|Support]] [[Classes (EU2012)|classes]], but not Snipers or Heavies.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms ([[Shotgun (EU2012)|Shotgun]], [[LMG (EU2012)|LMG]], [[Sniper Rifle (EU2012)|Sniper Rifle]])&lt;br /&gt;
* They are both capable of [[Overwatch (EU2012)|Overwatch]] and [[Suppression (EU2012)|Suppression]], as well as inflicting [[Critical Hits (EU2012)|Critical Hits]].&lt;br /&gt;
* Assault Rifles can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
====Shotguns====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 6-8 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Short || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Scatter (EU2012)|Laser Scatter]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 9-11 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;9&#039;&#039;&#039; or 10 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 14-16 || align=&amp;quot;center&amp;quot; |13 or &#039;&#039;&#039;15&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting [[Critical Hits (EU2012)|Critical Hits]]. &lt;br /&gt;
* All shotguns receive a aim penalty if the target is too far. However, they receive a higher [[Aim (EU2012)|Aim]] bonus at closer range relative to rifles.  &lt;br /&gt;
* Shotguns can fire 4 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====LMG and Heavy Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !!  Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LMG (EU2012)|LMG]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 6-8 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 ||  align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 9-11 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 14-16 || align=&amp;quot;center&amp;quot; |13 or &#039;&#039;&#039;15&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results ((EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on [[Damage (EU2012)|damage]] capability.&lt;br /&gt;
* Due to their size they can only be carried by [[Heavy (EU2012)|Heavy]] troopers. &lt;br /&gt;
* In addition to [[Overwatch (EU2012)|Overwatch]], they also offer the possibility of [[Suppression (EU2012)|Suppression]] for soldiers who possess that [[Abilities (EU2012)|ability]]. &lt;br /&gt;
* LMG offers significant less ammo before reloading. 3/6 rounds (before/after [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade), compare to Assault Rifle&#039;s 4/8 rounds. This means LMG is less efficient at &#039;&#039;&#039;Suppression&#039;&#039;&#039; (spends 2/3 of ammo) when compared to [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; (consumes only 1/2 of ammo).&lt;br /&gt;
* All tiers of [[S.H.I.V. (EU2012)|S.H.I.V.]] carry the LMG/Heavy Laser/Heavy Plasma with similar stats and ammo count.&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 3-5 || align=&amp;quot;center&amp;quot; | 6-8 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;6&#039;&#039;&#039; or 7 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 5-7 || align=&amp;quot;center&amp;quot; | 9-11 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;9&#039;&#039;&#039; or 10|| align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; | 14-16 || align=&amp;quot;center&amp;quot; |13 or &#039;&#039;&#039;15&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best [[Damage (EU2012)|Damage]] and [[Critical Hits (EU2012)|Critical Hit]] chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100, although it requires for the [[Sniper (EU2012)|Sniper]] to have the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability to shoot targets out of their own sight. &lt;br /&gt;
* Units revealed by a &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; are counted as being in the throwing Sniper&#039;s own vision for firing purposes (if they don&#039;t have &#039;&#039;&#039;Squadsight&#039;&#039;&#039;, for example.)&lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the &#039;&#039;&#039;Snap Snot&#039;&#039;&#039; ability with a -20% Aim penalty, -10% in EW DLC).&lt;br /&gt;
* Unlike other weapons (Assault Rifle, LMG, Shotgun). Sniper rifles will receive a [[Aim (EU2012)|Aim]] penalty if the target is too close. However, this does not mean that Sniper Rifle will receive bonus against distant targets. It will just receive no penalty.&lt;br /&gt;
* Sniper Rifles can fire 5 shots (before [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade).&lt;br /&gt;
&lt;br /&gt;
====MEC Primary Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+ MEC Primary Weapons ([[XCOM: Enemy Within DLC (EU2012)|EW DLC]])&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Minigun (EU2012)|Minigun]]|| align=&amp;quot;center&amp;quot; | 4-6  || align=&amp;quot;center&amp;quot; | 8-10 || align=&amp;quot;center&amp;quot; |7 or &#039;&#039;&#039;9&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 60 || align=&amp;quot;center&amp;quot; | Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Railgun (EU2012)|Railgun]]|| align=&amp;quot;center&amp;quot; | 6-8  || align=&amp;quot;center&amp;quot; | 11-13 || align=&amp;quot;center&amp;quot; |10 or &#039;&#039;&#039;12&#039;&#039;&#039;|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Particle Cannon (EU2012)|Particle Cannon]]|| align=&amp;quot;center&amp;quot; | 9-11  || align=&amp;quot;center&amp;quot; | 15-17 || align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;15&#039;&#039;&#039; or 16 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Collateral Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Listed on the Barracks on the Enemy Within DLC.&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Actual mission results (EU and EW DLC), &#039;&#039;&#039;bold&#039;&#039;&#039; value more likely to appear. See [[Damage (EU2012)#Random Damage|Random Damage]] for more details.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* These weapons can only be used by [[MEC Trooper (EU2012)|MEC Troopers]], a new class of soldiers introduced on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].&lt;br /&gt;
* Unlike other precision weapons, they allow for a MEC Trooper to directly target and destroy terrain through the &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; ability, although it will consume a lot of the weapon&#039;s ammunition. &lt;br /&gt;
* MEC Troopers with the &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; ability gain a static +2 damage bonus against any enemy which you have completed Autopsy research for. This includes EXALT [[EXALT Units (EU2012)|soldiers]], even though you can&#039;t autopsy them.&lt;br /&gt;
* MEC Trooper weapons have the lowest ammo of any in the game, containing only 2 shots. &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039; ability increases ammo by 50% to 3 shots, and stacks with the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] upgrade (+100% ammo). &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; will always consume all of the weapon&#039;s ammo, regardless of its capacity.  &lt;br /&gt;
====Other Precision Weapons====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !!  Class/Unit !! Terrain Damage !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Arc Thrower (EU2012)|Arc Thrower]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |NA || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Drone Beam|| align=&amp;quot;center&amp;quot; | 1-3 || align=&amp;quot;center&amp;quot; | 3 or 4 || align=&amp;quot;center&amp;quot; | 0|| align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cyberdisc Cannon|| align=&amp;quot;center&amp;quot; | 7-9 || align=&amp;quot;center&amp;quot; | 12 or 13 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | Overwatch&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 7-9 || align=&amp;quot;center&amp;quot; |NA|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 9-11  || align=&amp;quot;center&amp;quot; |15 or 16 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | Overwatch&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Psi Lance|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; |NA|| align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
====Launchers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 336 ||  align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Poison|| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-1 Warden (EU2012)|Flamethrower]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | Arc || align=&amp;quot;center&amp;quot; | Fire takes time to destroy cover&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-2 Sentinel (EU2012)|Grenade Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 300 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-3 Paladin (EU2012)|Proximity Mine Launcher]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 300 || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-3 Paladin (EU2012)|Electro Pulse]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | N/A || align=&amp;quot;center&amp;quot; | MEC Trooper || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 300 || align=&amp;quot;center&amp;quot; | Disables robotic units for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
====Grenades====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Frag Grenade (EU2012)|Frag Grenade]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align=&amp;quot;center&amp;quot; | NA  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Support || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Defense +20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Needle Grenade (EU2012)|Needle  Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Doesn&#039;t destroy cover&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Gas Grenade (EU2012)|Gas Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | 1  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Damage applied per turn, between 1-3 turns&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Ghost Grenade (EU2012)|Ghost Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Causes units on radius to be invisible&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Flashbang Grenade (EU2012)|Flashbang Grenade]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt; || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | -50 aim and movement for enemy units in radius for 1 turn&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !!Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chryssalid Claw|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |[[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Zombie Fist|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Zombie (EU2012)|Zombie]]|| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; |[[Berserker (EU2012)|Berserker]]|| align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[MEC-1 Warden (EU2012)|Kinetic Strike Module]] &amp;lt;small&amp;gt;EW DLC&amp;lt;/small&amp;gt;|| align=&amp;quot;center&amp;quot; | 12  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[MEC Trooper (EU2012)|MEC Trooper]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
* [[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
{{Equipment (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Honeyspider</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_Base_Defense_(EU2012)&amp;diff=56467</id>
		<title>XCOM Base Defense (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_Base_Defense_(EU2012)&amp;diff=56467"/>
		<updated>2014-04-22T16:49:09Z</updated>

		<summary type="html">&lt;p&gt;Honeyspider: Minor change to the &amp;quot;which soldiers get picked section&amp;quot;: it&amp;#039;s not random by systematic, you get your top soldiers in the exact order they are listed in your Barracks. Also added that you only get reinforcements if you have taken combat losses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ref Open | title = Mission Objectives }}&lt;br /&gt;
[[File:XCOM Base Defense Mission Screen (EU2012).png|200px|right]]&lt;br /&gt;
The invaders have infiltrated XCOM in unknown numbers. Limited reinforcements, including XCOM Base Security personnel, are available. Failure will mean the end of XCOM.&lt;br /&gt;
*Defend our base by all necessary means&lt;br /&gt;
*If all soldiers in the combat area are killed, XCOM HQ will fall&lt;br /&gt;
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*This mission is always called: &#039;&#039;&#039;Operation Ashes and Temples&#039;&#039;&#039;. &lt;br /&gt;
*The Aliens can now attack the [[XCOM HQ (EU2012)|XCOM HQ]] once during a game, resulting on a Base Defense mission against the aliens.&lt;br /&gt;
*Base Defense always takes place 2-3 weeks after you&#039;ve assaulted the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]].&lt;br /&gt;
*While you&#039;re scanning for activity the Hologlobe on [[Mission Control (EU2012)|Mission Control]] will start to flicker and there will be a cinematic showing sections of the XCOM HQ exploding or being attacked by mind controlled XCOM personnel. Afterwards [[Bradford (EU2012)|Bradford]] will inform you that alien intruders have been detected and you&#039;ll need to defend HQ&#039;s Delta Section.&lt;br /&gt;
*You&#039;ll start with some veteran soldiers and base security personnel (a.k.a. Blueshirts). Delta section has been cut off and you&#039;ll have to defend it from the aliens. The aliens will attack in waves.&lt;br /&gt;
**The soldiers you get will always be your highest ranked ones. If you have more than one soldier eligible at each rank they will be picked in the order they are listed in the &amp;quot;view soldiers&amp;quot; area of the Barracks, which orders your soldiers first by rank, then by missions, then kills and finally arrival date.&lt;br /&gt;
**Soldiers that are injured, on covert operations, in psionic testing, in the genetics lab or undergoing cybernetic augmentation at the time that the aliens strike are &amp;quot;unavailable&amp;quot; and will be passed over when the game selects your starting soldiers and reinforcement waves.&lt;br /&gt;
*If you lose the mission you&#039;ll lose the game.&lt;br /&gt;
**You can restart the mission if you lose with a new RNG seed, this will work with Ironman enabled too.&lt;br /&gt;
*Your combat soldiers will be equipped with what they have at the moment in the Barracks and the base security will have [[Assault Rifle (EU2012)|Assault Rifles]] and [[Frag Grenade (EU2012)|Frag Grenades]].&lt;br /&gt;
**Keeping your highest ranked soldiers equipped is one of the most crucial things you can do to make this mission easier.&lt;br /&gt;
* You&#039;ll get 3 waves of reinforcements each time Bradford informs you that they&#039;ve managed to reopen the security door.&lt;br /&gt;
**Each time you receive reinforcements you&#039;ll get 1 of your combat soldiers, plus 0-2 Blueshirts.&lt;br /&gt;
**You will only receive reinforcements in the second and third waves if you have taken combat losses, as the game will not allow you to have more than 8 active soldiers at once.&lt;br /&gt;
*The Blueshirts will have -1 HP and -10 Will than a Rookie.&lt;br /&gt;
**If you get [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]], the base security personnel will have 2 grenades instead of one. &lt;br /&gt;
**Although Base Security personnel may earn promotions during the mission, you won&#039;t get to keep them as soldiers.&lt;br /&gt;
*Delta Section has a rectangular design, consisting of 4 linked sections: Rear Guard Station, Command Center, Mech Bay and Forward Access Tunnel.&lt;br /&gt;
*At the end of the mission Bradford will comment that &amp;quot;we still need to find how this was possible&amp;quot;, although you&#039;ll need to play the [[Progeny (EU2012)|Progeny]] campaign to learn about it. &lt;br /&gt;
*Depending on game progression, the [[Ethereal (EU2012)|Ethereal]] may be introduced in this mission&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
*Expect to be fighting 30+ aliens during the whole mission. You&#039;ll face a mix of all types of aliens. &lt;br /&gt;
**Naturally, composition will reflect current campaign progress.&lt;br /&gt;
*There are no penalties for demolishing the XCOM HQ, so feel free to use explosives.&lt;br /&gt;
*Blueshirts have terrible aim and damage with their conventional weapons, but their grenades are very helpful for softening up enemies and removing their cover so your soldiers can get good hits.&lt;br /&gt;
*Try to get a killing blow with a Blueshirt for the All Hands on Deck [[Achievements (EU2012)|achievement]], if you&#039;re playing to get them. &lt;br /&gt;
*Blueshirts don&#039;t last beyond the end of the mission, so feel free to use them as disposable scouts. You can absorb [[Overwatch (EU2012)|Overwatch]] fire with them, and try to get psionic enemies to waste their Mind Controls on them, at which point you can kill them. Try not to let [[Chryssalid (EU2012)|Chryssalids]] zombify them though. If one of your soldiers is in trouble, you can move a Blueshirt out of cover to try to present a more tempting target.&lt;br /&gt;
*Falling dirt means that Aliens are about to drop in from the vents, so take a moment to look ahead and see if there&#039;s any falling dirt, as it&#039;ll give you a turn before they drop, as Bradford may not warn you until &#039;&#039;their&#039;&#039; turn.&lt;br /&gt;
&lt;br /&gt;
*The first wave will drop directly in to the Command Center where your troops start, with some dropping in the Rear Guard Station and a few in the Mech Bay.&lt;br /&gt;
**Try to get your soldiers on Overwatch on the elevated platforms in the Command Center for the bonus accuracy from high ground.&lt;br /&gt;
**This is probably the most dangerous part of the mission. If you fail to take out the most dangerous aliens on the turn they drop in then they&#039;re almost guaranteed to get flanking shots or melee attacks in such an enclosed space.&lt;br /&gt;
*A large group of flying units will arrive at the Rear Guard Station. Most will fly in to the Command Center, but some may get &amp;quot;lost&amp;quot; and you&#039;ll have to go out and get them.&lt;br /&gt;
*After that more units will drop in to the Mech Bay.&lt;br /&gt;
**Try to move some troops out early on to the elevated platforms overseeing the Mech Bay, you&#039;ll get excellent shots from the high ground.&lt;br /&gt;
**If you&#039;re still fighting the flyers when the new wave drops in then you may be better off pressing in to the Rear Guard Station to buy time and then fighting the new enemies from across the Command Center.&lt;br /&gt;
*Two more waves of aliens will come through the Forward Access Tunnel. Bradford will urge you to go to them, but it&#039;s likely a better idea to keep your troops covering the Mech Bay, since it&#039;s very defensible. The aliens will eventually come to you.&lt;br /&gt;
**It is possible to have reinforcements arriving at the blast door on the junction of the Mech Bay and Forward Access Tunnel if you advance your troops to that area, although the precise conditions are not known. &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=180px heights=100px perrow=5&amp;gt;&lt;br /&gt;
File:Base Defense 3 (EU2012).png|The Skyranger gets sabotaged&lt;br /&gt;
File:Base Defense 2 (EU2012).png|Bradford about to shoot a mind controlled XCOM technician&lt;br /&gt;
File:Command Center (EU2012).png|Command Center and Rear Guard Station&lt;br /&gt;
File:MEC Bay (EU2012).png|Mech Bay&lt;br /&gt;
File:Forward Access Tunnel (EU2012).png|Forward Access Tunnel&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Template:Maps Navbar (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown (2012)]]&lt;br /&gt;
[[Category:Missions (EU2012)]]&lt;br /&gt;
[[Category:Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Honeyspider</name></author>
	</entry>
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