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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Invitro</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=Invitro"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Invitro"/>
	<updated>2026-05-03T10:18:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Cydonia&amp;diff=35299</id>
		<title>Talk:Cydonia</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Cydonia&amp;diff=35299"/>
		<updated>2012-06-22T04:59:12Z</updated>

		<summary type="html">&lt;p&gt;Invitro: /* Masochistic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Masochistic ==&lt;br /&gt;
&lt;br /&gt;
Please, explain the last paragraph &amp;quot;... and for the masochist&amp;quot;. If I arrive at Cydonia with 1 Psi-Amp &amp;amp; 1 Soldier - I&#039;ll get 200+ TU? ~ [[User:Invitro|InVitro]] 00:59, 22 June 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Invitro</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Cydonia&amp;diff=35298</id>
		<title>Talk:Cydonia</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Cydonia&amp;diff=35298"/>
		<updated>2012-06-22T04:49:41Z</updated>

		<summary type="html">&lt;p&gt;Invitro: Masochistic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Masochistic ==&lt;br /&gt;
&lt;br /&gt;
Please, explain the last paragraph &amp;quot;... and for the masochist&amp;quot;. If I arrive at Cydonia with 1 Psi-Amp &amp;amp; 1 Soldier I&#039;ll get 200+ TU?&lt;/div&gt;</summary>
		<author><name>Invitro</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Small_Launcher&amp;diff=35105</id>
		<title>Talk:Small Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Small_Launcher&amp;diff=35105"/>
		<updated>2012-05-19T08:51:50Z</updated>

		<summary type="html">&lt;p&gt;Invitro: /* Alien UFOs with Small Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the Small Launcer a one-handed weapon or a two-handed weapon? If one-handed, I&#039;d consider arming a soldier with a Small Launcher in both hands. Maybe I&#039;d consider it even it it&#039;s two-handed.&lt;br /&gt;
-Buttons&lt;br /&gt;
&lt;br /&gt;
:The Small Launcher is a two-handed weapon. I sometimes equip a soldier with superb Firing Accuracy dual Small Launchers. Sure, he will still get that nasty 20% reduction in accuracy, but at least he can shoot the next round without having to reload the weapon again. But in the case of the second shot, he usually drops the unloaded weapon to the ground.--[[User:Zombie|Zombie]] 08:23, 13 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Someone please clear up on one thing. The article states that this weapon is excellent against large terror units. However, other articles state that Sectopods and Cyberdiscs cannot be stunned! &#039;&#039;&#039;WHICH ONE IS TRUE???&#039;&#039;&#039;--[[User:Amitakartok|amitakartok]] 14:06, 11 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Both of course. Sectopods and Cyberdiscs cannot be &amp;quot;taken alive&amp;quot; back to base to be interrogated. However, you can still stun them on the Battlescape. --[[User:Zombie|Zombie]] 14:25, 11 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Own goal ==&lt;br /&gt;
&lt;br /&gt;
Just a fun little anecdote to share.  I mind-controlled a floater, who spotted another floater inside a farmhouse with its back turned.  My floater was equipped with a small launcher, so I had it shoot the other floater through the window.  Direct hit, but the other floater wasn&#039;t knocked out.  The other floater immediately turned around to return fire, with what turned out to be another small launcher.  It hit the wall instead of the window and knocked itself out. :-) --[[User:Ethereal Cereal|Ethereal Cereal]] 19:12, 20 January 2011 (EST)&lt;br /&gt;
----&lt;br /&gt;
I read somewhere (another site) that unused and cut content for the game included what looks like a retextured stun bomb. That and the weapon&#039;s name being SMALL launcher instead of STUN launcher inplies that originally there was to be multiple ammo types for this weapon, right? The dev team probably encountered problems with making the alien AI switch between ammo types.--[[User:Amitakartok|amitakartok]] 01:44, 11 January 2012 (EST)&lt;br /&gt;
----&lt;br /&gt;
[http://web.archive.org/web/20080125014258/http://xcom.strategyplanet.gamespy.com/x1x9.shtml Here]? Most of that unused stuff can be seen in the [http://www.strategycore.co.uk/files/index.php?dlid=776 pre-release demo] of the game (along with their proper names and purposes); I remember there was a stun grenade in that (unusable), but I don&#039;t think there was any alt ammo for the gun. They just happened to change some of the textures later down the track. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:49, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alien UFOs with Small Launcher ==&lt;br /&gt;
&lt;br /&gt;
What UFOs carry Small Launcher? ~ [[User:Invitro|InVitro]] 14:43, 18 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just going by memory, Large Scouts and most larger craft. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 18:16, 18 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: What difficulty level? Now I&#039;m at &amp;quot;Genius&amp;quot; - Large Scouts doesn&#039;t have SL... ~ [[User:Invitro|InVitro]] 18:34, 18 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::You could try some of the mid range UFOs like the abductors and harvesters. Equipment loads are slightly randomised even if it&#039;s not immediately apparent, so you may not always get one. &lt;br /&gt;
&lt;br /&gt;
:::I&#039;m actually trying to find the table with the various crew weapon loadouts, but it eludes me at the moment. either that or we never transcribed it over into a wiki page. If not, then that&#039;s something we definitely need. [[User:NKF|NKF]] 00:18, 19 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::[[Alien Weapon Loadouts]]&lt;br /&gt;
&lt;br /&gt;
::::Sorry, I probably should&#039;ve dug that out to start with. Anyway, the further &amp;quot;advanced&amp;quot; you are, the better equipment the aliens get; they jump forwards faster on higher difficulties. The launchers will only start appearing on Large Scouts when they start using their &amp;quot;late game&amp;quot; loadouts.&lt;br /&gt;
&lt;br /&gt;
::::I&#039;ve never been entirely certain what constitutes &amp;quot;advancement&amp;quot; on your part. I&#039;m sure I&#039;ve read some discussions about it but can&#039;t remember the conclusions, nor whether they were solid facts or just conjecture. The obvious-looking factors are game duration, research progress, and your cumulative score.&lt;br /&gt;
&lt;br /&gt;
::::I&#039;m fairly certain neither this info nor the alien stats have been pulled for TFTD yet. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 04:22, 19 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Thanks a lot for useful table! ~ [[User:Invitro|InVitro]] 04:51, 19 May 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Invitro</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Small_Launcher&amp;diff=35101</id>
		<title>Talk:Small Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Small_Launcher&amp;diff=35101"/>
		<updated>2012-05-18T22:34:22Z</updated>

		<summary type="html">&lt;p&gt;Invitro: /* Alien UFOs with Small Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the Small Launcer a one-handed weapon or a two-handed weapon? If one-handed, I&#039;d consider arming a soldier with a Small Launcher in both hands. Maybe I&#039;d consider it even it it&#039;s two-handed.&lt;br /&gt;
-Buttons&lt;br /&gt;
&lt;br /&gt;
:The Small Launcher is a two-handed weapon. I sometimes equip a soldier with superb Firing Accuracy dual Small Launchers. Sure, he will still get that nasty 20% reduction in accuracy, but at least he can shoot the next round without having to reload the weapon again. But in the case of the second shot, he usually drops the unloaded weapon to the ground.--[[User:Zombie|Zombie]] 08:23, 13 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Someone please clear up on one thing. The article states that this weapon is excellent against large terror units. However, other articles state that Sectopods and Cyberdiscs cannot be stunned! &#039;&#039;&#039;WHICH ONE IS TRUE???&#039;&#039;&#039;--[[User:Amitakartok|amitakartok]] 14:06, 11 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Both of course. Sectopods and Cyberdiscs cannot be &amp;quot;taken alive&amp;quot; back to base to be interrogated. However, you can still stun them on the Battlescape. --[[User:Zombie|Zombie]] 14:25, 11 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Own goal ==&lt;br /&gt;
&lt;br /&gt;
Just a fun little anecdote to share.  I mind-controlled a floater, who spotted another floater inside a farmhouse with its back turned.  My floater was equipped with a small launcher, so I had it shoot the other floater through the window.  Direct hit, but the other floater wasn&#039;t knocked out.  The other floater immediately turned around to return fire, with what turned out to be another small launcher.  It hit the wall instead of the window and knocked itself out. :-) --[[User:Ethereal Cereal|Ethereal Cereal]] 19:12, 20 January 2011 (EST)&lt;br /&gt;
----&lt;br /&gt;
I read somewhere (another site) that unused and cut content for the game included what looks like a retextured stun bomb. That and the weapon&#039;s name being SMALL launcher instead of STUN launcher inplies that originally there was to be multiple ammo types for this weapon, right? The dev team probably encountered problems with making the alien AI switch between ammo types.--[[User:Amitakartok|amitakartok]] 01:44, 11 January 2012 (EST)&lt;br /&gt;
----&lt;br /&gt;
[http://web.archive.org/web/20080125014258/http://xcom.strategyplanet.gamespy.com/x1x9.shtml Here]? Most of that unused stuff can be seen in the [http://www.strategycore.co.uk/files/index.php?dlid=776 pre-release demo] of the game (along with their proper names and purposes); I remember there was a stun grenade in that (unusable), but I don&#039;t think there was any alt ammo for the gun. They just happened to change some of the textures later down the track. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:49, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alien UFOs with Small Launcher ==&lt;br /&gt;
&lt;br /&gt;
What UFOs carry Small Launcher? ~ [[User:Invitro|InVitro]] 14:43, 18 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just going by memory, Large Scouts and most larger craft. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 18:16, 18 May 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: What difficulty level? Now I&#039;m at &amp;quot;Genius&amp;quot; - Large Scouts doesn&#039;t have SL... ~ [[User:Invitro|InVitro]] 18:34, 18 May 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Invitro</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Small_Launcher&amp;diff=35099</id>
		<title>Talk:Small Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Small_Launcher&amp;diff=35099"/>
		<updated>2012-05-18T18:43:24Z</updated>

		<summary type="html">&lt;p&gt;Invitro: /* Alien UFOs with Small Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the Small Launcer a one-handed weapon or a two-handed weapon? If one-handed, I&#039;d consider arming a soldier with a Small Launcher in both hands. Maybe I&#039;d consider it even it it&#039;s two-handed.&lt;br /&gt;
-Buttons&lt;br /&gt;
&lt;br /&gt;
:The Small Launcher is a two-handed weapon. I sometimes equip a soldier with superb Firing Accuracy dual Small Launchers. Sure, he will still get that nasty 20% reduction in accuracy, but at least he can shoot the next round without having to reload the weapon again. But in the case of the second shot, he usually drops the unloaded weapon to the ground.--[[User:Zombie|Zombie]] 08:23, 13 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Someone please clear up on one thing. The article states that this weapon is excellent against large terror units. However, other articles state that Sectopods and Cyberdiscs cannot be stunned! &#039;&#039;&#039;WHICH ONE IS TRUE???&#039;&#039;&#039;--[[User:Amitakartok|amitakartok]] 14:06, 11 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Both of course. Sectopods and Cyberdiscs cannot be &amp;quot;taken alive&amp;quot; back to base to be interrogated. However, you can still stun them on the Battlescape. --[[User:Zombie|Zombie]] 14:25, 11 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Own goal ==&lt;br /&gt;
&lt;br /&gt;
Just a fun little anecdote to share.  I mind-controlled a floater, who spotted another floater inside a farmhouse with its back turned.  My floater was equipped with a small launcher, so I had it shoot the other floater through the window.  Direct hit, but the other floater wasn&#039;t knocked out.  The other floater immediately turned around to return fire, with what turned out to be another small launcher.  It hit the wall instead of the window and knocked itself out. :-) --[[User:Ethereal Cereal|Ethereal Cereal]] 19:12, 20 January 2011 (EST)&lt;br /&gt;
----&lt;br /&gt;
I read somewhere (another site) that unused and cut content for the game included what looks like a retextured stun bomb. That and the weapon&#039;s name being SMALL launcher instead of STUN launcher inplies that originally there was to be multiple ammo types for this weapon, right? The dev team probably encountered problems with making the alien AI switch between ammo types.--[[User:Amitakartok|amitakartok]] 01:44, 11 January 2012 (EST)&lt;br /&gt;
----&lt;br /&gt;
[http://web.archive.org/web/20080125014258/http://xcom.strategyplanet.gamespy.com/x1x9.shtml Here]? Most of that unused stuff can be seen in the [http://www.strategycore.co.uk/files/index.php?dlid=776 pre-release demo] of the game (along with their proper names and purposes); I remember there was a stun grenade in that (unusable), but I don&#039;t think there was any alt ammo for the gun. They just happened to change some of the textures later down the track. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:49, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alien UFOs with Small Launcher ==&lt;br /&gt;
&lt;br /&gt;
What UFOs carry Small Launcher? ~ [[User:Invitro|InVitro]] 14:43, 18 May 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Invitro</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Small_Launcher&amp;diff=35098</id>
		<title>Talk:Small Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Small_Launcher&amp;diff=35098"/>
		<updated>2012-05-18T18:42:53Z</updated>

		<summary type="html">&lt;p&gt;Invitro: /* Alien UFOs with Small Launcher */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is the Small Launcer a one-handed weapon or a two-handed weapon? If one-handed, I&#039;d consider arming a soldier with a Small Launcher in both hands. Maybe I&#039;d consider it even it it&#039;s two-handed.&lt;br /&gt;
-Buttons&lt;br /&gt;
&lt;br /&gt;
:The Small Launcher is a two-handed weapon. I sometimes equip a soldier with superb Firing Accuracy dual Small Launchers. Sure, he will still get that nasty 20% reduction in accuracy, but at least he can shoot the next round without having to reload the weapon again. But in the case of the second shot, he usually drops the unloaded weapon to the ground.--[[User:Zombie|Zombie]] 08:23, 13 August 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
Someone please clear up on one thing. The article states that this weapon is excellent against large terror units. However, other articles state that Sectopods and Cyberdiscs cannot be stunned! &#039;&#039;&#039;WHICH ONE IS TRUE???&#039;&#039;&#039;--[[User:Amitakartok|amitakartok]] 14:06, 11 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Both of course. Sectopods and Cyberdiscs cannot be &amp;quot;taken alive&amp;quot; back to base to be interrogated. However, you can still stun them on the Battlescape. --[[User:Zombie|Zombie]] 14:25, 11 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Own goal ==&lt;br /&gt;
&lt;br /&gt;
Just a fun little anecdote to share.  I mind-controlled a floater, who spotted another floater inside a farmhouse with its back turned.  My floater was equipped with a small launcher, so I had it shoot the other floater through the window.  Direct hit, but the other floater wasn&#039;t knocked out.  The other floater immediately turned around to return fire, with what turned out to be another small launcher.  It hit the wall instead of the window and knocked itself out. :-) --[[User:Ethereal Cereal|Ethereal Cereal]] 19:12, 20 January 2011 (EST)&lt;br /&gt;
----&lt;br /&gt;
I read somewhere (another site) that unused and cut content for the game included what looks like a retextured stun bomb. That and the weapon&#039;s name being SMALL launcher instead of STUN launcher inplies that originally there was to be multiple ammo types for this weapon, right? The dev team probably encountered problems with making the alien AI switch between ammo types.--[[User:Amitakartok|amitakartok]] 01:44, 11 January 2012 (EST)&lt;br /&gt;
----&lt;br /&gt;
[http://web.archive.org/web/20080125014258/http://xcom.strategyplanet.gamespy.com/x1x9.shtml Here]? Most of that unused stuff can be seen in the [http://www.strategycore.co.uk/files/index.php?dlid=776 pre-release demo] of the game (along with their proper names and purposes); I remember there was a stun grenade in that (unusable), but I don&#039;t think there was any alt ammo for the gun. They just happened to change some of the textures later down the track. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 05:49, 11 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Alien UFOs with Small Launcher ==&lt;br /&gt;
&lt;br /&gt;
What UFOs carry Small Launcher?&lt;/div&gt;</summary>
		<author><name>Invitro</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Small_Launcher&amp;diff=35097</id>
		<title>Small Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Small_Launcher&amp;diff=35097"/>
		<updated>2012-05-18T18:38:41Z</updated>

		<summary type="html">&lt;p&gt;Invitro: /* Stun bombs versus terrain and objects: link to Alien Engineers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A large improvement over the [[Stun Rod]], the Small Launcher and its Stun Bomb are unique in the XCOM arsenal. It is a fired weapon which can knock units unconscious if they are caught in its blast. For more on reviving units, see [[Unconscious]] and [[Medi-Kit]].&lt;br /&gt;
&lt;br /&gt;
The Stun Bomb uses the same projectile and explosion graphics as the [[Blaster Bomb]], which gives every commander a moment of sheer terror - then delight, to find it was &amp;quot;only&amp;quot; a stun bomb. Stun bombs do not use waypoints, and leave no explosion damage. Thus, it is easy to distinguish between the two.&lt;br /&gt;
&lt;br /&gt;
Stun Bombs never cause [[fatal wounds]]. One less thing to worry about. However, if a soldier already had a fatal wound, they will continue to lose health while unconscious, and can even die. So if there is any question in your mind, check unconscious soldiers ASAP!&lt;br /&gt;
&lt;br /&gt;
Aliens will not fire on unconscious soldiers. However, any unconscious soldiers caught in a subsequent explosion are always killed, if the blast strength was sufficient to cause ground items to disappear.&lt;br /&gt;
&lt;br /&gt;
While the stun bomb is a significantly safer method of capturing aliens then the [[Stun Rod]], it can only fire one shot between reloads, reducing its effectiveness over other weapons.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Thermal Shok Launcher]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:XCOM StunBomb Pattern.gif|right|frame|Stun Bomb pattern showing stun damage to units. It&#039;s an average of 90 (0-180) at ground zero and decreases by 10 per tile outward.]]&lt;br /&gt;
&amp;lt;b&amp;gt;Small Launcher:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS37.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 2 high x 2 wide&lt;br /&gt;
*Weight: 10&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  40% (Accuracy  65%)&lt;br /&gt;
**Aimed: 75% (Accuracy 110%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $78,000 for parts, 900 Engineer Hours, 1 Alien Alloy&lt;br /&gt;
*Sell Price: $120,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Stun Bomb:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS38.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 90 Stun&lt;br /&gt;
*Ammo: 1&lt;br /&gt;
*Size: 1 high x 1 wide&lt;br /&gt;
*Weight: 3&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $7,000 for parts, 200 Engineer Hours, 1 Elerium&lt;br /&gt;
*Sell Price: $15,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stun bomb detonates with a radius of 5 tiles, or a diameter of 11 tiles (see graphic).&lt;br /&gt;
&lt;br /&gt;
== Likelihood of being stunned ==&lt;br /&gt;
X-COM soldiers in Power Suits (&#039;&#039;&#039;PSs&#039;&#039;&#039;) or Flying Suits (&#039;&#039;&#039;FSs&#039;&#039;&#039;) are unlikely to be knocked unconscious because their armor blocks most of the stun [[Damage]]:&lt;br /&gt;
*180 stun double damage maximum * 80% PS/FS stun resistance = 144 max stun damage after resistance,&lt;br /&gt;
*Minus 70 (FS Under) to 60 (PS Under) Armor &lt;br /&gt;
*Equals 74-84 stun damage &#039;&#039;at most&lt;br /&gt;
*[[Soldiers]] have [[Health]] from 25 to 61&lt;br /&gt;
Experienced soldiers (Health &amp;gt;34) in a Flying Suit are very unlikely to go down, and in fact will usually have no stun damage at all. 144 is the max possible, but the &#039;&#039;average&#039;&#039; hit will be 72, which will barely breach FS armor.&lt;br /&gt;
&lt;br /&gt;
Stun Bombs go through Under Armor at ground zero, just as explosives do. Therefore, for a direct hit this is the only number needed.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Coveralls (Under Armor 2), no resist, 180 max stun damage:&amp;lt;/u&amp;gt; Max stun 178, average stun 88. &#039;&#039;&#039;85%&#039;&#039;&#039; of the time, soldier with lowest Health (25) will be stunned (1-((25+2)/180)). Max excess stun points can be up to 153 (178-25), so you may need up to 39 [[Medi-Kit|stimulants]] to recover!&lt;br /&gt;
* &amp;lt;u&amp;gt;Personal Armor (Under Armor 30), 90% stun resist, 162 max stun damage:&amp;lt;/u&amp;gt; Max stun 132, average stun 51. &#039;&#039;&#039;76%&#039;&#039;&#039; of the time, soldier with lowest Health (25) will be stunned (1-((25+30)/162)). Up to 107 excess stun points possible (132-25), requiring up to 27 stimulants.&lt;br /&gt;
* &amp;lt;u&amp;gt;Power Suit (Under Armor 60), 80% stun resist, 144 max stun damage:&amp;lt;/u&amp;gt; Max stun 84, average stun 12. &#039;&#039;&#039;41%&#039;&#039;&#039; of the time, soldier with lowest Health (25) will be stunned (1-((25+60)/144)). Up to 59 excess stun points possible (84-25), requiring up to 15 stimulants.&lt;br /&gt;
* &amp;lt;u&amp;gt;Flying Suit (Under Armor 70), 80% stun resist, 144 max stun damage:&amp;lt;/u&amp;gt; Max stun 74, average stun 2. &#039;&#039;&#039;34%&#039;&#039;&#039; of the time, soldier with lowest Health (25) will be stunned (1-((25+70)/144)). Up to 49 excess stun points possible (74-25), requiring up to 13 stimulants.&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&lt;br /&gt;
===Continuous firing===&lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Aimed:  1 Shot, 25% Remaining TUs&lt;br /&gt;
* Snap: 1 Shot, 60% Remaining TUs (A soldier with 80 TUs will be able to reload and refire the weapon in the same turn, provided he does &#039;&#039;&#039;nothing else&#039;&#039;&#039;!)&lt;br /&gt;
* Auto: Not Available&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
Stun bomb hits count toward [[Firing Accuracy]] skill point increase. If you hit many aliens with one stun bomb, you can get many [[experience]] points with the one shot. It still counts towards experience if aliens are caught in its blast, even on the rare occasions that they do not get any stun damage (because their armor blocked it). See blast pattern (above).&lt;br /&gt;
&lt;br /&gt;
The Small Launcher can also provide points to [[Reactions]] skill point increase, if fired as an opportunity shot. However, you only get one experience point per shot, even if multiple aliens are caught in the blast. (Technically, you were only reacting to one particular alien.)&lt;br /&gt;
&lt;br /&gt;
===Large units versus stun bombs===&lt;br /&gt;
Large units, when stunned, stay down for good and are considered dead for the purposes of the battle. There are a few rare exceptions where a portion of the large unit stays awake, but this is not a normal occurance or may only occur on certain ports of the game, such as the Amiga port of UFO. &lt;br /&gt;
&lt;br /&gt;
X-Com controlled tanks never take on stun damage, and together with [[Zombie]]s are the only units in the game that are immune to them. &lt;br /&gt;
&lt;br /&gt;
[[Sectopod]]s, [[Cyberdisc]]s and [[Reaper]]s on the other hand are vulnerable to stun bomb explosions, particularly on easier levels where their lower armour increases the potency of the stun bombs, allowing them to be knocked out by simply standing near the fringe of the explosion. On easier levels, the stun bomb can be treated as a large terror unit buster that also leaves buildings standing afterwards. &lt;br /&gt;
&lt;br /&gt;
On the hardest difficulty level, [[Superhuman]], sectopods require direct hits and have a fair chance of completely shrugging off the damage. This means that you no longer have the ability to wipe out multiple sectopods with a single stun bomb. Cyberdiscs and Reapers can still be dealt with stun bombs. &lt;br /&gt;
&lt;br /&gt;
In short, the ease of knocking out a large unit completely varies depending on your difficulty level. &lt;br /&gt;
&lt;br /&gt;
Note: Cyberdiscs knocked out with a stun bomb do not always cause an explosion, but it&#039;s best to be beyond their blast radius as a precaution.&lt;br /&gt;
&lt;br /&gt;
===Stun bombs versus terrain and objects===&lt;br /&gt;
Stun Bombs do not damage the terrain at hand or destroy objects on the ground.  As such, they are safe to use near [[UFO Power Source]]s, as there is no risk of damaging the precious [[Elerium-115|Elerium]] (probably that&#039;s why [[Engineer (Alien Rank)|alien Engineers]] use these).&lt;br /&gt;
&lt;br /&gt;
===Stun bomb explosions===&lt;br /&gt;
Stun bomb explosions have the radius seen in the picture above, and follow [[Explosions|explosion]] rules such as that they are 90 average stun at center, which drops off by 10 damage per tile away from ground zero. Ok. But unlike most explosives, their [[damage]] to units is 0-200% of the rated stun damage at any given point. (Explosives usually inflict 50-150% of damage to units, at any given point.) Thus they are unique in the game in that they spread like explosives, but damage like shot weapons. For more details, see [[Explosions#Stun_Bombs]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Stun Bomb]]&lt;br /&gt;
*[[Alien Artefacts]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
*[[Unconscious]]&lt;br /&gt;
*[[Medi-Kit]]&lt;br /&gt;
*[[Stun Rod]]&lt;br /&gt;
*[[Soldiers]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Invitro</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Throwing_Accuracy&amp;diff=31501</id>
		<title>Throwing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Throwing_Accuracy&amp;diff=31501"/>
		<updated>2010-10-10T22:32:22Z</updated>

		<summary type="html">&lt;p&gt;Invitro: /* Throwing Distance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Throwing Accuracy is one of the simplest skills in the game and only performs one task. It controls how well a soldier is able to actually hit the target tile with a thrown object. Nothing much else. &lt;br /&gt;
&lt;br /&gt;
Throwing Accuracy works in conjunction with [[Strength]], where one controls the accuracy of the throw, the other controls the range of the throw depending on the weight of the object. &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 50 and 80.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Throwing Accuracy points are awarded (at end of combat) depending on how many times you &#039;&#039;&#039;throw&#039;&#039;&#039; objects. (How obtuse is that?) If your throw misses its intended target/square, it still counts as a throw.&lt;br /&gt;
&lt;br /&gt;
You are awarded an average of 2 skill points (range 1-3) per combat mission if you make at least 3 throws, and an average of 4 (range 2-6) for 11 or more. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of throws. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]]. Note that unlike any other [[Experience#Primary_Stats|primary skill]], throwing does not trigger an increase in secondary skills (TUs, Health, Strength, Energy). That would&#039;ve been too easy!&lt;br /&gt;
&lt;br /&gt;
All in all, few people bother much with this skill. But if you&#039;re interested in it, note that the maximum gain for minimum personal (real world) time spent, would be to have your soldiers throw 3 things each mission. Probably just before ending a mission.&lt;br /&gt;
&lt;br /&gt;
Note that throwing live [[grenade]]s gives you both Throwing and [[Firing Accuracy]] skill increases as long as enemies are caught in the blast.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Throwing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Throwing Accuracy (if they&#039;re really lucky &amp;amp;mdash; and dedicated as hell to chucking stuff!!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Throwing Accuracy is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Wounds: -10% per wound up to but not beyond -90%.&lt;br /&gt;
* The percentage of remaining health: Throwing Accuracy &amp;amp;times; (max health &amp;amp;ndash; current health) / (max health)&lt;br /&gt;
&lt;br /&gt;
==Throwing Distance==&lt;br /&gt;
&lt;br /&gt;
While not exactly Throwing &#039;&#039;Accuracy&#039;&#039;, this is as a good a place as any for this:&lt;br /&gt;
&lt;br /&gt;
 Throwing Distance roughly = 2.5 &amp;amp;times; Strength / Weight&lt;br /&gt;
&lt;br /&gt;
So, [[Strength]] directly affects throwing distance (range). Refer to the handy list of [[Item Weight]]s for weight information. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2.5&amp;quot; appears to vary from ~ 2.1 to 3.3.&lt;br /&gt;
The &amp;quot;2.5&amp;quot; is an approximation for Strength_Multiplier/Maximum_Throw_Range. To find the exact value you can use the .XLS file linked below.&lt;br /&gt;
&lt;br /&gt;
When weapons are tossed, the weight of the ammo (if loaded) is not counted. (But weight from loaded ammo does otherwise count for [[Time Units#Encumbrance|weighing down]] a soldier carrying the weapon.)&lt;br /&gt;
&lt;br /&gt;
As NKF points out, the throw always travels in an arc. Sometimes this arc is blocked by Skyranger wings, overhanging trees, ceilings, or even the 4-level-high virtual ceiling of the Battlescape itself. This results in the message &amp;quot;&#039;&#039;&#039;Unable to throw here!&#039;&#039;&#039;&amp;quot; even when the line of sight is clear.  &lt;br /&gt;
&lt;br /&gt;
Kneeling allows you to throw farther under ceilings, increasing this distance slightly.&lt;br /&gt;
&lt;br /&gt;
Throw Range forms a box, not a circle. If your soldier can throw an object 16 tiles straight ahead, he can also throw 16 tiles diagonally.&lt;br /&gt;
The Following is an .xls file which shows how maximum throw ranges are calculated, and can calculate how far a soldier with a given strength can throw any item:&lt;br /&gt;
&lt;br /&gt;
[[Media:Xcomthrowdata.xls | XComthrowdata.xls]]&lt;br /&gt;
&lt;br /&gt;
There are only 21 maximum throw ranges: 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16, 18, (22)21, (27)23, (35)27, (51)33, (??)46, -1 (unable to throw) - you will only see the last 2 if you hack .DAT files. For (X)Y the X represents the maximum range before you receive the &amp;quot;&#039;&#039;&#039;Out of Range!&#039;&#039;&#039;&amp;quot; message, and the Y represent the maximum range you can throw (beyond that you receive the &#039;Unable to throw here&#039; message due to the limited height of the battlespace).&lt;br /&gt;
&lt;br /&gt;
Note: the following only applies if you hack X-Com data/savegame files&lt;br /&gt;
&lt;br /&gt;
Maximum throw range is a signed integer, so if you hack your soldier&#039;s strength too high or an item&#039;s weight too low it will become negative rendering your soldier unable to throw lightweight items. Throwing with 0 strength crashes the game.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Item Weight]]s&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Explosions]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Invitro</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Throwing_Accuracy&amp;diff=31500</id>
		<title>Throwing Accuracy</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Throwing_Accuracy&amp;diff=31500"/>
		<updated>2010-10-10T22:29:31Z</updated>

		<summary type="html">&lt;p&gt;Invitro: /* Throwing Distance: message text */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
&lt;br /&gt;
Throwing Accuracy is one of the simplest skills in the game and only performs one task. It controls how well a soldier is able to actually hit the target tile with a thrown object. Nothing much else. &lt;br /&gt;
&lt;br /&gt;
Throwing Accuracy works in conjunction with [[Strength]], where one controls the accuracy of the throw, the other controls the range of the throw depending on the weight of the object. &lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 50 and 80.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Throwing Accuracy points are awarded (at end of combat) depending on how many times you &#039;&#039;&#039;throw&#039;&#039;&#039; objects. (How obtuse is that?) If your throw misses its intended target/square, it still counts as a throw.&lt;br /&gt;
&lt;br /&gt;
You are awarded an average of 2 skill points (range 1-3) per combat mission if you make at least 3 throws, and an average of 4 (range 2-6) for 11 or more. The point award does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; depend on your current skill level, only on the number of throws. For more particulars on skill-point increases, see [[Experience#How_Experience_Points_Are_Applied|Experience]]. Note that unlike any other [[Experience#Primary_Stats|primary skill]], throwing does not trigger an increase in secondary skills (TUs, Health, Strength, Energy). That would&#039;ve been too easy!&lt;br /&gt;
&lt;br /&gt;
All in all, few people bother much with this skill. But if you&#039;re interested in it, note that the maximum gain for minimum personal (real world) time spent, would be to have your soldiers throw 3 things each mission. Probably just before ending a mission.&lt;br /&gt;
&lt;br /&gt;
Note that throwing live [[grenade]]s gives you both Throwing and [[Firing Accuracy]] skill increases as long as enemies are caught in the blast.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s Throwing Accuracy is capped at 120. However, because you can get a +6 roll when at 119, a soldier can have up to 125 Throwing Accuracy (if they&#039;re really lucky &amp;amp;mdash; and dedicated as hell to chucking stuff!!). For more info, see [[Experience#Regarding_Caps|Regarding Caps]].&lt;br /&gt;
&lt;br /&gt;
==Influencing Factors==&lt;br /&gt;
Throwing Accuracy is also affected by other factors:&lt;br /&gt;
&lt;br /&gt;
* Wounds: -10% per wound up to but not beyond -90%.&lt;br /&gt;
* The percentage of remaining health: Throwing Accuracy &amp;amp;times; (max health &amp;amp;ndash; current health) / (max health)&lt;br /&gt;
&lt;br /&gt;
==Throwing Distance==&lt;br /&gt;
&lt;br /&gt;
While not exactly Throwing &#039;&#039;Accuracy&#039;&#039;, this is as a good a place as any for this:&lt;br /&gt;
&lt;br /&gt;
 Throwing Distance roughly = 2.5 &amp;amp;times; Strength / Weight&lt;br /&gt;
&lt;br /&gt;
So, [[Strength]] directly affects throwing distance (range). Refer to the handy list of [[Item Weight]]s for weight information. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;2.5&amp;quot; appears to vary from ~ 2.1 to 3.3.&lt;br /&gt;
The &amp;quot;2.5&amp;quot; is an approximation for Strength_Multiplier/Maximum_Throw_Range. To find the exact value you can use the .XLS file linked below.&lt;br /&gt;
&lt;br /&gt;
When weapons are tossed, the weight of the ammo (if loaded) is not counted. (But weight from loaded ammo does otherwise count for [[Time Units#Encumbrance|weighing down]] a soldier carrying the weapon.)&lt;br /&gt;
&lt;br /&gt;
As NKF points out, the throw always travels in an arc. Sometimes this arc is blocked by Skyranger wings, overhanging trees, ceilings, or even the 4-level-high virtual ceiling of the Battlescape itself. This results in the message &amp;quot;&#039;&#039;&#039;Unable to throw here!&#039;&#039;&#039;&amp;quot; even when the line of sight is clear.  &lt;br /&gt;
&lt;br /&gt;
Kneeling allows you to throw farther under ceilings, increasing this distance slightly.&lt;br /&gt;
&lt;br /&gt;
Throw Range forms a box, not a circle. If your soldier can throw an object 16 tiles straight ahead, he can also throw 16 tiles diagonally.&lt;br /&gt;
The Following is an .xls file which shows how maximum throw ranges are calculated, and can calculate how far a soldier with a given strength can throw any item:&lt;br /&gt;
&lt;br /&gt;
[[Media:Xcomthrowdata.xls | XComthrowdata.xls]]&lt;br /&gt;
&lt;br /&gt;
There are only 21 maximum throw ranges: 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16, 18, (22)21, (27)23, (35)27, (51)33, (??)46, -1 (unable to throw) - you will only see the last 2 if you hack .DAT files. For (X)Y the X represents the maximum range before you receive the &#039;Out of Range&#039; message, and the Y represent the maximum range you can throw (beyond that you receive the &#039;Unable to throw here&#039; message due to the limited height of the battlespace).&lt;br /&gt;
&lt;br /&gt;
Note: the following only applies if you hack X-Com data/savegame files&lt;br /&gt;
&lt;br /&gt;
Maximum throw range is a signed integer, so if you hack your soldier&#039;s strength too high or an item&#039;s weight too low it will become negative rendering your soldier unable to throw lightweight items. Throwing with 0 strength crashes the game.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Item Weight]]s&lt;br /&gt;
*[[Grenade]]s&lt;br /&gt;
*[[Explosions]]&lt;br /&gt;
*[[Experience#How_Experience_Points_Are_Applied|Experience]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Invitro</name></author>
	</entry>
</feed>