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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=39590</id>
		<title>Gameplay Mechanics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)&amp;diff=39590"/>
		<updated>2012-10-18T05:27:53Z</updated>

		<summary type="html">&lt;p&gt;Irishguy117: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Action System==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; the gameplay has been streamlined regarding the previous games, with the intention use a simpler system than the one used by the predecessor of the [[X-COM|original game]]. Thus, the [[Time Units]] have been removed and replaced instead with an action system, where each unit can perform 2 Actions during its turn. &lt;br /&gt;
&lt;br /&gt;
===Moving and Firing===&lt;br /&gt;
In a single turn, a soldier has two Action points. The soldier&#039;s class and abilities determine the options available for their 1st and 2nd Actions. The following rules are a brief summary of how Actions work: &lt;br /&gt;
&lt;br /&gt;
* A unit may perform 1 or 2 Actions each turn.&lt;br /&gt;
* Some actions (firing [[Sniper Rifle (EU2012)|Sniper Rifle]] or [[Rocket Launcher (EU2012)|Rocket Launcher]]) may only be performed as the 1st Action and consumes both Action points.&lt;br /&gt;
* A unit&#039;s turn automatically ends after the unit: &lt;br /&gt;
# Performs any action other than Move on its 1st Action.&lt;br /&gt;
# Performs a 2nd Action after moving as the 1st Action.&lt;br /&gt;
* The following [[Abilities (EU2012)|Abilities]] change the above rules:&lt;br /&gt;
** &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; - Heavy can Fire + Fire/Move/Surpress/Overwatch.&lt;br /&gt;
** &#039;&#039;&#039;Double Tap&#039;&#039;&#039; - Sniper can Fire + Fire (Can also use Headshot or Disabling shot for either but not both due to cool down).&lt;br /&gt;
** &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; - Assault can Dash + Fire but not Dash + Equipment.&lt;br /&gt;
** &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; - Sniper can Move and Fire with a Sniper Rifle at reduced accuracy.&lt;br /&gt;
&lt;br /&gt;
===List of Actions===&lt;br /&gt;
These are general actions that can be perform by your soldiers during the fight, depending on their [[Equipment (EU2012)|Equipment]] and [[Classes (EU2012)|Class]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Movement Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Move&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Walk&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Dash&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fast movement. Provides defensive bonus against enemy reaction fire.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grapple&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Move and use Grapple hook use to reach a higher position. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Hunker Down&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Doubles cover bonus &amp;amp; provides immunity to critical hits, but reduces sight radius. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Toggle Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Activates flight mode on Archangel armor. Doesn&#039;t cost as an action point.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ascend/ Descend&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Go up/down one level while flying. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Weapon Actions&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Action !! Description &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Shoot weapon at enemy/area.&amp;lt;br&amp;gt;4 types of weapon shots: Standard, Headshot, Disabling and Free.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenade&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw grenade.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stun&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Can incapacitate targets for capture, easier if target&#039;s health is reduced. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppress&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Fires at the area around the target to reduce its aim.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Overwatch&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Takes a shot at the next enemy that moves through that unit&#039;s line of sight.  A small (?how much?) Aim penalty applies.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Reload&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Spend a full action to reload weapon.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Perform a series of mental and physical attacks using Psionics. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|+ Other Equipment Actions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Heal Wound&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to heal Health Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Stabilize/Revive&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Use Medikit to stop bleeding and/or revive an injured soldier. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Combat Stim&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Temporarily increase a soldier&#039;s Will and reduce damage taken. &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Ghost&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Makes the soldier invisible for 1 turn or until attacking. Doesn&#039;t cost as an action.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Throw a scanning device to increase your vision. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
* Both your soldiers and the aliens are able to sense one&#039;s presence by detecting any noise produced by the other side as a result of movement or firing. &lt;br /&gt;
&lt;br /&gt;
==Morale==&lt;br /&gt;
* Squad members are affected by morale and can panic on the battlefield, moving and firing uncontrollably on friend and foe alike. Losing squad members increases this chance while higher-ranked squad members and Officer Training Upgrades reduce this chance.&lt;br /&gt;
&lt;br /&gt;
==Environments==&lt;br /&gt;
* Everything is destructible with the exception of floors/ceilings and bringing down entire buildings.&lt;br /&gt;
&lt;br /&gt;
* Explosions can start fires which can spread each turn.  These prevent move across them but that can be countered with special armor.&lt;br /&gt;
&lt;br /&gt;
* Entering buildings is much more dynamic than in previous games.  Squad members can break through windows to enter buildings, kick down doors or quietly open them in standing on either side of the door frame.  The two former options increasing the chance enemies will hear you and come to investigate.&lt;br /&gt;
&lt;br /&gt;
* Roofs and elevated positions can be utilized for better line of sight and squad tactics.  Beyond traditional stairs and ladders, squad members can use drain pipes or armor upgrades to grapple or jet pack to higher elevations.  From the demo, it seems that you can get down from a roof anywhere, so long as the drop is less than three elevation.&lt;br /&gt;
&lt;br /&gt;
* There are weather effects in the game as well as day/night however they have no effect on game play.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* Overwatch: Overwatch only allows a shot against the first unit spotted.  For example, if you put a soldier on overwatch and they fire at the first enemy to move, any subsequent enemies moving through that soldier&#039;s line-of-sight will not be fired upon.  The same applies to aliens overwatching against you.  For example, you could use a high-HP unit (e.g., SHIV) to draw enemy reaction fire and then follow-up with a more vulnerable unit&#039;s move.  This could also work against you if you&#039;re being flanked by multiple units the same turn. Take notice that overwatch has reduced chance to hit, cannot crit and only happens if unit &#039;&#039;&#039;moves&#039;&#039;&#039; within your sight range, so if you stop as soon as you get into overwatching unit&#039;s view, overwatch will not trigger. &lt;br /&gt;
&lt;br /&gt;
* Alien encounters: Sometimes aliens are setup to spawn at a given point on the map, such that they do not move until discovered by one of your units.  Upon discovery, the aliens interrupt your squad&#039;s turn and immediately move (but do not take action/attack).  They tend to move relative to the unit discovering them and either attack that position (e.g., aggressive Floaters) or take cover against that unit&#039;s position (e.g., Sectoids, Thin Men).  Therefore, if you&#039;re on a mission where time/turns don&#039;t matter (e.g., mission brief indicates no civilians; no countdown timer for mission objectives) you should move units one movement each at a time.  In other words, don&#039;t immediately dash a unit as far as possible, especially without overwatch protection.  Cycle through your whole squad giving each unit their first move before deciding whether to move each again or take action.  Otherwise, you may encounter a group of aliens that can quickly flank that forward unit while the rest of your squad is out of moves/actions.  Also, you may hinder your ability to purposefully flush the aliens toward a choke point, bunch them up in range of a specific unit (e.g., Heavy who can still fire his rocket, in Sniper LOS), or limit them to an area of the map with poor cover (e.g., explodable vehicles, half-cover).&lt;br /&gt;
&lt;br /&gt;
* Taking advantage of alien squad script: Aliens can never attack you unless you &amp;quot;awaken&amp;quot; them first (a cinematic has played where camera shows a bunch of aliens) and when alien squad is provoked, they never take any offensive action or overwatch, only move. This means that you are never in danger of receiving any damage unless you have an unfinished alien alive from a provoked pack on the map. Therefore, there is not much incentitive to stay in cover when there are no &amp;quot;provoked&amp;quot; aliens alive - rather, having suitable cover in range of 1 movement is enough. Taking advantage of this fact, you can beat enemy in tactical quite easilly and without casualties. If you keep your people together (you can even stand in the open and on adjacent tiles), and advance slowly, every time going on overwatch with all your soldiers, you can make it so that aliens pop up on their turn (all except immobile squads, which are rare). This will make them trigger your overwatch, and then run to cover, and give you a full turn to either take them down or retreat into cover and setup an overwatch ambush. When having 2 squad sight snipers on a team, this usually lets you take down any alien squad before they even get a chance to fire a shot at you, and if they live, you retreat into cover which is beyond their line of sight, so that your snipers can squad-sight-overwatch enemy advance, which will finish them off. Take opportunist on snipers to have better hit chance on overwatch and lightning reflexes on assault to discover remaining enemies (letting snipers take care of them) without getting damage.&lt;br /&gt;
&lt;br /&gt;
* Do not provoke more aliens: Each extra tile you reveal (get sight on) can have next alien pack waiting. Provoking them when you are not ready can prove fatal. This means that for example, if you&#039;ve just finished fighting cryssalids and have only one soldier with action points remaining, never move him in a position where he&#039;d uncover new are, because if you happen to find new aliens there, they&#039;ll get to attack you before you can do something about it. However, ending turn, you either get aliens on their turn (they do their free movement, you get your turn to attack them) or dont (again, you have full action points to do something).&lt;br /&gt;
&lt;br /&gt;
*The changes in the action system are most notable when fighting Chryssalids. While fundamentally the same as their counterparts in the original, they are significantly less dangerous this time around because of the two action system. Instead of moving to a position where they can reach you next turn, they will dash up to your squad and end their turn standing right next to you, allowing them to be easily picked off. &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Irishguy117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=39589</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=39589"/>
		<updated>2012-10-18T05:25:43Z</updated>

		<summary type="html">&lt;p&gt;Irishguy117: /* Chryssalid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don&#039;t pack as much firepower as other enemies.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for &#039;&#039;up to&#039;&#039; 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit&#039;s accuracy.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Thin Man (EU2012).png|thumb]]&lt;br /&gt;
|} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Floater===&lt;br /&gt;
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.  &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Heavy Floater (EU2012).png|thumb]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics.  Wounding a Muton without killing it can intimidate your soldiers and lower their Will.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that gratns reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns.  4 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Berserker===&lt;br /&gt;
Muton Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to crit)&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton Berserker (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. &lt;br /&gt;
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders. &lt;br /&gt;
{|&lt;br /&gt;
| [[File:Outsider (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire. Note: Chrssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.&lt;br /&gt;
* &#039;&#039;&#039;Stun Immune&#039;&#039;&#039;: This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows vertical leaps onto elevated surfaces during movement.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.&#039;&#039;&amp;quot;  - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chryssalid.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their &#039;closed&#039; form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat.  They are immune to most psionic attacks.&lt;br /&gt;
* Can throw an Alien Grenade to attack multiple soldiers at once.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
* With Foundry Upgrades, the Arc Thrower can be used to &#039;hack&#039; Drones and seize control of them for the duration of a mission.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Drone (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
Physically weak, slow units with high health and powerful psionic attacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will.&lt;br /&gt;
* Can mind control.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High will; resistant to psionic attacks.&lt;br /&gt;
[[File:2012-10-14 00005.jpg|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
* Carries Plasma Pistol &amp;amp; Alien Grenade.&lt;br /&gt;
* Will use psi attacks against targets with a low Hit chance.  If trying to capture one, sometimes its best to leave a soldier out of cover and eat a plasma pistol shot instead of taking a psi attack.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by Drones. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seems to have a longer sight range than most units.&lt;br /&gt;
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous, but practically guaranteeing a double attack. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;HEAT Ammo&#039;&#039; promotion applies to &#039;&#039;all&#039;&#039; weapons, and can allow them to inflict &#039;&#039;vast&#039;&#039; amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets.  A non-crit with a Heavy&#039;s rocket can do 16 points of damage.&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;Shredder Rocket&#039;&#039; promotion can also be used to make the Sectopod take additional damage from all other attacks.&lt;br /&gt;
* Snipers can use their &#039;&#039;Headshot&#039;&#039; or &#039;&#039;Disabling Shot&#039;&#039; powers to cripple or inflict serious damage to a Sectopod, especially if they have the &#039;&#039;Double Tap&#039;&#039; promotion.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectopod (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Irishguy117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=39287</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=39287"/>
		<updated>2012-10-16T17:12:50Z</updated>

		<summary type="html">&lt;p&gt;Irishguy117: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
* &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don&#039;t pack as much firepower as other enemies.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for &#039;&#039;up to&#039;&#039; 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit&#039;s accuracy.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Thin Man (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Heavy Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics.  Wounding a Muton without killing it can intimidate your soldiers and lower their Will.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Buffs other Mutons.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.&lt;br /&gt;
&lt;br /&gt;
===Muton Berserker===&lt;br /&gt;
Muton Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton Berserker (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. &lt;br /&gt;
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders. &lt;br /&gt;
{|&lt;br /&gt;
| [[File:Outsider (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack.&#039;&#039;&amp;quot;  A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.&lt;br /&gt;
* Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire.&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chryssalid.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their &#039;closed&#039; form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat.  They are immune to most psionic attacks.&lt;br /&gt;
* Can throw an Alien Grenade to attack multiple soldiers at once.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
* With Foundry Upgrades, the Arc Thrower can be used to &#039;hack&#039; Drones and seize control of them for the duration of a mission.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Drone (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
Physically weak, slow units with high health and powerful psionic attacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will.&lt;br /&gt;
* Can mind control.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High will; resistant to psionic attacks.&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Takes control of the target.  Robotic units are immune to &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser versions of the species. Targets gain +1 health, and +5 crit chance.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by a Drone. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.&lt;br /&gt;
* &#039;&#039;&#039;Plasma Beam:&#039;&#039;&#039; This weapon allows the Sectopod to make a single Overwatch attack even when it has used all of its actions for the prior turn &#039;&#039;unless&#039;&#039; those actions were spent to initiate the Cluster Bomb attack below.&lt;br /&gt;
* &#039;&#039;&#039;??? Beam:&#039;&#039;&#039; A powerful yellow beam attack that can inflict around 10 damage.&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb:&#039;&#039;&#039; Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.&lt;br /&gt;
* Seems to have a longer sight range than most units&lt;br /&gt;
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;HEAT Ammo&#039;&#039; promotion applies to &#039;&#039;all&#039;&#039; weapons, and can allow them to inflict &#039;&#039;vast&#039;&#039; amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets.  A non-crit with a Heavy&#039;s rocket can do 16 points of damage.&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;Shredder Rocket&#039;&#039; promotion can also be used to make the Sectopod take additional damage from all other attacks.&lt;br /&gt;
* Snipers can use their &#039;&#039;Headshot&#039;&#039; or &#039;&#039;Disabling Shot&#039;&#039; powers to cripple or inflict serious damage to a Sectopod, especially if they have the &#039;&#039;Double Tap&#039;&#039; promotion.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectopod (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Irishguy117</name></author>
	</entry>
</feed>