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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T08:42:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Pistol&amp;diff=63948</id>
		<title>Laser Pistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Pistol&amp;diff=63948"/>
		<updated>2015-04-10T13:47:14Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Stats */ fix ref title ; added note about incorrectness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
The Laser Pistol is the first weapon in X-COM&#039;s laser weapon series, researched prior to the [[Laser Rifle]]. Like all lasers, the Laser Pistol features an efficient miniature power plant built into the gun that provides limitless firepower for the duration of any ground skirmish.&lt;br /&gt;
&lt;br /&gt;
Despite being a considerable step up over ballistic firearms, the laser pistol is unfortunately highly inadequate for precision attacks. Even crack marksmen have trouble hitting their mark with Laser Pistols.&lt;br /&gt;
&lt;br /&gt;
The Laser Pistol&#039;s effectiveness does not stem from its accuracy or its moderate stopping power. Instead, it excels by superseding every other weapon as being the fastest automatic-fire weapon available. Coupled with [[Managing the Item Limit|unlimited ammo]], they remain useful for the entire game as a secondary weapon.&lt;br /&gt;
&lt;br /&gt;
To cast the Laser Pistol in a better light, X-COM commanders are recommended to think of the laser pistol as the &#039;submachine gun&#039; of the laser family instead of merely being a weaker variant of the Laser Rifle.&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 [[Gauss Pistol]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Laser Pistol}}&lt;br /&gt;
The laser pistol is an effective implementation of new technology. It has the convenience of a pistol with faster and more accurate firing.&lt;br /&gt;
{{Ref Close| source = Enemy Unknown Ufopaedia}}&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;Note&#039;&#039;&#039; : The Laser Pistol is neither faster nor more accurate than the standard Pistol (only more powerful); nor is it either more accurate or always faster than the Laser Rifle, so it is unclear what the Ufopaedia entry is using as comparison.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS05.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 46 Laser&lt;br /&gt;
*Size: 2 high x 1 wide&lt;br /&gt;
*Weight: 7&lt;br /&gt;
*TUs: &lt;br /&gt;
**Auto:  25% (Accuracy 28%)&lt;br /&gt;
**Snap:  20% (Accuracy 40%)&lt;br /&gt;
**Aimed: 55% (Accuracy 68%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $8,000 for parts, 300 Engineer Hours&lt;br /&gt;
*Sell Price: $20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
The Laser Pistol excels primarily with two modes of attack &amp;amp;mdash; attacks of opportunity or auto shots. However, the Laser Pistol works best when combined with other weapons or non-combat tools. Laser Pistols are an excellent secondary weapon to attach to your belt in case you run out of ammo, [[Morale#Panicking_and_Berserking|forced to drop your main weapon]], or want to [[Reaction Training|train reactions]].&lt;br /&gt;
&lt;br /&gt;
Early in a campaign, the Laser Pistol are much more effective at defeating enemy units than any purchasable weapon except explosives. [[Heavy Cannon]]s do slightly more damage per shot, but you can fire many more times per combat round with a laser pistol (3 shots max, vs 12).&lt;br /&gt;
&lt;br /&gt;
With enough persistence, the Laser Pistol will defeat any foe in time. The only enemy units that will not easily fall to the Laser Pistol are the [[Sectopod]]s. This becomes much more apparent on harder difficulty levels. In particular, you should never attempt to engage a [[Sectopod]] with superhuman class armour. &lt;br /&gt;
&lt;br /&gt;
Laser Pistols are recommended for soldiers with specialised roles such as grenadiers, heavy weapon specialists or scouts, to name a few. New recruits can employ the Laser Pistols to good effect as short range combat weapons, or, like the standard [[Pistol]], use it as a tool for training both firing accuracy and reactions at the same time. Veterans, on the other hand, can wield Laser Pistols with alarming efficiency.&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&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, 45% Remaining TUs (enough for a further 1 Auto and 1 Snap, or 2 Snap)&lt;br /&gt;
* Snap: 5 Shots, 0% Remaining TUs&lt;br /&gt;
* Auto: 4 Bursts (12 Shots), 0% Remaining TUs&lt;br /&gt;
Like all [[Weapons#Laser_Technology|Laser Weapons]], Laser Pistols don&#039;t use clips and have unlimited ammo.&lt;br /&gt;
&lt;br /&gt;
== General pistol warning ==&lt;br /&gt;
This note covers the regulation [[Pistol]], Laser Pistol and the [[Plasma Pistol]]. &lt;br /&gt;
 &lt;br /&gt;
Pistol-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. This can prove to be a minor annoyance. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Pistol&amp;diff=63947</id>
		<title>Laser Pistol</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Pistol&amp;diff=63947"/>
		<updated>2015-04-10T13:40:37Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Stats */ + Ufopaedia description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
The Laser Pistol is the first weapon in X-COM&#039;s laser weapon series, researched prior to the [[Laser Rifle]]. Like all lasers, the Laser Pistol features an efficient miniature power plant built into the gun that provides limitless firepower for the duration of any ground skirmish.&lt;br /&gt;
&lt;br /&gt;
Despite being a considerable step up over ballistic firearms, the laser pistol is unfortunately highly inadequate for precision attacks. Even crack marksmen have trouble hitting their mark with Laser Pistols.&lt;br /&gt;
&lt;br /&gt;
The Laser Pistol&#039;s effectiveness does not stem from its accuracy or its moderate stopping power. Instead, it excels by superseding every other weapon as being the fastest automatic-fire weapon available. Coupled with [[Managing the Item Limit|unlimited ammo]], they remain useful for the entire game as a secondary weapon.&lt;br /&gt;
&lt;br /&gt;
To cast the Laser Pistol in a better light, X-COM commanders are recommended to think of the laser pistol as the &#039;submachine gun&#039; of the laser family instead of merely being a weaker variant of the Laser Rifle.&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 [[Gauss Pistol]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Pistol}}&lt;br /&gt;
The laser pistol is an effective implementation of new technology. It has the convenience of a pistol with faster and more accurate firing.&lt;br /&gt;
{{Ref Close| source = Enemy Unknown Ufopaedia}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS05.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 46 Laser&lt;br /&gt;
*Size: 2 high x 1 wide&lt;br /&gt;
*Weight: 7&lt;br /&gt;
*TUs: &lt;br /&gt;
**Auto:  25% (Accuracy 28%)&lt;br /&gt;
**Snap:  20% (Accuracy 40%)&lt;br /&gt;
**Aimed: 55% (Accuracy 68%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $8,000 for parts, 300 Engineer Hours&lt;br /&gt;
*Sell Price: $20,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
The Laser Pistol excels primarily with two modes of attack &amp;amp;mdash; attacks of opportunity or auto shots. However, the Laser Pistol works best when combined with other weapons or non-combat tools. Laser Pistols are an excellent secondary weapon to attach to your belt in case you run out of ammo, [[Morale#Panicking_and_Berserking|forced to drop your main weapon]], or want to [[Reaction Training|train reactions]].&lt;br /&gt;
&lt;br /&gt;
Early in a campaign, the Laser Pistol are much more effective at defeating enemy units than any purchasable weapon except explosives. [[Heavy Cannon]]s do slightly more damage per shot, but you can fire many more times per combat round with a laser pistol (3 shots max, vs 12).&lt;br /&gt;
&lt;br /&gt;
With enough persistence, the Laser Pistol will defeat any foe in time. The only enemy units that will not easily fall to the Laser Pistol are the [[Sectopod]]s. This becomes much more apparent on harder difficulty levels. In particular, you should never attempt to engage a [[Sectopod]] with superhuman class armour. &lt;br /&gt;
&lt;br /&gt;
Laser Pistols are recommended for soldiers with specialised roles such as grenadiers, heavy weapon specialists or scouts, to name a few. New recruits can employ the Laser Pistols to good effect as short range combat weapons, or, like the standard [[Pistol]], use it as a tool for training both firing accuracy and reactions at the same time. Veterans, on the other hand, can wield Laser Pistols with alarming efficiency.&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&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, 45% Remaining TUs (enough for a further 1 Auto and 1 Snap, or 2 Snap)&lt;br /&gt;
* Snap: 5 Shots, 0% Remaining TUs&lt;br /&gt;
* Auto: 4 Bursts (12 Shots), 0% Remaining TUs&lt;br /&gt;
Like all [[Weapons#Laser_Technology|Laser Weapons]], Laser Pistols don&#039;t use clips and have unlimited ammo.&lt;br /&gt;
&lt;br /&gt;
== General pistol warning ==&lt;br /&gt;
This note covers the regulation [[Pistol]], Laser Pistol and the [[Plasma Pistol]]. &lt;br /&gt;
 &lt;br /&gt;
Pistol-class weapons are prioritized so that they will always be the last weapons to be selected by your soldiers. This can prove to be a minor annoyance. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=63945</id>
		<title>User talk:NKF</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=63945"/>
		<updated>2015-04-10T11:25:09Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Geocities site? */ reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NKF:Talk =&lt;br /&gt;
&lt;br /&gt;
Welcome to NKF Talk. Pardon the mess.  &lt;br /&gt;
&lt;br /&gt;
==The NKF-Centric TO-DO-List of Doom==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;[[NKF&#039;s X-Com Apocalypse: Starter&#039;s Guide|X-Com Apocalypse Starter&#039;s Guide]]&amp;quot;  - kind of there. Kind of not there. Perpetually. &lt;br /&gt;
&lt;br /&gt;
== UFO Base Kit == &lt;br /&gt;
&lt;br /&gt;
The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at [[Template:UBK]] to see how to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Test of Gallery markup ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Yes, this is a caption&lt;br /&gt;
File:TFTDBadge.gif&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif &lt;br /&gt;
File:Ufobadge.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Now with adjustments &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption = &amp;quot;Icons&amp;quot; widths = &amp;quot;50&amp;quot; heights = &amp;quot;50&amp;quot; perrow = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Oo-fow&lt;br /&gt;
File:TFTDBadge.gif | Tee-eff-tee-dee&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ah-pock&lt;br /&gt;
File:Ufobadge.gif | Yoo-eff-ow&lt;br /&gt;
File:TFTDBadge.gif | Tiftid&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ay-pock&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.&lt;br /&gt;
&lt;br /&gt;
== Smoke Grenades ==&lt;br /&gt;
&lt;br /&gt;
IMO they&#039;re only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:02, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that&#039;s not so say that is the only time you can take advantage of it. I know I&#039;ve had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It&#039;s also faster.&lt;br /&gt;
&lt;br /&gt;
::I guess Smoke Grenades are okay if they&#039;re pre-primed and kept on the shoulder straps. Otherwise there&#039;s too big a TU cost to use opportunistically. Turn 1, on the other hand, you&#039;re not doing anything anyway because of all the full-TU aliens.&lt;br /&gt;
&lt;br /&gt;
::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;d take the tank myself as it has plenty of merits, and the later Plasma Hovertank/Sonic Displacer are superb. However those that prefer 4 rookies do argue that they are cheaper, can spread out, carry more weaponry and still take the 4 (or more) shots to dispose of. Those that live through can go onto greater things. The tank just needs one bad roll of the die and it ends up a very expensive afterthought. Bit of a RTS peon pumper meat grinder mentality going on here methinks. &lt;br /&gt;
&lt;br /&gt;
:::Grenades are in the same boat as the smoke grenade and do cost a lot to use. That&#039;s probably why they are best relegated to the support units that back up those on the front. Then again, front-line units carrying pre-armed grenades are handy for ninja-style retreats. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 16:21, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, like I said, the main advantage of the tank is against aliens with Plasma Pistols at the very start of the game. A tank&#039;s front plate is guaranteed to survive at least 7 Plasma Pistol shots even if they all roll absolute max (which they won&#039;t), so you can park it on the opposite side of a UFO hatch to your firing line, close in, and draw fire from the aliens coming out until they use too many TUs and get reaction-fired to death (since on Superhuman, alien Reactions are usually high enough for them to avoid taking reaction-fire from stepping out of the hatch alone). In addition, you don&#039;t lose a huge amount of firepower by going with a tank right at the start since its cannon does twice the damage of Rifles. Once you&#039;ve got lasers, the tank starts to hurt your firepower significantly, and once you&#039;ve got decent armour and the aliens start using heavier weapons the defensive qualities of the tracked tanks go down the drain.&lt;br /&gt;
&lt;br /&gt;
HWPs do have something of a renaissance later on when you get Avengers and are running into the 80-item limit, since a hovertank, while not reaching anywhere near the firepower of four Heavy-Plasma-equipped soldiers, does have more firepower than four soldiers without guns. Hovertanks/Launcher also don&#039;t count their ammo against said limit.&lt;br /&gt;
&lt;br /&gt;
In TFTD it&#039;s a whole different kettle of fish thanks to the existence of Tentaculats and the lower fire rate of Sonic weaponry. Displacers/Sonic are absolutely essential due to their ability to lure Tentaculats - taking Artefact Sites without them is almost impossible thanks to That Goddamned Room. There&#039;s also the lower clip sizes making the 80-item limit an even bigger problem.&lt;br /&gt;
&lt;br /&gt;
A pre-loaded Small Launcher does a lot of the same stuff a pre-armed Grenade does, and has the upside of taking the &amp;quot;suicide&amp;quot; out of &amp;quot;suicide bomb&amp;quot;. There are a lot of ways to use those things. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:49, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Small Launchers are certainly quite handy beyond just capturing key aliens, and the Thermal Shok Launcher in TFTD is scary indeed. But they have their own share of drawbacks as well. Deciding which to use to get the best result for the task at hand is all part of the fun I guess. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:18, 25 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Geocities site? ==&lt;br /&gt;
&lt;br /&gt;
Hi. I suppose there&#039;s a good chance you might be the &amp;quot;nkfarma&amp;quot; who at one time had a page i found linked on the strategycore forums -- specifically http://www.geocities.com/nkfarma/temporary/lsc_lure.html . Did you ever manage to get those geocities pages moved to a different host? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 11:47, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The same. It has been a while, but I did manage to save some of the content. After reviewing it though, it was mostly trivial stuff. My most important work that was on the old Geocities page, the [[TRTBAG|TFTD Research Tree Bug Avoidance Guide]], survives in its current form on this wiki. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:53, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Okay, i trust your judgement on this&amp;lt;small&amp;gt;, even though my curiosity still makes me want to read through all that other &amp;quot;trivial stuff&amp;quot;...&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: As for the [[User_talk:Jokes_Free4Me#Rolling_back_NKF|revert issue]], your first paragraph about it is just as sensible as i presumed any admin would be. Contacting Spike just for this is not worthwhile IMO, since he&#039;s been inactive since August and this really is quite &amp;quot;trivial stuff&amp;quot; too. It&#039;s not too big a deal if the sections stays or goes... I reverted merely because i&#039;m an [[wikipedia:Wikipedia:Inclusionism|inclusionist]] (as you might have guessed) and favour preserving all information, even if obsolete. As the saying goes, &amp;quot;Those who cannot remember the past are [more likely] to repeat it.&amp;quot; -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 07:25, 10 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Berserk&amp;diff=63944</id>
		<title>Talk:Berserk</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Berserk&amp;diff=63944"/>
		<updated>2015-04-10T11:09:00Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* How many TUs are available for the erratic actions? */ Getting into details...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should we just merge this with the [[morale]] page? It&#039;s really short...&lt;br /&gt;
&lt;br /&gt;
Also... do berserk units fire completely randomly, or do they actually bother aiming at units?&lt;br /&gt;
&lt;br /&gt;
Maybe i should test this... yes, yes... i have my psi troops...&lt;br /&gt;
&lt;br /&gt;
I shall test this and update then!&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 08:21, 24 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my initial tests, it appears berserk troops actually prioritise enemies! Furthermore, scarily enough, berserk aliens STILL concentrated fire on my tanks. From what I can see, berserk behaviour seems to be:&lt;br /&gt;
&lt;br /&gt;
1. Is there an enemy in front of you?&lt;br /&gt;
a. yes. shoot it. Go to 1.&lt;br /&gt;
b. no. proceed to 2.&lt;br /&gt;
&lt;br /&gt;
2. Do you &amp;quot;remember&amp;quot; where an enemy is, within LOS and 10 squares?&lt;br /&gt;
a. yes. Spin around and shoot it. Go to 1.&lt;br /&gt;
b. no. Proceed to 3.&lt;br /&gt;
&lt;br /&gt;
3. Fire a shot anywhere within your LOS, and within 10 tiles. Shooting at 45 degrees will make your unit turn, as normal fire. Proceed to 1.&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 09:34, 24 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I wonder if they&#039;re using the same rules that govern deliberate fire and reaction fire? Those that get 255 TUs when they go berserk would be at a clear advantage with their souped up initiative score! (though this may be version dependent) The rapid spinning, I would assume, helps them locate nearby enemies/friendlies that were probably not in view at the time the unit went into a panic - plus it makes them look agitated. &lt;br /&gt;
&lt;br /&gt;
: I too think this section would best fit into the morale topic. It&#039;s not large enough to need its own dedicated article at present. -[[User:NKF|NKF]] 05:46, 28 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Actually, yes, I HAVE had a unit go berserk due to my team getting badly mauled... and... he shot 4 (FOUR!) aliens spread around in front of him, and turned the mission around for me! That berserk basically was the only reason we won that mission. Interesting... [[User:Jasonred|Jasonred]] 09:45, 28 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Berserking unit made a 10 tries of firing. If it can autofire with current weapon - it autofires, otherwise it snaps.&lt;br /&gt;
Firstly it tries to target enemy unit (which is can be seen and can be shoot). If there&#039;s no enemy targets around - it peeks random location within box (0,0,0)-(13,13,0) and shoot there (if there&#039;s LOF, of course).&lt;br /&gt;
--[[User:Volutar|Volutar]] 03:58, 25 September 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How many TUs are available for the erratic actions? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve read at [[Time_Units#Percentage_Costs]] that units might &amp;quot;have more TUs than usual, due to going berserk&amp;quot;. Does anyone know what the numbers are? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 13:40, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Says [[Morale#Panicking_and_Berserking|here]] that they get 255 TUs, and NKF said the same further up on this very page. Haven&#039;t tested it myself. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 20:25, 9 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: What luck. We had a recent discussion on Strategycore about this. See the very last post here: http://www.strategycore.co.uk/forums/topic/11076-berserk-and-sonic-cannon-v21/ &lt;br /&gt;
&lt;br /&gt;
:: The gist of it is that a glitch sometimes results in the berserk unit using more time units than are available, putting time units into a negative number. Since the game handles TUs as an unsigned value, the number rolls around to the high end. -1 for example would be interpreted as 255. Likely a bug, but the unintended consequence of the soldier appearing to go ape and firing the gun uncontrollably is quite fitting. Though, I must admit, a bit odd when it happens with the Sonic Cannon. 9~10 shots in one outburst is a bit much. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:32, 10 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Interesting read. However, the implied part of my question above was asking for a bit more detail than &amp;quot;when your soldier goes berserk, your Current TUs is pushed to 255 or slightly less points&amp;quot;: Does this &amp;quot;push to overdrive&amp;quot; happen all the time? Is it dependent on some particular stat (like Bravery)? Is the &amp;quot;slightly less&amp;quot; part random, or deterministic? And i can totally understand if no-one bothered to get into so much nitty-gritty minutiae, but what would you recommend i should use to test this myself? Is the DosBox debugger enough, or were you using other tools?&lt;br /&gt;
&lt;br /&gt;
::: And you&#039;re right: that very last post by Tycho makes a lot of sense: it would explain why not &#039;&#039;every&#039;&#039; berserking unit empties their weapon&#039;s clip. :-) Though this would mean that the &amp;quot;push&amp;quot; to 255 (or less, based on TUs used for rotations!) would not happen at the very beginning of the berserk mode, but after a few actions were already taken... Would you agree with these statements, or have i gotten some bits wrong? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 07:09, 10 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Jokes_Free4Me&amp;diff=63939</id>
		<title>User talk:Jokes Free4Me</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Jokes_Free4Me&amp;diff=63939"/>
		<updated>2015-04-10T02:10:30Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Rolling back NKF */ + link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User talk:Jokes_Free4Me}}&lt;br /&gt;
&lt;br /&gt;
==Rolling back NKF==&lt;br /&gt;
&lt;br /&gt;
While I would ordinarily agree with wanting to retain old discussion, the only discussion actually [[Template talk:TFTD Table|there]] was about a technical problem that had since been fixed, and thus was truly useless. I&#039;ll note for your information, also, that NKF is an admin. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 20:44, 9 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Jokes_Free4Me&amp;diff=63938</id>
		<title>User talk:Jokes Free4Me</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Jokes_Free4Me&amp;diff=63938"/>
		<updated>2015-04-10T02:06:51Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: + DISPLAYTITLE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User talk:Jokes_Free4Me}}&lt;br /&gt;
&lt;br /&gt;
==Rolling back NKF==&lt;br /&gt;
&lt;br /&gt;
While I would ordinarily agree with wanting to retain old discussion, the only discussion actually there was about a technical problem that had since been fixed, and thus was truly useless. I&#039;ll note for your information, also, that NKF is an admin. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 20:44, 9 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=63937</id>
		<title>User talk:Magic9mushroom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&amp;diff=63937"/>
		<updated>2015-04-10T02:05:50Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Rolling back NKF */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rolling back NKF ==&lt;br /&gt;
&lt;br /&gt;
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia&#039;s &#039;&#039;[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]&#039;&#039; still applies here, particularly when it says that &amp;quot;An admin is just a normal user with a mop and a bucket.&amp;quot; Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn&#039;t reached yet, and i see no point worrying about &amp;quot;what if NKF disagrees about my revert?&amp;quot; until i&#039;ll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grenade&amp;diff=63931</id>
		<title>Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grenade&amp;diff=63931"/>
		<updated>2015-04-09T23:45:56Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Tips */ fixing typo, added link, rephrased one bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Ref Open | title = Grenade}}&lt;br /&gt;
This standard issue grenade has an accurate and sophisticated timer for precision control.&lt;br /&gt;
{{Ref Close | source = Enemy Unknown/UFO Defense Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Thrown&lt;br /&gt;
| ammo = Grenade&lt;br /&gt;
| weight = 3&lt;br /&gt;
| height = 1&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold =1 (?) High Explosive &lt;br /&gt;
| ammoimage = [[Image:BIGOBS19.GIF]]&lt;br /&gt;
| damage = 50 High Explosive&lt;br /&gt;
| capacity = 1&lt;br /&gt;
| saleprice = 240&lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|300}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = &lt;br /&gt;
| cost = &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| effect = &#039;&#039;&#039;TU Cost&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = &lt;br /&gt;
| cost = Prime Grenade&lt;br /&gt;
| effect = 50%&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/action&lt;br /&gt;
| action = &lt;br /&gt;
| cost = Throw Grenade&lt;br /&gt;
| effect = 25%&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
The humble anti-personal fragmentation &#039;&#039;&#039;Grenade&#039;&#039;&#039; is a cheap indirect-fire weapon with a small area of effect. It is useful for attacking tight groups of enemies, attacking over obstacles, clearing obstacles or attacking around corners. &lt;br /&gt;
&lt;br /&gt;
Like all grenades, it features a special timer where you can set how many &#039;&#039;half-turns&#039;&#039; must pass before it will detonate. &lt;br /&gt;
&lt;br /&gt;
For a more general overview of how grenades function see [[Understanding Grenades]].&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]]&#039;&#039; as [[Frag Grenade (EU2012)|Frag Grenade]],  and in the &#039;&#039;[[The Bureau: XCOM Declassified]]&#039;&#039; as [[Frag Grenade (Bureau)|Frag Grenade]]. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Magna-Blast Grenade]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Timers are commonly set to 0 to explode at the end of your turn or 1 to explode at the end of the alien turn. &lt;br /&gt;
* Will explode before doors close at the end of a turn and catch aliens that have opened any doors. &lt;br /&gt;
* Throwing grenades will not trigger reaction fire from aliens not facing you.&lt;br /&gt;
* By exploiting a bug, it can be thrown up through ceilings to explode on the floor above - see [[Exploiting_Collision_Detection#Throw_Through_A_Ceiling|here]].&lt;br /&gt;
* Can be thrown into diagonal walls, exploding on the far side.&lt;br /&gt;
* Primed grenades will not explode in inventory when the timer runs out. It will only detonate when it&#039;s on the ground. If you fall unconscious, it will be counted as being on the ground. &lt;br /&gt;
* Throwing Grenades improve [[Throwing Accuracy]], and also [[Firing Accuracy]] when enemies are caught by explosions. All enemies (if not mind controlled) caught in the [[Explosions|blast]] will give experience toward firing accuracy, even if undamaged (i.e., their armor absorbed it) - see [[Experience]].&lt;br /&gt;
* If several are set to explode on the same turn, the lowest, most north-east grenade will explode first.&lt;br /&gt;
* [[Grenade Relay]] allows soldiers with more [[Time Units]] to prime grenades and throw them on to front-line soldiers with less TUs, who then only incur (pickup cost+throw cost) TUs to put the grenade on target. You spend more TUs overall, but the front-line soldier will not have to spend as much.&lt;br /&gt;
*The last person to &#039;&#039;throw&#039;&#039; the grenade gets experience points for the hits; soldiers that only drop or pick it up do not get attribution. If no one has thrown it, your first unit gets the experience - which means it&#039;s wasted if your first unit is a tank or a dead soldier! (Tanks always come before soldiers in the unit list)&lt;br /&gt;
*Kneeling allows you to throw grenades farther under ceilings, landing craft, doorways, etc.  Kneel to deploy smoke grenades at the base of your landing ramp on the first turn without exiting the craft.&lt;br /&gt;
*Grenades and [[Alien Grenade|Alien Grenades]] are excellent for destroying cover in farm and jungle terrain. Farm buildings, hedges, and trees that may be concealing aliens are readily destroyed with a single grenade. Another trick is to remove the roofs of buildings using an agent in a flying suit to reveal aliens on upper stories.&lt;br /&gt;
*Grenades, especially armed ones, are best stored in your shoulder or belt slots for quick retrieval during combat, costing a [[Inventory TU Table|mere]] 3 and 4 TUs respectively to move into either hand slot.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Understanding Grenades]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Grenade Relay]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Alien Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[High Explosive]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Explosions]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Inventory TU Table]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Throwing Accuracy#Throwing Distance|Throwing Distance]]&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Field Manual: Grenade]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reaction_Fire&amp;diff=63918</id>
		<title>Reaction Fire</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reaction_Fire&amp;diff=63918"/>
		<updated>2015-04-09T18:01:01Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Working Examples */ fixing inconsistencies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
Reaction Fire or Opportunity Fire is the ability for a unit that is not currently taking its turn to override the other side and make an attack against it. Thus the name opportunity fire. &lt;br /&gt;
&lt;br /&gt;
== Reaction Level == &lt;br /&gt;
&lt;br /&gt;
A unit&#039;s reactions are a measure of the unit&#039;s ability to react, but this is only a part of a whole. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Current Reaction Score = ([[Reactions]] Stat) &amp;amp;times; (Current [[Time Units]] / Max TUs) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your unit&#039;s actual reaction score, also known as &#039;&#039;initiative&#039;&#039;, is the reaction stat multiplied by the percentage of remaining TUs. Here Max TUs refers to the maximum number of TUs that can be regenerated each turn. &lt;br /&gt;
&lt;br /&gt;
As you spend time units on any actions, initiative weakens by a percentage of how many time units were spent for that action against the maximum possible time units. &lt;br /&gt;
&lt;br /&gt;
If for example you have 32 of 64 Time Units and 50 Reactions, you are therefore only able to use 50% of your reaction level, or 25 out of the 50. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s say one step is taken, costing 4 TUs. &lt;br /&gt;
&lt;br /&gt;
(32 - 4) / 64 = 0.375. &lt;br /&gt;
&lt;br /&gt;
50 * 0.375 = 18.75. &lt;br /&gt;
&lt;br /&gt;
Rounded down to the nearest integer, you will now only have 18 of 50 reaction to defend against reaction fire. &lt;br /&gt;
&lt;br /&gt;
From this we can see that a soldier who decides to end the turn without spending any time units will often have a much higher chance to react than one that has little to no time units remaining. &lt;br /&gt;
&lt;br /&gt;
This also show units with low reactions have a fighting chance at competing against an enemy with vastly superior reactions skills.&lt;br /&gt;
&lt;br /&gt;
== When and how is it used? ==&lt;br /&gt;
&lt;br /&gt;
You can think of reactions as having two inherently identical but different roles: defensive and offensive. &lt;br /&gt;
&lt;br /&gt;
Defensive use of reactions occurs during your turn to protect you against reaction fire. &lt;br /&gt;
&lt;br /&gt;
Offensive reactions is the exact opposite, it occurs when you are not taking your turn to perform attacks of opportunities against enemy targets that have a lower initiative. &lt;br /&gt;
&lt;br /&gt;
Visualise every unit on the field as having a place in an action queue based on their initiative level. All units currently making the turn will slowly drop their position in the queue as they spend their time units performing actions. &lt;br /&gt;
&lt;br /&gt;
The side making the move can move any unit at any point in the queue as they please. &lt;br /&gt;
&lt;br /&gt;
As soon as any unit on the waiting side jumps up in the queue above any unit on the moving side it will counter with a reaction shot as long as it meets all the conditions to perform the shot. This action costs time units, therefore instantly dropping the reacting unit&#039;s place in the queue. &lt;br /&gt;
&lt;br /&gt;
This whole process keeps going until the end of the turn, and is repeated with the sides swapped. The process starts over again at the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
==Using Reactions Defensively==&lt;br /&gt;
&lt;br /&gt;
{{TipBox | &#039;&#039;&#039;Tip&#039;&#039;&#039;: Use the [[Mind Probe]] to determine if an alien is in fact out of Time Units. This can give you a good indication of whether or not the alien will be able to react should you need to shoot, capture or approach the alien to strike it with the stun rod. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The side making the current move will use their initiative levels to defend against the waiting side. &lt;br /&gt;
&lt;br /&gt;
During your turn, when your soldiers are given orders that can [[Reaction fire triggers|trigger reaction fire]], the unit&#039;s current reaction score is directly compared against the current reaction level of any alien that can see the unit. Naturally, if the enemy is looking the other way or there are obstructions, it will not be able to react even if it has the greater reaction level. The same applies if it doesn&#039;t have enough time units to perform an attack.   &lt;br /&gt;
&lt;br /&gt;
As long as your initiative is higher, you will be able to make any move you wish. The moment the enemy has a higher score, it will be able to interrupt you with an &#039;&#039;attack of opportunity&#039;&#039; - or reaction shot - if it has enough remaining time units to shoot. &lt;br /&gt;
&lt;br /&gt;
In this sense, you are using your reactions to defend against enemy opportunity fire. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear =&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using Reactions Offensively==&lt;br /&gt;
At the end of your turn, your roles are reversed. Your units will now wait and open fire on any enemy units that are within their line of vision that have failed their initiative. &lt;br /&gt;
&lt;br /&gt;
The waiting side is always on what&#039;s known as Overwatch mode, where they will attack the moving side as long as they meet several necessary conditions. This being that the moving side performs an action that brings its unit into visual range of a waiting unit. Also it must perform an act that can [[Reaction fire triggers|trigger reaction fire]] and the defender must have sufficient time units to perform an attack. &lt;br /&gt;
&lt;br /&gt;
Player controlled units will only react with snap shots.&lt;br /&gt;
&lt;br /&gt;
== Working Examples == &lt;br /&gt;
&lt;br /&gt;
=== Example 1 === &lt;br /&gt;
&lt;br /&gt;
This short example will follow two opposing units that have spotted each other. This whole exchange plays out over the alien&#039;s move.  &lt;br /&gt;
&lt;br /&gt;
For the sake of this example, our hero and antagonist will be called Werner Okamoto and Generic Nasty Alien Shaped Thing (GNAST). Both units will have the following stats at the end of the player&#039;s turn.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Laser Rifle]]&#039;&#039;&#039; (Snapshots cost 15 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;25/50&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;70&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 20 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This example uses the assumption that the AI will only use snap shots in this exchange, and that both units are unable to kill each other. &lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 25 / 50 (50%)&lt;br /&gt;
| 70 (35) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2 &#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 45 / 60 (75%)&lt;br /&gt;
| 30 (22)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 30 / 60 (50%)&lt;br /&gt;
| 30 (15)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
|  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|- &lt;br /&gt;
| Werner &lt;br /&gt;
| 15 / 60 (25%)&lt;br /&gt;
| 30 (7)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST &lt;br /&gt;
| 5 / 50 (10%)&lt;br /&gt;
| 70 (7) &lt;br /&gt;
| Y &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; While equal, it is still the alien&#039;s move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example 2=== &lt;br /&gt;
&lt;br /&gt;
Example 2 sees Werner facing a new tougher alien GNAST2, with a pistol. In this example we assume were are on the very first turn of the mission. Werner took exactly 1 step out of the Skyranger onto the ramp, and comes face to face with the enemy, who is at 100% of its time units. Werner decides to end the turn facing it. &lt;br /&gt;
&lt;br /&gt;
Here are the stats of the two combatants: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;56/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Pistol]]&#039;&#039;&#039; (Snapshots cost 10 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST2&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;80/80&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;75&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 24 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 80 / 80 (100%)&lt;br /&gt;
| 75 (75) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 56 / 80 (70%)&lt;br /&gt;
| 75 (52) &lt;br /&gt;
| Y &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2&#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 32 / 80 (40%)&lt;br /&gt;
| 75 (30) &lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3&#039;&#039;&#039; Alien fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 56 / 60 (93%)&lt;br /&gt;
| 30 (27)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 46 / 60 (76%)&lt;br /&gt;
| 30 (23)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 36 / 60 (60%)&lt;br /&gt;
| 30 (18)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 6&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 26 / 60 (43%)&lt;br /&gt;
| 30 (13)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 7&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 16 / 60 (26%)&lt;br /&gt;
| 30 (8)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 8&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST2 &lt;br /&gt;
| 8 / 80 (10%)&lt;br /&gt;
| 75 (7) &lt;br /&gt;
|  &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example 3 ===&lt;br /&gt;
&lt;br /&gt;
Example 3 has our hero facing GNAST3, a veritable clone of himself. Werner has an Autocannon this time. Through a series of convoluted explanations involving mind control, both sides wind up facing each other with 100% of their TUs in this example. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werner Okamoto&#039;&#039;&#039; &lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Auto-Cannon]]&#039;&#039;&#039; (Snapshots cost 19 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GNAST3&#039;&#039;&#039;&lt;br /&gt;
: Time Units: &#039;&#039;&#039;60/60&#039;&#039;&#039;&lt;br /&gt;
: Reactions: &#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
: Weapon: &#039;&#039;&#039;[[Heavy Plasma]]&#039;&#039;&#039; (snapshots cost 18 TUs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{StdTable}}&lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Begins&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|-&lt;br /&gt;
| {{StdTable Sub Heading}}| Name &lt;br /&gt;
| {{StdTable Sub Heading}}| TUs &lt;br /&gt;
| {{StdTable Sub Heading}}| Reactions &lt;br /&gt;
| {{StdTable Sub Heading}}| Initiative &amp;amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 1 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 60 / 60 (100%)&lt;br /&gt;
| 30 (30)&lt;br /&gt;
| Y &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 2 &#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 42 / 60 (70%)&lt;br /&gt;
| 30 (21)&lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 3 &#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 41 / 60 (68%)&lt;br /&gt;
| 30 (20)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 4&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 24 / 60 (40%)&lt;br /&gt;
| 30 (12)&lt;br /&gt;
| Y&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 5&#039;&#039;&#039; Alien fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 22 / 60 (36%)&lt;br /&gt;
| 30 (11)&lt;br /&gt;
| Y&lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Move 6&#039;&#039;&#039; X-COM Soldier fires &lt;br /&gt;
|-&lt;br /&gt;
| Werner &lt;br /&gt;
| 3 / 60 (5%)&lt;br /&gt;
| 30 (1)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| GNAST3 &lt;br /&gt;
| 6 / 60 (10%)&lt;br /&gt;
| 30 (3)&lt;br /&gt;
| Y &amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| {{StdDescTable Heading}} colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;Exchange Ends&#039;&#039;&#039;  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; Once again, though equal, it is still the alien&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;#&amp;lt;/sup&amp;gt; In this case, the alien has the higher initiative but doesn&#039;t have enough TUs to perform an attacking action.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Reaction fire triggers]]&lt;br /&gt;
*[[Reaction Fire Weapon Preference]]&lt;br /&gt;
*[[Laser Pistol Gifts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Berserk&amp;diff=63917</id>
		<title>Talk:Berserk</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Berserk&amp;diff=63917"/>
		<updated>2015-04-09T17:40:54Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* How many TUs are available for the erratic actions? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should we just merge this with the [[morale]] page? It&#039;s really short...&lt;br /&gt;
&lt;br /&gt;
Also... do berserk units fire completely randomly, or do they actually bother aiming at units?&lt;br /&gt;
&lt;br /&gt;
Maybe i should test this... yes, yes... i have my psi troops...&lt;br /&gt;
&lt;br /&gt;
I shall test this and update then!&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 08:21, 24 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
From my initial tests, it appears berserk troops actually prioritise enemies! Furthermore, scarily enough, berserk aliens STILL concentrated fire on my tanks. From what I can see, berserk behaviour seems to be:&lt;br /&gt;
&lt;br /&gt;
1. Is there an enemy in front of you?&lt;br /&gt;
a. yes. shoot it. Go to 1.&lt;br /&gt;
b. no. proceed to 2.&lt;br /&gt;
&lt;br /&gt;
2. Do you &amp;quot;remember&amp;quot; where an enemy is, within LOS and 10 squares?&lt;br /&gt;
a. yes. Spin around and shoot it. Go to 1.&lt;br /&gt;
b. no. Proceed to 3.&lt;br /&gt;
&lt;br /&gt;
3. Fire a shot anywhere within your LOS, and within 10 tiles. Shooting at 45 degrees will make your unit turn, as normal fire. Proceed to 1.&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 09:34, 24 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I wonder if they&#039;re using the same rules that govern deliberate fire and reaction fire? Those that get 255 TUs when they go berserk would be at a clear advantage with their souped up initiative score! (though this may be version dependent) The rapid spinning, I would assume, helps them locate nearby enemies/friendlies that were probably not in view at the time the unit went into a panic - plus it makes them look agitated. &lt;br /&gt;
&lt;br /&gt;
: I too think this section would best fit into the morale topic. It&#039;s not large enough to need its own dedicated article at present. -[[User:NKF|NKF]] 05:46, 28 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Actually, yes, I HAVE had a unit go berserk due to my team getting badly mauled... and... he shot 4 (FOUR!) aliens spread around in front of him, and turned the mission around for me! That berserk basically was the only reason we won that mission. Interesting... [[User:Jasonred|Jasonred]] 09:45, 28 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Berserking unit made a 10 tries of firing. If it can autofire with current weapon - it autofires, otherwise it snaps.&lt;br /&gt;
Firstly it tries to target enemy unit (which is can be seen and can be shoot). If there&#039;s no enemy targets around - it peeks random location within box (0,0,0)-(13,13,0) and shoot there (if there&#039;s LOF, of course).&lt;br /&gt;
--[[User:Volutar|Volutar]] 03:58, 25 September 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How many TUs are available for the erratic actions? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve read at [[Time_Units#Percentage_Costs]] that units might &amp;quot;have more TUs than usual, due to going berserk&amp;quot;. Does anyone know what the numbers are? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 13:40, 9 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Time_Units&amp;diff=63916</id>
		<title>Time Units</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Time_Units&amp;diff=63916"/>
		<updated>2015-04-09T17:36:33Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Percentage Costs */ it&amp;#039;s very rare for that 35% to be available three times... Added numbers, links, and a second example: the Laser Rifle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Time Units==&lt;br /&gt;
Time units or TUs are one of several vital resources available to [[X-COM]] Soldiers.&lt;br /&gt;
&lt;br /&gt;
A single [[Turn Order|game turn]] is an unspecified amount of time. There has been many arguments as to what duration of time this could be, but no one can agree on a hard figure. [[User_talk:Danial#Turn_Length|Here&#039;s]] one example of a detailed estimate. Maybe it&#039;s a minute, maybe it&#039;s 5 seconds.&lt;br /&gt;
&lt;br /&gt;
In any case, a [[Turn Order|game turn]] is merely the duration in which actions are taken by each side.&lt;br /&gt;
&lt;br /&gt;
The Time Unit is a fraction of this time. If a soldier has a maximum of 64 Time Units, then each TU is worth 1/64th of a turn. A soldier with 80 TUs uses 1/80th of the turn for every TU spent. This means that Time Units are synonymous with &#039;&#039;[[User_talk:Danial#Speed|speed]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits always begin with a value from 50 to 60 time units. &lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
&lt;br /&gt;
TU points are awarded (at end of mission) any time you perform at least one [[Experience#How_Experience_Points_Are_Applied|primary action]]. Just one action is enough - additional ones do not cause more TU points to be awarded.&lt;br /&gt;
&lt;br /&gt;
The possible points earned are dependent on your current TUs. At recruit minimum (50 TUs), an average of 2.2 points are earned. This slopes evenly down to where, at cap minus one (79), an average of 1.0 points are earned (range 0-2).&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
A soldier&#039;s TUs [[Experience#Regarding_Caps|caps]] at 80, but it is possible to &#039;overflow&#039; the cap by one point on the last combat when you go over the cap (in other words, 79 plus 2 gives you 81).  You have around 33.3% chance of getting capped at 81 and around 66.7% of getting capped at 80.  The mathematics is like this.&lt;br /&gt;
 50% +1 to base TU -&amp;gt; 25% +3 to base TU &lt;br /&gt;
                   -&amp;gt; 25% +2 to base TU -&amp;gt;12.5% +3 to base TU &lt;br /&gt;
                                        -&amp;gt;12.5% +4 to base TU &lt;br /&gt;
 50% +2 to base TU -&amp;gt;25% +3 to base TU &lt;br /&gt;
                   -&amp;gt;25% +4 to base TU&lt;br /&gt;
As you progress towards infinity it heads towards the two thirds and one third chance.&lt;br /&gt;
&lt;br /&gt;
Older versions of X-COM did not have a cap and stats could reach 255 and then wrap back to 0. This could potentially cripple an otherwise good soldier.&lt;br /&gt;
&lt;br /&gt;
==Time Unit Expenditure==&lt;br /&gt;
Time Units are spent in two ways. In fixed amounts and in percentages.&lt;br /&gt;
&lt;br /&gt;
===Fixed Costs===&lt;br /&gt;
Actions such as walking, turning, moving inventory around, reloading weapons, and using the [[Medi-Kit|medkit]] all cost the same fixed amount of TUs for all soldiers. Soldiers with high TUs benefit the most from fixed TU actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|-{{StdDescTable_Heading}}&lt;br /&gt;
|+ &#039;&#039;&#039;Fixed Cost Actions&#039;&#039;&#039;&lt;br /&gt;
! Action&lt;br /&gt;
! Cost &lt;br /&gt;
|-&lt;br /&gt;
|Accessing Medikit Panel&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Turning in place 45 degrees&lt;br /&gt;
|1 &lt;br /&gt;
|-&lt;br /&gt;
|Turning during reaction fire&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Kneeling&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Standing after kneeling&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
| Unloading a weapon&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Changing elevation in a [[Flying Suit]] or grav lift&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Using a Medi-kit charge&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Reloading a weapon&lt;br /&gt;
|15 &lt;br /&gt;
|-&lt;br /&gt;
|Using a Psi Amp&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Walking&lt;br /&gt;
| Dependent on terrain, from 4 to 18TUs per square; diagonal movement costs 50% more. Refer to the [[Walking Costs (UFO)| walking cost table]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Moving items in the inventory&lt;br /&gt;
| Variable. Refer to the [[Inventory TU Table|inventory movement cost table]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Percentage Costs===&lt;br /&gt;
Actions that cost a percentage, such as firing a gun or priming a grenade, will always take a percentage of the soldier&#039;s base Time Units to perform. This means that the soldier&#039;s base TUs has no bearing on how many times the action can be performed during any given turn. &lt;br /&gt;
&lt;br /&gt;
For example, if a weapon costs 25% to fire, it can only be fired a maximum of 4 times a turn, for every soldier, regardless of his/her amount of TUs. Because of this, it&#039;s smart to put low-TU soldiers in long range fire support roles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Costs are based on the &#039;&#039;maximum&#039;&#039; amount of your soldier&#039;s TUs, not the current amount. Therefore, percentage costs do not change as you use up TUs (or if you have more TUs than usual, due to going [[berserk]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Due to integer rounding, some TU values will allow certain weapons to be fired more than usual. For example, a soldier firing a [[Heavy Plasma]] with auto-fire (35% TUs) will get 3 rounds at some rare MaxTUs values (only at 51, 54, and 57) but not at any others. More often seen, a [[Laser Rifle]]&#039;s 34% is more likely to allow this &amp;quot;bonus shot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|-{{StdDescTable_Heading}}&lt;br /&gt;
|+ &#039;&#039;&#039;Percentage Cost Actions&#039;&#039;&#039;&lt;br /&gt;
! Action&lt;br /&gt;
! Cost &lt;br /&gt;
|-&lt;br /&gt;
| Firing any weapon &lt;br /&gt;
| Depending on weapon and firing mode from 18% up to 80% &lt;br /&gt;
|-&lt;br /&gt;
| Throwing&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| Using Motion Scanner&lt;br /&gt;
| 25%&lt;br /&gt;
|-&lt;br /&gt;
| Using Stun Rod&lt;br /&gt;
| 30%&lt;br /&gt;
|-&lt;br /&gt;
| Using Mind Probe&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| Priming an explosive&lt;br /&gt;
| 50% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Encumbrance==&lt;br /&gt;
Encumbrance is the weighing down, or burdening, of a soldier. Any [[Item_Weight|weight]] over the soldier&#039;s [[strength]] stat will cause encumbrance. This lowers their available TUs, essentially slowing them down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formula:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Encumbrance = Strength / Carried Weight&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;If Encumbrance &amp;gt;= 1 then&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
    Available TUs = Base TUs&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Else&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
    Available TUs = INT(Encumbrance x Base TUs)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; If Carried Weight = 0, then Carried Weight = 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
A low-end Rookie with a base of 50 TUs, 20 strength, and carrying 80 weight units, will have an encumbrance of 25%, leaving him with a meager 12 TUs per turn. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Fatal Wounds==&lt;br /&gt;
Each [[Fatal Wounds|fatal wound]] to the left or right leg reduces the soldier&#039;s TUs by 10%.&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
* Time Units heavily influences a unit&#039;s [[Reactions]].&lt;br /&gt;
* Closely associated with TUs is the [[Energy]] stat. &lt;br /&gt;
** A moving unit consumes both TUs and Stamina ([[Energy]]) points. How many energy points are consumed depends on the type of terrain the unit is walking on. More difficult terrain consumes more energy and time units. All other actions only consume TUs. The sole exception is that some aliens use [[Energy]] for turning around as well and can provoke reaction fire by just turning around while a soldier cannot.&lt;br /&gt;
** Energy recovery is calculated by taking your soldier&#039;s initial time units (the TUs they had as a new recruit) and dividing this by three. Drop the fraction. This will be the soldier&#039;s energy recovery rate throughout the campaign. For more details, see [[Energy]].&lt;br /&gt;
&lt;br /&gt;
==Time Unit Walking Usage Tables==&lt;br /&gt;
Refer to the [[Walking Costs (UFO)|Walking Costs]] table.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Inventory TU Table]]&lt;br /&gt;
*[[Item Weight]]&lt;br /&gt;
*[[Raw recruit statistical likelihood|Recruit statistics]]&lt;br /&gt;
*[[Walking Costs (UFO)| TU Cost table for walking]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Laser_Rifle&amp;diff=63915</id>
		<title>Laser Rifle</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Laser_Rifle&amp;diff=63915"/>
		<updated>2015-04-09T17:25:00Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Usage notes */ added info on MaxTUs range of values; added full list of &amp;quot;unlucky&amp;quot; values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
Arguably the best weapon in the game, the Laser Rifle is the next step up from the [[Laser Pistol]], and leads on to the [[Heavy Laser]]. Good accuracy, long range, no ammo needed, burst fire; this gun has it all. It does a lot less damage than the [[Heavy Plasma]], but that&#039;s about it. The [[Rifle|conventional Rifle]] reaches its limits with [[Floater]]s and [[Snakemen]], but the Laser Rifle, once developed, is useful for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Note that its shots will quite consistently destroy trees, brick walls, and other obstacles, but not reinforced metal like bases or ships.  See [[Destroying Terrain]] for more details.&lt;br /&gt;
&lt;br /&gt;
The only thing that really withstands a point blank burst from this would be the [[Sectopod]].&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 [[Gauss Rifle]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS00.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 60 Laser&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 8&lt;br /&gt;
*TUs: &lt;br /&gt;
**Auto:  34% (Accuracy  46%)&lt;br /&gt;
**Snap:  25% (Accuracy  65%)&lt;br /&gt;
**Aimed: 50% (Accuracy 100%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable_Prices|Manufacturing]]: $20,000 for parts, 400 Engineer Hours&lt;br /&gt;
*Sell Price: $36,900&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note with the additional bonus from kneeling, an aimed shot provides 115% * soldier base accuracy.&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&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 [[TU]]s that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aimed:&#039;&#039;&#039; 2 shots, 0% remaining TUs &lt;br /&gt;
* &#039;&#039;&#039;Snap:&#039;&#039;&#039; 4 shots, 0% remaining TUs&lt;br /&gt;
* &#039;&#039;&#039;Auto:&#039;&#039;&#039; Depends on maximum TUs, for 2/3 of the possible values you&#039;ll get three shots with 0/1 TUs remaining, for the remaining third you&#039;ll get two with 32% TUs remaining (sufficient for 1 more Snap shot).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Since MaxTUs is [[Experience#Regarding_Caps|restricted]] to a [[Starting Stats|50-]]81 interval, to determine whether a solder can perform two or three auto shots per turn, it&#039;s enough to calculate whether the maximum TUs your soldier has minus two, is perfectly divisible by three. If the answer is &#039;&#039;no&#039;&#039;, then that soldier can perform three auto shots per turn.&lt;br /&gt;
&lt;br /&gt;
For example, a soldier with 77 TUs max will use 26 TU for an auto shot (34% of 77 &#039;&#039;rounded down&#039;&#039;), and three times 26 is 78 - More TUs then that soldier has. The list of all &amp;quot;unlucky&amp;quot; values is: 50, 53, 56, 59, 62, 65, 68, 71, 74, 77, 80.&lt;br /&gt;
&lt;br /&gt;
On the other hand, at 78 TUs max he&#039;ll &#039;&#039;also&#039;&#039; be using 26 TU per auto shot, and the same is true at 79 TUs! So, loosely speaking, for every case where a soldier cannot fire three auto shots per turn there are about two cases where he can.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=63914</id>
		<title>User talk:NKF</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:NKF&amp;diff=63914"/>
		<updated>2015-04-09T15:47:27Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Geocities site? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NKF:Talk =&lt;br /&gt;
&lt;br /&gt;
Welcome to NKF Talk. Pardon the mess.  &lt;br /&gt;
&lt;br /&gt;
==The NKF-Centric TO-DO-List of Doom==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;[[NKF&#039;s X-Com Apocalypse: Starter&#039;s Guide|X-Com Apocalypse Starter&#039;s Guide]]&amp;quot;  - kind of there. Kind of not there. Perpetually. &lt;br /&gt;
&lt;br /&gt;
== UFO Base Kit == &lt;br /&gt;
&lt;br /&gt;
The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at [[Template:UBK]] to see how to use it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Test of Gallery markup ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Yes, this is a caption&lt;br /&gt;
File:TFTDBadge.gif&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif &lt;br /&gt;
File:Ufobadge.gif&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Now with adjustments &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption = &amp;quot;Icons&amp;quot; widths = &amp;quot;50&amp;quot; heights = &amp;quot;50&amp;quot; perrow = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif | Oo-fow&lt;br /&gt;
File:TFTDBadge.gif | Tee-eff-tee-dee&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ah-pock&lt;br /&gt;
File:Ufobadge.gif | Yoo-eff-ow&lt;br /&gt;
File:TFTDBadge.gif | Tiftid&lt;br /&gt;
File:Ufobadge.gif &lt;br /&gt;
File:ApocBadge.gif | Ay-pock&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.&lt;br /&gt;
&lt;br /&gt;
== Smoke Grenades ==&lt;br /&gt;
&lt;br /&gt;
IMO they&#039;re only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:02, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that&#039;s not so say that is the only time you can take advantage of it. I know I&#039;ve had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It&#039;s also faster.&lt;br /&gt;
&lt;br /&gt;
::I guess Smoke Grenades are okay if they&#039;re pre-primed and kept on the shoulder straps. Otherwise there&#039;s too big a TU cost to use opportunistically. Turn 1, on the other hand, you&#039;re not doing anything anyway because of all the full-TU aliens.&lt;br /&gt;
&lt;br /&gt;
::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;d take the tank myself as it has plenty of merits, and the later Plasma Hovertank/Sonic Displacer are superb. However those that prefer 4 rookies do argue that they are cheaper, can spread out, carry more weaponry and still take the 4 (or more) shots to dispose of. Those that live through can go onto greater things. The tank just needs one bad roll of the die and it ends up a very expensive afterthought. Bit of a RTS peon pumper meat grinder mentality going on here methinks. &lt;br /&gt;
&lt;br /&gt;
:::Grenades are in the same boat as the smoke grenade and do cost a lot to use. That&#039;s probably why they are best relegated to the support units that back up those on the front. Then again, front-line units carrying pre-armed grenades are handy for ninja-style retreats. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 16:21, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, like I said, the main advantage of the tank is against aliens with Plasma Pistols at the very start of the game. A tank&#039;s front plate is guaranteed to survive at least 7 Plasma Pistol shots even if they all roll absolute max (which they won&#039;t), so you can park it on the opposite side of a UFO hatch to your firing line, close in, and draw fire from the aliens coming out until they use too many TUs and get reaction-fired to death (since on Superhuman, alien Reactions are usually high enough for them to avoid taking reaction-fire from stepping out of the hatch alone). In addition, you don&#039;t lose a huge amount of firepower by going with a tank right at the start since its cannon does twice the damage of Rifles. Once you&#039;ve got lasers, the tank starts to hurt your firepower significantly, and once you&#039;ve got decent armour and the aliens start using heavier weapons the defensive qualities of the tracked tanks go down the drain.&lt;br /&gt;
&lt;br /&gt;
HWPs do have something of a renaissance later on when you get Avengers and are running into the 80-item limit, since a hovertank, while not reaching anywhere near the firepower of four Heavy-Plasma-equipped soldiers, does have more firepower than four soldiers without guns. Hovertanks/Launcher also don&#039;t count their ammo against said limit.&lt;br /&gt;
&lt;br /&gt;
In TFTD it&#039;s a whole different kettle of fish thanks to the existence of Tentaculats and the lower fire rate of Sonic weaponry. Displacers/Sonic are absolutely essential due to their ability to lure Tentaculats - taking Artefact Sites without them is almost impossible thanks to That Goddamned Room. There&#039;s also the lower clip sizes making the 80-item limit an even bigger problem.&lt;br /&gt;
&lt;br /&gt;
A pre-loaded Small Launcher does a lot of the same stuff a pre-armed Grenade does, and has the upside of taking the &amp;quot;suicide&amp;quot; out of &amp;quot;suicide bomb&amp;quot;. There are a lot of ways to use those things. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:49, 22 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Small Launchers are certainly quite handy beyond just capturing key aliens, and the Thermal Shok Launcher in TFTD is scary indeed. But they have their own share of drawbacks as well. Deciding which to use to get the best result for the task at hand is all part of the fun I guess. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:18, 25 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Geocities site? ==&lt;br /&gt;
&lt;br /&gt;
Hi. I suppose there&#039;s a good chance you might be the &amp;quot;nkfarma&amp;quot; who at one time had a page i found linked on the strategycore forums -- specifically http://www.geocities.com/nkfarma/temporary/lsc_lure.html . Did you ever manage to get those geocities pages moved to a different host? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 11:47, 9 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Explosions&amp;diff=63913</id>
		<title>Explosions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Explosions&amp;diff=63913"/>
		<updated>2015-04-09T14:49:29Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Explosive Damage to Walls and Objects */ rephrasings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:explosion.gif|frame|right|Explosion Animation]]&lt;br /&gt;
= General Rules =&lt;br /&gt;
Explosions are confined to one level. They do not affect any other level (even if there is no obstruction) no matter how strong the explosive power of the detonation. The explosion will also be applied to FLOOR tiles on the level above the blast but it does not affect any units or objects (including non-floor terrain tiles, such as walls) on those particular tiles.&lt;br /&gt;
&lt;br /&gt;
= Explosive Damage to Walls and Objects =&lt;br /&gt;
&lt;br /&gt;
Explosions differ from weapons in a couple of important ways. &lt;br /&gt;
&lt;br /&gt;
#First, of course, they are area-of-effect. (Duh.)&lt;br /&gt;
#Second, they impart [[Damage]] within a narrower interval than weapons. Weapons impart from 0 to 2 times their rated strength. (In other words, the [[UFOpaedia]] is showing you their &#039;&#039;average&#039;&#039; strength.) Explosives also impart the average listed damage from the UFOpaedia, but they have a minimum of average/2 and a maximum of 3/2*average. So a blaster (HE 200) does from 100 to 300 damage at ground zero (GZ). You will still receive the damage listed in the UFOpaedia at GZ, on average. But you are guaranteed to get some damage if caught within its blast radius, unlike a firearm, which will hit you (if it hits!) for 0 to 2x damage, regardless of range. Of course, if your armor is high enough relative to the damage roll, it always blocks any actual damage.&lt;br /&gt;
&lt;br /&gt;
Average explosive damage to units decreases by 10 per tile away from GZ. At the same time, the maximum damage is decreasing by 15 (3/2*10) and the minimum damage by 5 (10/2). Thus at GZ of a grenade blast (HE 50), units receive 25-75 damage, and at its outer edge (radius=5 tiles from GZ), units receive 5-15 damage.&lt;br /&gt;
&lt;br /&gt;
Unlike for units, explosive damage to non-units (ground, walls, and objects) is constant. Thus a specific explosive will always form the exact same blast pattern on the same type of terrain. It is calculated based on the minimum damage (i.e., average/2) for a given square. Thus it starts (at GZ) as half average damage and decreases by 5 per tile outward. If this value is greater than tile armor strength, the tile will be destroyed. However, a given type of explosive always has the same blast radius, regardless of terrain effects (except if there is blockage by e.g. walls). A Blaster can still kill you when 11 tiles away, even if you&#039;re on hard UFO floors which will only be damaged four tiles from GZ.&lt;br /&gt;
&lt;br /&gt;
= HE Statistics =&lt;br /&gt;
Here&#039;s a table of explosive strength and resulting expected blast damage and radii.&lt;br /&gt;
                      &amp;lt;u&amp;gt;HE @ Ground Zero&amp;lt;/u&amp;gt;      &amp;lt;u&amp;gt;Blast&amp;lt;/u&amp;gt;           &amp;lt;u&amp;gt;HE @ Edge&amp;lt;/u&amp;gt; &lt;br /&gt;
   &#039;&#039;&#039;&amp;lt;u&amp;gt;Type&amp;lt;/u&amp;gt; &#039;&#039;&#039;              &amp;lt;u&amp;gt;Min&amp;lt;/u&amp;gt;   &#039;&#039;&#039;&amp;lt;u&amp;gt;Ave&amp;lt;/u&amp;gt; &#039;&#039;&#039;   &amp;lt;u&amp;gt;Max&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Diam.&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Rad.&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Disc.&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Min&amp;lt;/u&amp;gt;  &#039;&#039;&#039;&amp;lt;u&amp;gt;Ave&amp;lt;/u&amp;gt;&#039;&#039;&#039;   &amp;lt;u&amp;gt;Max&amp;lt;/u&amp;gt;&lt;br /&gt;
   AC - HE            22     44     66      7    3   0     7    14    21&lt;br /&gt;
   Grenade            25     50     75      9    4   0     5    10    15&lt;br /&gt;
   HC - HE            26     52     78      7    3   1    11    22    33&lt;br /&gt;
   Proxy              35     70    105     13    6   0     5    10    15&lt;br /&gt;
   Small Rocket       37.5   75    112.5    9    4   2    17.5  35    52.5&lt;br /&gt;
   Rocket Tank        42.5   85    127.5   11    5   2    17.5  35    52.5&lt;br /&gt;
   Alien Grenade      45     90    135     13    6   2    15    30    45&lt;br /&gt;
   Large Rocket       50    100    150     13    6   3    20    40    60&lt;br /&gt;
   Hi - EX            55    110    165     13    6   4    25    50    75&lt;br /&gt;
   Fusion Hovertank   70    140    210     23   11   2    15    30    45&lt;br /&gt;
   Blaster Bomb      100    200    300     23   11   8    45    90    135&lt;br /&gt;
*&#039;&#039;&#039;HE @ Ground Zero&#039;&#039;&#039; is damage to &#039;&#039;units&#039;&#039; at ground zero (GZ). Min=Ave/2, Max=Ave*3/2.&lt;br /&gt;
*&#039;&#039;&#039;HE @ Edge&#039;&#039;&#039; is damage at the edge of the blast.&lt;br /&gt;
*&#039;&#039;&#039;Blast Diameter&#039;&#039;&#039; includes GZ. Equals 2r+1.&lt;br /&gt;
*&#039;&#039;&#039;Blast Radius&#039;&#039;&#039; does not include GZ. Equals (d-1)/2.&lt;br /&gt;
*&#039;&#039;&#039;Disc&#039;&#039;&#039; is the discrepancy between actual radius, and the radius expected based on HE. Higher explosives have their blast size &#039;nipped&#039;. Otherwise the Blaster would have a diameter of 39 - almost 4 tilesets wide!&lt;br /&gt;
&lt;br /&gt;
Average damage to units falls off by 10 per tile away from GZ. Damage to tiles is fixed at half the damage for that tile (i.e., the minimum damage that units can receive) and decreases by 5 per tile (half the 10, that the average is decreasing). Note that damage is still done to units at the stated radii, even if blast strength was not strong enough to damage tiles. That is, you can still be hurt even past where you see floor damage. This is especially true in UFOs and alien bases, which have very strong tiles (see [[Explosions#Blast Diameters|Blast Diameters]] and [[Explosions#Tile Characteristics|Tile Characteristics]]). Even the mighty Blaster only hurts UFO floor tiles (armor=80) out to four tiles from GZ, but your men can still be killed 11 tiles away, regardless. Also note, floor damage does &#039;&#039;&#039;not&#039;&#039;&#039; &amp;quot;soak up&amp;quot; any of the blast. However, some tiles (especially wall tiles) have an &amp;quot;HE Block&amp;quot; value which does prevent some damage from being passed on. This is what keeps blasts from acting as if walls didn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
Because damage to tiles is fixed, they always produce the same blast pattern for a given type of terrain. Terrains differ in their &amp;quot;armor&amp;quot; (a.k.a. constitution) levels, and are destroyed if the blast damage is equal to or greater than their armor. Most ground terrain also has a second &amp;quot;damaged&amp;quot; tile which appears when the first tile is destroyed. This second tile (a.k.a. death tile) may also be destroyed by the blast, if the blast strength is equal or greater then the armor for both tiles. Raw earth is left if all ground tiles are destroyed. Some tile sets (such as arctic) have the second death tile set to such a high armor value (255) that no blast will destroy it; thus you&#039;ll never see raw earth right under the surface of ice(!). For what it&#039;s worth, you can calculate the tile armor simply by looking at the blast pattern and comparing the HE strength (dropping of by 5 at center) to the point where tiles are no longer damaged. &lt;br /&gt;
&lt;br /&gt;
Example: On a desert map, a prox mine will make a pattern with damaged tiles out to a radius of 6. The 9 innermost tiles (radius=1) will show a different tile (blown to raw earth). The first tile in desert has armor of 5 (thus, it&#039;s damaged all the way to edge of blast) but the second &amp;quot;dimpled&amp;quot; tile seen after the first one is blown through, has armor of 25. The prox mine is HE 70, so it&#039;s hitting ground zero for 35 and GZ+1 for 30. Thus it blows through to raw earth out to GZ+1 (5+25=30).&lt;br /&gt;
&lt;br /&gt;
You may also see additional terrain damage with subsequent explosions. Example: the humble grenade (HE 50) damages the first tile (armor=5) out to radius=5, but does not break through the second tile (armor=25) to raw earth. But a second grenade in the same place will break through the injured tile at GZ, because now that the top tile is gone, the second tile is exactly equal to half grenade strength, right where it exploded.&lt;br /&gt;
&lt;br /&gt;
= Blast Propagation =&lt;br /&gt;
&lt;br /&gt;
As an example of a progressing blast front, Blaster Bombs impart damage to &#039;&#039;units&#039;&#039; as follows:&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;u&amp;gt;Dist from GZ&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;Unit Damage&amp;lt;/u&amp;gt;&lt;br /&gt;
    &amp;lt;u&amp;gt;Rad&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Diam&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Min&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Ave&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;Max&amp;lt;/u&amp;gt;&lt;br /&gt;
      0     1    100   200   300&lt;br /&gt;
      1     3     95   190   285&lt;br /&gt;
      2     5     90   180   270&lt;br /&gt;
      3     7     85   170   255&lt;br /&gt;
      4     9     80   160   240&lt;br /&gt;
      5    11     75   150   225&lt;br /&gt;
      6    13     70   140   210&lt;br /&gt;
      7    15     65   130   195&lt;br /&gt;
      8    17     60   120   180&lt;br /&gt;
      9    19     55   110   165&lt;br /&gt;
     10    21     50   100   150&lt;br /&gt;
     11    23     45    90   135&lt;br /&gt;
&lt;br /&gt;
Based on [http://www.xcomufo.com/forums/index.php?act=ST&amp;amp;f=280&amp;amp;t=8701&amp;amp;st=19# testing] by Zombie. &lt;br /&gt;
&lt;br /&gt;
So, the Blaster Bomb is rated at 200 HE damage, and does that - but &amp;lt;i&amp;gt;on average&amp;lt;/i&amp;gt; at ground zero. Then the range decreases by 10 per tile away from GZ. Maximum damage decreases by 15 (3/2*average), and minimum damage by 5 (average/2).&lt;br /&gt;
&lt;br /&gt;
Unlike damage to units, tile (i.e., terrain) damage is fixed, and is equal to the minimum damage at that radius (i.e., half the average).&lt;br /&gt;
&lt;br /&gt;
Most large explosions are &amp;quot;nipped&amp;quot; as shown above; in theory the Blaster could&#039;ve kept going for eight more tiles until it decreased to zero. (But the blast pattern would&#039;ve been HUGE!, Diameter=39.) Some smaller explosions are not nipped, and decrease until they drop off to zero.&lt;br /&gt;
&lt;br /&gt;
= Blaster Bomb Pattern =&lt;br /&gt;
A screencap showing Blaster damage. Just for the halibut.&lt;br /&gt;
&lt;br /&gt;
[[Image:AfterBlasterBombX2.jpg|320px|Typical blaster bomb damage pattern]]&lt;br /&gt;
&lt;br /&gt;
= Ground Zero Effect =&lt;br /&gt;
[[Image:Ground Zero Effect.png|right|thumb|150px|Ground Zero Effect due to explosions]]&lt;br /&gt;
Units at ground zero (center of blast) and the eight adjacent tiles (GZ+1; nine tiles in total) receive damage through their Under Armor. All others receive damage to the side facing ground zero (never Under Armor).&lt;br /&gt;
&lt;br /&gt;
This is true regardless of whether using thrown items (grenades, Hi-Ex) or shot/launched explosives (AC-HE, HC-HE, Rockets, Blaster).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Susceptibility =&lt;br /&gt;
&lt;br /&gt;
Critters have the following susceptibility or resistance [[Damage#Damage_Modifiers|modifiers]] to explosive damage:&lt;br /&gt;
&lt;br /&gt;
   Silacoid    130%&lt;br /&gt;
   Sectopod     80%&lt;br /&gt;
   Zombie       80%&lt;br /&gt;
   Tanks        70%&lt;br /&gt;
   Cyberdisc    60%&lt;br /&gt;
&lt;br /&gt;
So Silacoids are &amp;lt;i&amp;gt;more&amp;lt;/i&amp;gt; susceptible, presumably because they are close to the ground.&lt;br /&gt;
&lt;br /&gt;
=Explosive Map Objects=&lt;br /&gt;
&lt;br /&gt;
There are several map objects that will explode when destroyed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Object&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;150&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Armour&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;HE Damage&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Image&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Location&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;U_PODS[00]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Fuel Pod #1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_PODS_00.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terror Ships, Battleships, and Alien Bases&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;U_PODS[01]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Fuel Pod #2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_PODS-02-.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terror Ships, Battleships, and Alien Bases&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;U_PODS[02]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Pod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_PODS_04.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terror Ships, Battleships, and Alien Bases&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;U_WALL02[51-54]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Navigation*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:U_WALL02-51-54-.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Bases and all UFOs except Scouts&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;URBAN[85]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Fuel Bowser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;46&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:URBAN-85-.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terror Missions (Service Station)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;XBASE[25]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Fuel Drum&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:XBASE2-25-.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;X-COM Base (Hangar)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;XBASE[32]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Missile Warhead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:XBASE2_32.gif]]&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;X-COM Base (Missile Defenses)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While many terrain objects can burn (such as vegetation and many human structures), these are the only ones that actually &#039;&#039;explode&#039;&#039;. However, it must be noted that even though these objects do explode when hit, the damage they produce is &#039;&#039;&#039;not&#039;&#039;&#039; High-Explosive. It is [[Smoke]]. Thus, they function as a [[Smoke Grenade]] at best. Some players have reported that these objects &#039;&#039;do&#039;&#039; produce damage to health on aliens and civilians, but it has not been fully substantiated yet.&lt;br /&gt;
&lt;br /&gt;
= Object Destruction =&lt;br /&gt;
[[image:EqTb-00.gif|center]]&lt;br /&gt;
Only explosions (not shot weapons) can destroy dropped equipment and other objects on the ground. They are destroyed by blast strengths &#039;&#039;greater than&#039;&#039; the values in this table. Unit names refer to bodies, both stunned and dead:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt;&amp;gt;HE&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Destroys&amp;lt;/u&amp;gt;&lt;br /&gt;
   8  Electroflares&lt;br /&gt;
  12  Standard pistol clip and civilian males(?!)&lt;br /&gt;
  20  EVERYTHING else not otherwise mentioned. Includes ALL ammo, ALL large bodies&lt;br /&gt;
      (both XCOM tanks and large aliens), unarmored soldiers, even Elerium.&lt;br /&gt;
  26  All regular (small) sized aliens&#039; bodies&lt;br /&gt;
  30  Soldiers in Personal Armor&lt;br /&gt;
  40  Soldiers in Power or Flying Suit, and Blaster Launcher&lt;br /&gt;
  45  Plasma Pistol&lt;br /&gt;
  50  Plasma Rifle and Heavy Plasma             &#039;&#039; - Values provided by Danial from [[OBDATA.DAT]][42]&lt;br /&gt;
&lt;br /&gt;
Blast magnitude is stated as the &#039;&#039;average&#039;&#039; blast damage for a tile and it must be &#039;&#039;greater than&#039;&#039; the value shown. Explosion damage for objects is fixed at the average - it does not vary as with explosive damage to units. You will always see the same things destroyed by a given average blast level. This makes it similar to terrain damage, but object destruction differs in that 1) it works off the average damage, and 2) HE must be greater than the value shown. (Tiles are destroyed when HE is &#039;&#039;equal&#039;&#039; to average/2.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Object Destruction Example:&#039;&#039;&#039; A regular grenade is HE 50. Its average strength drops off by 10 per tile out to five tiles. Counting ground zero as the first tile, here are blast strengths and what&#039;s left after a grenade blast (sort of a reverse of the above):&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;u&amp;gt;Radius&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;HE&amp;lt;/u&amp;gt;  &#039;&#039;&#039;&amp;lt;u&amp;gt;SURVIVES&amp;lt;/u&amp;gt;&lt;br /&gt;
     1   50  Plasma rifle and heavy plasma &#039;&#039;(HE must be &#039;&#039;&#039;greater than&#039;&#039;&#039; 50 to destroy these)&#039;&#039;&lt;br /&gt;
     2   40  PS/FS Soldiers, the three plasma weapons, Blaster Launcher&lt;br /&gt;
     3   30  Same as 40 except Personal Armor soldiers, too&lt;br /&gt;
     4   20  Everything except flares, pistol ammo, and male civs&lt;br /&gt;
     5   10  Everything except flares&lt;br /&gt;
&lt;br /&gt;
By playing with explosives and distances from a blast, you can select how much blast damage is given. Example: A grenade (HE 50) can&#039;t touch Heavy Plasma, but HC-HE (52) can destroy everything. At its edge four tiles away (inc. GZ), the HC-HE is strength 22 and leaves alien bodies and other things tougher than 20 HE. Et cetera.&lt;br /&gt;
&lt;br /&gt;
Despite this table, note that aliens use very strong explosives. The alien grenade (HE 90) is 30 average HE &#039;&#039;at its edge&#039;&#039;; the Blaster (200) is &#039;&#039;&#039;&#039;&#039;90&#039;&#039;&#039;&#039;&#039; at its edge. See &amp;quot;HE At Edge&amp;quot; in the table [[Explosions#HE Statistics|above]].&lt;br /&gt;
&lt;br /&gt;
Ammo loaded in a weapon plays no part in the damage check and cannot be destroyed, even if the host item is vaporised. It remains defined as being inside (regardless as to whether that item actually exists or not), and will be recovered at end of combat as per the [[Equipment Recovery#Equipment Recovery|normal rules]]. If a weapon is toasted and a new item takes it&#039;s place in [[OBPOS.DAT|the table]] the clip &amp;quot;pops back into existence&amp;quot; inside that. &lt;br /&gt;
&lt;br /&gt;
An easy way to see this effect in action is to have a sectoid prime a grenade then drop all it&#039;s gear. Once the dust has settled you&#039;ll find the gun gone and the clip shoved somewhere it really shouldn&#039;t go, adding insult to injury.&lt;br /&gt;
&lt;br /&gt;
Items made from alien alloys (including FS/PS) are usually (but not always) more robust.&lt;br /&gt;
&lt;br /&gt;
Stunned aliens destroyed by explosions do not count toward kill [[Experience]] or victory points ([[Scoring|Score]] at mission end), nor do they affect enemy [[Morale]]. They just disappear. Same goes for your stunned troopers killed by blasts; they do not detract from score or affect morale. But they &#039;&#039;are&#039;&#039; dead and gone!&lt;br /&gt;
&lt;br /&gt;
= Blast Diameters =&lt;br /&gt;
&lt;br /&gt;
Blast diameters differ according to terrain type. The table below was copied from a [http://www.xcomufo.com/forums/index.php?showtopic=8701 post] by Zombie. To get radius, subtract 1 and divide by 2:&lt;br /&gt;
&lt;br /&gt;
                                   Grass, &lt;br /&gt;
                                    Lawn,  &lt;br /&gt;
                                    Corn  Dirt, Asphalt              Polar&lt;br /&gt;
                                   Fields,Weeds, Roads, White         Snow,&lt;br /&gt;
                             Wheat Desert White   Tin   Tile Concrete Mars  Mtn. Alien&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost&amp;lt;/u&amp;gt;    &amp;lt;u&amp;gt;$/HE&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;   &amp;lt;u&amp;gt;HE&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Fields&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Sand&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Shngls&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Roofs&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Roofs&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Walkway&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Sand&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Tundra&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;Floors&amp;lt;/u&amp;gt;&lt;br /&gt;
  700    15.9  AC - HE   44    7     7      5      3      1      1      0     0     0&lt;br /&gt;
  300     6.0  Grenade   50    7     9      7      5      3      3      1     0     0&lt;br /&gt;
  500     9.6  HC - HE   52    7     7      7      5      3      3      1     0     0&lt;br /&gt;
  500     7.1   Prox G   70   11    13     11      9      7      7      5     0     0&lt;br /&gt;
  600     8.0  Small R   75    9     9      9      9      7      7      5     0     0&lt;br /&gt;
 6700+2E 74.4  Alien G   90   13    13     13     13     11     11      9     3     0&lt;br /&gt;
  900     9.0  Large R  100   13    13     13     13     13     13     11     5     1&lt;br /&gt;
 1500    13.6   Hi Ex.  110   13    13     13     13     13     13     13     7     3&lt;br /&gt;
 8000+3E 40.0  Blaster  200   23    23     23     25     25     23     23    23    21&lt;br /&gt;
  &#039;&#039;&#039;Tile Armor&#039;&#039;&#039; -     Initial     6*   5?     10     20     10?    20   25-40   40    50&lt;br /&gt;
 See next section     Dead    50   255    255    255     30?   255  30-255   20    50&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &amp;quot;Wheat&amp;quot; is complex - see Note 3 under [[Explosions#Tile Characteristics|Tile Characteristics]]&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;&#039;HE&#039;&#039;&#039; is the High Exposive rating for each round and:&lt;br /&gt;
&amp;quot;White Shingles&amp;quot; is the roof on the gas station complex,&lt;br /&gt;
&amp;quot;Mars Sand&amp;quot; is the soil on the Martian surface in Cydonia,&lt;br /&gt;
&amp;quot;Alien Floors&amp;quot; is the floor of an alien base (alien ships were not checked), and&lt;br /&gt;
&amp;quot;Concrete Walkway&amp;quot; is sidewalks near buildings or roads.&lt;br /&gt;
Buy price or manufacturing cost are also shown (part cost only; does not include labor), whether Elerium-115 is needed (&amp;quot;+E&amp;quot;), and &amp;quot;Dollars per HE&amp;quot; (Cost/HE).&lt;br /&gt;
&lt;br /&gt;
Note that these diameters &#039;&#039;only&#039;&#039; show damage to terrain. Damage to units is still done out to the radius for each bomb, as shown in [[Explosions#HE Statistics|HE Statistics]] above. So you can still be killed by a Blaster if 11 tiles away in a UFO, even though the hard UFO floors are only damaged out to 4 tiles from GZ. The tiles do not &amp;quot;soak up&amp;quot; any damage AFAIK. (Not counting tiles with HE Block, such as walls.)&lt;br /&gt;
&lt;br /&gt;
For an Excel spreadsheet with 2D diagrams of all blast patterns (including stun bomb and tanks), see [[Media:XCOM_Blast_Patterns.xls|this]].&lt;br /&gt;
&lt;br /&gt;
Terrain tile properties (Armor, HE Block, etc.) can be readily seen in DaiShiva&#039;s excellent [http://www.daishiva.com/phpBB2/generic.php?page=progLinks.shtml MapView] program.&lt;br /&gt;
&lt;br /&gt;
= Distance from Ground Zero =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Distance&amp;quot; from GZ for explosives is actually computed by taking the TUs needed to walk to tiles in the blast radius. For example, 2 diagonal tiles away is considered to be 3 tiles since it takes 6+6=12 TUs to walk (and 12/4=3). This can be modelled on a spreadsheet using the equation:&lt;br /&gt;
&lt;br /&gt;
 Distance = INT( MAX(X,Y) + MIN(X,Y)/2 )&lt;br /&gt;
 &lt;br /&gt;
 where X and Y are positive offsets from Ground Zero&lt;br /&gt;
&lt;br /&gt;
This simplified approach sometimes makes blasts a little stronger down diagonals than would be expected from the Pythagorean theorem (a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;=b&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;+c&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;; a=SQRT(a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;+b&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;)). Using Pythagoras, a diagonal tile is 1.4 tiles away, but the game considers them 1 tile away (INT(SQRT(2)). The 1.4 would&#039;ve led to 1/1.4=71% blast strength. This is the worst case; the TUs approach is much closer to Pythagoras on a percentage basis at greater diagonal distances.&lt;br /&gt;
&lt;br /&gt;
= HE Block =&lt;br /&gt;
&lt;br /&gt;
Some tiles have a property called &amp;quot;HE Block&amp;quot; (High Explosive block, a.k.a. &#039;&#039;&#039;HEB&#039;&#039;&#039;) which causes them to dampen an explosive blast proceeding past them. This is basically what makes a wall, a wall... without this property set, explosions would proceed through walls and other objects as if they didn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
For the record, tile armor values (see below) do not dampen explosions in any way whatsoever. Tile armor &#039;&#039;&#039;only&#039;&#039;&#039; affects whether that tile is destroyed by an explosion; blasts otherwise proceed entirely unhampered. Only HE Block dampens explosions. If you set outer UFO hull armor to 255 (the highest it can be) and its HE Block to 0, a blaster explosion on the hull will be the full, entirely &amp;quot;round&amp;quot; 23 tiles in diameter, imparting damage to anything caught in its circle as if the hull did not exist. (But the hull will be unaffected, because its armor is &amp;gt;100.)&lt;br /&gt;
&lt;br /&gt;
Also, HE Block only dampens explosions &amp;quot;past&amp;quot; the tile in question. It does not dampen the blast for that tile, itself. Thus, an outer UFO wall takes the full force of a blaster bomb (200/2=100, just enough to take out one wall tile), but it&#039;s HE Block 100 stops any of the blast from proceeding &#039;&#039;&#039;past&#039;&#039;&#039; the wall &amp;quot;inwardly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[http://www.xcomufo.com/forums/index.php?showtopic=8701&amp;amp;st=114&amp;amp;# Playing] with HE Block shows that explosions proceed from ground zero outward in a way that &#039;&#039;&#039;only&#039;&#039;&#039; directly impacts the four tiles that are directly adjacent (due north, south, east, and west). Blast damage never proceeds in a diagonal fashion per se; instead, diagonals are filled in as a function of damage going sideways from these four main &amp;quot;rays&amp;quot;. As Bomb Bloke has observed, one can trace HEB back to its &amp;quot;source&amp;quot; by looking for the places where there were decreases. In other words, you are either seeing main rays decreasing by 5, or 50% moving laterally (then outward), and can trace HEB back to its source by comparing a blast with HEB, to one without it... where was the usual progression dampened?&lt;br /&gt;
&lt;br /&gt;
XCOM map tiles can have up to four types of terrain: a ground tile, a north wall, a west wall, and a terrain object (such as a tree or furniture). This is not counting &amp;quot;mobile&amp;quot; items such as units or equipment dropped on the ground.&lt;br /&gt;
&lt;br /&gt;
HE Block assigned to ground tiles is ignored by the game. Thus e.g. the HEB 25 of hay loft ground tiles is just a data entry error(?) that doesn&#039;t affect anything (see [[Explosions#Tile Characteristics|Tile Characteristics]]).&lt;br /&gt;
&lt;br /&gt;
A wall is a separator between the two tiles that it is drawn between. This is not quite true for objects, however.&lt;br /&gt;
&lt;br /&gt;
In terms of HE Block, this is best demonstrated by directly impacting e.g. a blaster on the object, coming at it from the side: a lone object in the middle of a field will show a blast pattern exactly equal to simply having set off the bomb in the middle of the field, with no object there - the HE Block of an object is ignored when a blast impacts the object itself. Conversely, if a wall is hit on its face, it &#039;&#039;will&#039;&#039; HE Block damage from being passed on to the &amp;quot;other side&amp;quot; of the wall.&lt;br /&gt;
&lt;br /&gt;
But this only applies to objects that are directly hit. If, instead, we exploded a blaster against the ground right &#039;&#039;next&#039;&#039; to an object or wall, the blast pattern is very similar for them both - because now the object is intercepting one of the &amp;quot;rays&amp;quot; from the explosion, instead of exploding &amp;quot;itself&amp;quot;. In other words, the blast front has directionality relative to the object, and is blocked in a &amp;quot;logical&amp;quot; way, if ground zero is to the &amp;quot;side&amp;quot; of it.&lt;br /&gt;
&lt;br /&gt;
All items in a tile (ground, walls, and terrain object) receive the same force of explosion. As described above, this is the current blast strength at that tile, which equals the average blast strength divided by two.&lt;br /&gt;
&lt;br /&gt;
For the record: Soldiers do not have any HE Block. If you group a lot of them together and then explode something near them, there is no difference in the explosion pattern or strength where they stand.&lt;br /&gt;
&lt;br /&gt;
Anyone interested in testing HE Block, be sure to see [[User:Bomb Bloke|Bomb Bloke]]&#039;s fantastic numerical tileset which makes blast testing far easier than it would have been. Find his hacked terrain [http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;st=195&amp;amp;# here], or bundled with a savegame [[Media:BB_hacked_desert3MoreWalls.zip|here]]. To see a screencap of the tiles in action (and a good example of what I&#039;m discussing!) see [http://www.xcomufo.com/forums/index.php?showtopic=8701&amp;amp;st=112&amp;amp;# this] message. &#039;&#039;--[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
== When Is a Wall not a Wall ==&lt;br /&gt;
&lt;br /&gt;
[[image:Explosions-BB_On_BB_Hull_Object.jpg|right|thumb|350px|&amp;quot;Blow through&amp;quot; on a North wall due to a Blaster Bomb explosion outside the UFO.]]&lt;br /&gt;
&lt;br /&gt;
[[image:BB_Third_Level.jpg|right|thumb|350px|These are the only &amp;quot;true&amp;quot; north and west &#039;&#039;&#039;outer&#039;&#039;&#039; walls on the third floor of the battleship, as seen in MapView. All other outer walls are subject to blast through, although diagonals (not parallel to due north/south/east/west) may show funny patterns, or zero blast through. Also note all inner walls ARE true walls.]]&lt;br /&gt;
&lt;br /&gt;
[[image:Rockets_against_hull.png|right|thumb|350px|An un-entered large scout that has received external shelling from rockets. Although not enough to damage the craft itself, the &amp;quot;punch through&amp;quot; blasts have been able to kill crew members in some cases.]]&lt;br /&gt;
&lt;br /&gt;
Some outer UFO walls are not true &amp;quot;walls&amp;quot;, and a Blaster hit propagates through them at 100 HE.&lt;br /&gt;
&lt;br /&gt;
Each map tile in UFO consists of four elements: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ground&#039;&#039;&#039;&lt;br /&gt;
:Dirt, grass, cement, etc.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Object&#039;&#039;&#039;&lt;br /&gt;
:Trees, lamp posts, UFO power sources, etc.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;North Wall&#039;&#039;&#039;&lt;br /&gt;
:Fences, hedges, doors, etc. (placed along the northern edge of a map tile).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;West Wall&#039;&#039;&#039;&lt;br /&gt;
:Fences, hedges, doors, etc. (placed along the western edge of map tile).&lt;br /&gt;
&lt;br /&gt;
At any map location in the battlescape, up to one of each of these four tile types can exist. &lt;br /&gt;
&lt;br /&gt;
To demonstrate a standard example, say a [[Blaster Bomb]] hits a door with 100 HE Block. Any alien unlucky enough to be on the outside would be killed instantly, however anyone on the far (inner) side of the door would escape all damage. This is because the door is a &amp;quot;true&amp;quot; (north) wall and stops the blast from moving inward (even if it is itself destroyed).&lt;br /&gt;
&lt;br /&gt;
On the other hand, what if such a shot were directed at a tree (14 HE block)? Well, so long as the missile hits it DIRECTLY, the tree (which is an &amp;quot;object&amp;quot;, not a &amp;quot;wall&amp;quot;) won&#039;t block the explosion at all - It&#039;ll only provide cover if the blast is side on (i.e., not centered on it).&lt;br /&gt;
&lt;br /&gt;
Ordinarily the distinctions don&#039;t matter much. But there&#039;s at least one place where they might - As pointed out by Danial, some outer UFO &amp;quot;walls&amp;quot; hit by Blasters have damage penetration past the wall, even though they &amp;quot;shouldn&#039;t&amp;quot; (see first image). What&#039;s happening is that some outer walls are actually &amp;quot;objects&amp;quot;, same as the aforementioned tree - when they are hit directly, the explosion propagates outwardly from the object as if it did not exist (though the walls to the sides do prevent the blast from spreading in anything other than a straight line). This is very different from a &amp;quot;true&amp;quot; wall, which shows proper directionality.&lt;br /&gt;
&lt;br /&gt;
See the second battleship graphic, which shows the only true north and west &#039;&#039;&#039;outer&#039;&#039;&#039; walls on the third floor of a battleship. (The north and west walls &#039;&#039;of the individual tiles&#039;&#039; - which are being used to make the south and east walls of the battleship.) All other &#039;&#039;&#039;outer&#039;&#039;&#039; &amp;quot;walls&amp;quot; are subject to blast through, as seen in the first picture. That said, however, HE Block has not been well tested/understood in regard to diagonals.&lt;br /&gt;
&amp;lt;br clear = &amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Tile Characteristics =&lt;br /&gt;
&lt;br /&gt;
This section is mainly for folks doing research on explosion propagation. Values were gathered with DaiShiva&#039;s excellent [http://www.daishiva.com/phpBB2/generic.php?page=progLinks.shtml MapView] program. Caution: You must install the extensive MicroSoft .NET platform to use MapView; see DaiShiva&#039;s site. For more tile armor values, see [[Destroying Terrain]]. That page does not include HEB and Dead tile info, however.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;u&amp;gt; Ini Ded HEB Type                                                          _&amp;lt;/u&amp;gt;&lt;br /&gt;
   80  50     Most UFO floors                            UFOs AND ALIEN BASES&lt;br /&gt;
  100 NDT     UFO roof&lt;br /&gt;
  100 220 100 Outer UFO walls&lt;br /&gt;
   80  50  80 Most inner UFO and base walls. Dead tile does not have HEB.&lt;br /&gt;
  100  50 100 Inner UFO &amp;quot;security&amp;quot; walls and doors (See Note 1)&lt;br /&gt;
  100  70  80 Base wall &amp;quot;windows&amp;quot; (almost indestructible, but propagate blasts)&lt;br /&gt;
              Two on lower command center; also at checkpoints ([[Xcom_and_Alien_Bases#Alien_Base|UBASE_06]])&lt;br /&gt;
   60 100  60 Most parts of 4-tile vats in bases and UFOs, except...&lt;br /&gt;
  &#039;&#039;&#039;200&#039;&#039;&#039; 100 200 &amp;quot;Back&amp;quot; (NW) corner of green 4-tile vat invulnerable! ([[Xcom_and_Alien_Bases#Alien_Base|UBASE_02]])&lt;br /&gt;
   80  50  80 Most inner UFO doors&lt;br /&gt;
  100 NDT     Partial UFO floors and adjacent tiles along diagonals etc.&lt;br /&gt;
   50  70  30 Power Source (Dead tile stronger than original, and also has 30 HEB)&lt;br /&gt;
   50  50     Common gray base floors&lt;br /&gt;
  150  50     Green start tiles&lt;br /&gt;
  200  50     Red elevator tiles. Yellow rays add 200 armor.&lt;br /&gt;
   50  65     Purple flooring in UFOs and command center (come up through it!)&lt;br /&gt;
   60  60  60 Flashing orange and aqua walls (good backdoors sometimes!)&lt;br /&gt;
   70  50  70 Green-on-black comp display wall (trapdoor to BB control room)&lt;br /&gt;
 &amp;lt;U&amp;gt;  90 100     Dark black base floor in gardens and around command center    _&amp;lt;/U&amp;gt;&lt;br /&gt;
 &amp;lt;U&amp;gt;  25 255     Arctic ground                                            ARCTIC&amp;lt;/U&amp;gt;&lt;br /&gt;
   20 255     Road                                                     CITIES&lt;br /&gt;
    8 255     Smooth grass&lt;br /&gt;
   10 255     Grass patches and dirt&lt;br /&gt;
   15  30     Gas station ceiling - 150 Flame&lt;br /&gt;
   10  30     Gray store floor&lt;br /&gt;
   15  30     Slate roof for buildings - 160 Flame&lt;br /&gt;
   18  50     Gray warehouse floor - 155 Flame&lt;br /&gt;
   15  30     Rough gray concrete store roof - 150 Flame&lt;br /&gt;
   12  40     Pastel pink(?) indoor tile - 111 Flame&lt;br /&gt;
    8 255     Flowers&lt;br /&gt;
 &amp;lt;U&amp;gt;   6  50     Pink patterned carpet - Normal 20 Flame, DT 100 Flame         _&amp;lt;/U&amp;gt;&lt;br /&gt;
   40  30     Sand. Crater objects add armor, HE Block, 4 TUs.        CYDONIA&lt;br /&gt;
 &amp;lt;U&amp;gt; 100 NDT     Green Start tiles. All others as for alien bases.             _&amp;lt;/U&amp;gt;&lt;br /&gt;
 &amp;lt;U&amp;gt;   5  25     Sand                                                     DESERT&amp;lt;/U&amp;gt;&lt;br /&gt;
    5 255     Grass                                                      FARM&lt;br /&gt;
   10 255     Dirt and cultivated fields&lt;br /&gt;
    6  25     Wood floor - Flame 16&lt;br /&gt;
    6  25  25 Hay loft ground floor - Normal 12 Flame, DT 25 Flame&lt;br /&gt;
   10 255     Stable - Flame 10&lt;br /&gt;
 &amp;lt;u&amp;gt;  30  35     Cobblestone floor - 160 Flame                                 _&amp;lt;/u&amp;gt;&lt;br /&gt;
 &amp;lt;U&amp;gt;  10  30     Light green weeds add 8 armor, 25-30 Flame               FOREST&amp;lt;/U&amp;gt;&lt;br /&gt;
 &amp;lt;u&amp;gt;   8  30     Plants add armor and HEB; see Note 2                     JUNGLE&amp;lt;/u&amp;gt;&lt;br /&gt;
   40 NDT     Normal ground. Also see [[Explosions#Mile-High Madness|Mountain Madness]].              MOUNTAIN&lt;br /&gt;
 &amp;lt;u&amp;gt;  50 NDT  50 Solid mountain walls (full height)                            _&amp;lt;/u&amp;gt;&lt;br /&gt;
   15  80     Common pink(?) or gray floors, inc. Access Lift       XCOM BASE&lt;br /&gt;
   10  80     Lighter tile in center of some common floors&lt;br /&gt;
   12  70     Blue floors&lt;br /&gt;
 &amp;lt;u&amp;gt;  16  80     Hangar floor                                                  _&amp;lt;/u&amp;gt;&lt;br /&gt;
  255 NDT   0 Ramp object. See Note 4.                             XCOM CRAFT&lt;br /&gt;
  255 NDT   0 Floor of craft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;quot;Ini&amp;quot;&amp;lt;/b&amp;gt; is initial tile armor; &amp;lt;b&amp;gt;&amp;quot;Ded&amp;quot;&amp;lt;/b&amp;gt; is tile armor for the next (&amp;quot;dead&amp;quot;) tile that appears after the initial one is blown away. If no tile is indicated (DeathTile=0), &#039;&#039;&#039;NDT&#039;&#039;&#039; is put. This means that raw earth will appear when the tile is killed, on ground level (or nothing does if above that, such as with UFO roof). Nothing is strong enough to break through Death Tiles with armor 255. Thus you can&#039;t break through artic ice to reveal raw earth, which makes sense. Basically anything over 100 (half the blaster&#039;s damage) cannot be broken through; thus elevators and start tiles (except in Cydonia surface!) are safe from explosions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; The inner UFO walls with &amp;quot;crown molding&amp;quot; have higher armor, and can be considered &amp;quot;security walls&amp;quot;. The whole third level of battleship is this, and it&#039;s also found around the control room in large UFOs. Also, the darker doors without the line down their center are also higher strength. These are also generally found in secure areas; the top of the battleship elevator is ringed by them. These strong doors are also found in a few interesting places such as the entrance to the &amp;quot;engine room&amp;quot; on the bottom floor of the Supply Ship (even though the walls there are not security walls).&lt;br /&gt;
&lt;br /&gt;
Most solid floors etc. have no flame (&amp;quot;Flammable&amp;quot;) value. Most plants and human buildings do. Some tiles look weird, but make sense when you think about it. For example, cobblestone in farms has a high flame value - but it&#039;s found as the first floor of wooden buildings. Also (&#039;&#039;&#039;Note 2:&#039;&#039;&#039;) Most largish plants (shrubs and larger) had HE Block values. The jungle, in particular, has many full trees with HE Block of 20. Don&#039;t ask me why the hay loft ground floor has HEB=25.&lt;br /&gt;
&lt;br /&gt;
There are a number of small objects that add armor to a tile. Example: Rocks in the desert are separate objects, with 20 armor. But snakes and bones are just painted onto a common desert tile; they are not separate objects nor do they add anything to the tile properties. Generally, anything that adds TUs also adds armor and possibly HE Block and Flammability. Most objects (including walls) that block movement add armor and HE Block, as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 3&#039;&#039;&#039; (from Blast Diameters): For what it&#039;s worth, the effects of e.g. wheat and flowers in the farm map are actually &#039;&#039;added&#039;&#039; to the base tile (and &#039;&#039;&#039;add&#039;&#039;&#039; TUs to it). They are separate objects in addition to the ground tile. The additional TU costs can be seen in MapView, such as 2 (i.e., +2) for wheat. They also have their own armor ratings. Thus the wheat itself has Initial Armor 6, DT Armor 50 (this one shows burnt crops), which then goes to another DT (dirt) of Armor 255. But the tile it&#039;s on has Initial Armor 10, then goes directly to the same final DT as wheat (Armor 255). What happens is that wheat tiles go directly to their DT if blast strength is 60+, or to burnt crops if 60 &amp;gt; strength &amp;gt;= 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 4:&#039;&#039;&#039; All ramp-section objects add 4 TUs to underlying terrain &#039;&#039;except&#039;&#039; the middle and top of Avenger&#039;s ramp only adds 2 TUs. I think Danial has pointed this out before. Also see [[Explosions#Mile-High Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
Take these values as a rough guide. Some were hard to tell apart. If you want to do research on a particular tile, please double-check MapView before spending a lot of time on it! &#039;&#039;- [[User:MikeTheRed|MTR]]&lt;br /&gt;
&lt;br /&gt;
A larger list of terrain objects and their armor values can be found at [[Destroying Terrain]].&lt;br /&gt;
&lt;br /&gt;
= Experience Points =&lt;br /&gt;
&lt;br /&gt;
Experience that may be gained with explosives is as follows.&lt;br /&gt;
&lt;br /&gt;
Any alien (not under mind control) caught in a blast radius will give experience points toward [[Firing Accuracy]]. So one blast can give many Firing experience points (XPs). It does not matter if the alien was not harmed (i.e., damage was blocked by armor); you still get experience points if they were in the blast radius. Mind controlled aliens are considered friendly and do not give experience points.&lt;br /&gt;
&lt;br /&gt;
Note that if no one actually throws a thrown explosive (it&#039;s merely dropped), your first soldier gets the Firing Accuracy experience (even if a tank or if dead!). Thrown objects are attributed to the last person to throw them, or default to your first soldier &amp;quot;slot&amp;quot; if no one threw it. Your tanks always occupy the first slot(s) (but enemy tanks such as the cyberdisc do not occupy your first slot). Keep this attribution in mind when using the [[Grenade Relay]], if you&#039;re trying to  pass Firing experience around. As it were.&lt;br /&gt;
&lt;br /&gt;
The [[Small Launcher]]&#039;s &amp;quot;explosive&amp;quot; stun bomb also gives Firing experience. Again, even if aliens did not actually fall unconscious (or receive any stun at all). Stun bomb radius in desert terrain is 5, diameter 11.&lt;br /&gt;
&lt;br /&gt;
If thrown, one [[Throwing Accuracy]] experience point will be given. This holds true for throwing anything, explosive or not.&lt;br /&gt;
&lt;br /&gt;
If you make a reaction shot with a projectile explosive, you will receive one [[Reactions]] experience point, even if many aliens were hit by the blast (giving you many Firing XPs). Technically, you were only reacting to the movement of one of the aliens.&lt;br /&gt;
&lt;br /&gt;
To see how experience points translate into skill points (when combat ends), see [[Experience#How Experience Points Are Applied|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The [[Proximity Grenade]] does NOT give Firing experience to the thrower. Instead, it gives Firing experience &amp;lt;i&amp;gt;to the person that triggers it to explode&amp;lt;/i&amp;gt;. Keep this in mind because this tends to make it a poor choice, especially early in the game (SIGH!).&lt;br /&gt;
&lt;br /&gt;
= Unusual Explosives =&lt;br /&gt;
&lt;br /&gt;
== UFO Power Sources ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Numerical PS Screencap.png|right|thumb|250px|Typical PS explosion using Bomb Bloke and Zombie&#039;s setup]]The parameters for [[UFO Power Source]]s (PSs) have been worked out, as seen [[UFO_Crash_Recovery#Power_Source_Explosions_and_Elerium_Recovery|here]]. PSs explode with a radius 11 (diameter 23) explosion of average strength 215 (stronger than a [[Blaster Launcher|Blaster]]!). However, what&#039;s not discussed there is that this explosion breaks the mold of how explosions usually work, for two reasons:&lt;br /&gt;
#PSs explode with a variable blast strength versus &#039;&#039;terrain&#039;&#039;. Standard explosions impart precisely 50% of their average (rated) strength versus terrain; they are not variable, versus terrain (but are versus units). Still, while a PS&#039;s HE strength varies versus terrain at GZ, this GZ strength does otherwise drop off by a fixed 5 strength for each tile away from GZ, just like standard explosions. (The inset shows a PS explosion in a game using [[User:Bomb Bloke|Bomb Bloke&#039;s]] super-cool [http://www.strategycore.co.uk/forums/index.php?showtopic=746&amp;amp;st=195|numerical terrain] plus [[User:Zombie|Zombie&#039;s]] sweet [http://www.xcomufo.com/forums/index.php?showtopic=242025161&amp;amp;view=findpost&amp;amp;p=163712 PS testing scenario].)&lt;br /&gt;
#PS explosions impart 215 &amp;amp;plusmn;35 HE damage (107.5 &amp;amp;plusmn;17.5 versus terrain). 35 is 16.23% of 215. We&#039;ve seen [[Damage]] ranges of &amp;amp;plusmn;25%, &amp;amp;plusmn;50%, and &amp;amp;plusmn;100%. But &amp;amp;plusmn;16.23%?? Further analysis of the game code yielded the actual equation used: 180+(Rnd#×70). This more accurately describes how the blast is calculated. &lt;br /&gt;
#PS explosion seems to have weird results vs Units, based results from reloading a recovery mission on a crashed Medium Scout with Mutons on Superhuman.&lt;br /&gt;
&lt;br /&gt;
All in all, PS explosions are in a league of their own. It looks like the developers hand-coded some of the parameters, but otherwise used a lot of the explosion routines.&lt;br /&gt;
&lt;br /&gt;
== Stun Bombs ==&lt;br /&gt;
&lt;br /&gt;
The overall details on the [[Small Launcher]]&#039;s &amp;quot;explosion&amp;quot; are shown on it&#039;s page. But what&#039;s not shown is that has its own set of rules versus standard explosives. In a nutshell, while the stun &amp;quot;blast&amp;quot; follows all normal rules of a propagating explosion, it inflicts stun [[Damage]] on units as if it were a weapon.&lt;br /&gt;
&lt;br /&gt;
Typically, HE explosions do [[damage]] to units equal to 50%-150% of the explosion strength. But the stun bomb imparts 0-200% of its stun &amp;quot;explosion&amp;quot; strength to units, even though its damage drops off by 10 per tile, as with other explosions. Thus it uses a hybrid of explosion and firearm damage mechanics.&lt;br /&gt;
&lt;br /&gt;
This leads to an &amp;quot;odd&amp;quot; scenario like this, as seen in limited testing:&lt;br /&gt;
*If a stun bomb is hacked to strength 250 stun and shot at a wall with HE Block of 120, no units behind it receive any stun. This follows the usual explosion rules of: Half strength is applied to terrain at ground zero (GZ), which falls off by 5 per tile away from GZ; thus the stun bomb is 125 vs. terrain at GZ and 120 at GZ+1. Soldiers get no stun because the 120 HE Block nullified all the explosion strength. (Wall &#039;&#039;armor&#039;&#039; was set to 0 - tile armor never impedes explosions; only HEB does.) Ok, no problem here.&lt;br /&gt;
*But if the 250 stun bomb is shot at a wall with 110 HEB, a unit right on the far side was seen to get 33 damage. How did that work?&lt;br /&gt;
**The stun bomb is 125 vs. terrain at GZ&lt;br /&gt;
**At GZ+1, it is 120, minus the 110 HEB, leaves 10 for damage &#039;&#039;to terrain&lt;br /&gt;
**But damage to terrain is 50% of the average explosion damage. And the stun bomb can do up to 200% damage to units. If 10 is 50%, then 40 is 200%. Thus, it &amp;quot;makes sense&amp;quot; that a unit was hit for 33. In its own weird way.&lt;br /&gt;
It seems that the force of the explosion checks its strength versus &#039;&#039;terrain&#039;&#039; as it progresses, and, if it has not become zero, then it back-calculates average/rated damage - and inflicts the stun damage. See, if the game were tracking average/rated damage as a blast front progressed, when the stun bomb hit the wall, it would&#039;ve become 250-10=240 for the next tile, minus 120 equals 120 average/rated damage on the next tile where the unit was - but wait, no. See? That can&#039;t be right, because this would have inflicted 0-240 stun damage on units, from the average of 120 carried forward. But high values were not seen (in very limited testing!). Also, of course, the unit did not receive exactly 5 stun damage, as would have been expected if the stun bomb explosion &#039;&#039;exactly&#039;&#039; followed the rules of explosions. So this hybrid event (explosive progression but unit damage) has given us insight into how XCOM tracks the damage that an explosion front will incur - it carries terrain damage (50% of rated) forward, then back calculates rated damage, if a unit is there.&lt;br /&gt;
&lt;br /&gt;
= Playing With Fire =&lt;br /&gt;
&lt;br /&gt;
==Hacking HE versus Blast Diameters==&lt;br /&gt;
&lt;br /&gt;
Hacking HE ([[OBDATA.DAT]][22]) shows that explosion patterns fall into 2 or 3 categories:&lt;br /&gt;
* All projectile explosives (AC, HC, S &amp;amp; L Rocket, and probably Rocket Tank) have &amp;quot;constrained&amp;quot; patterns that are always smaller than expected - their blasts never &amp;quot;die away to nothing&amp;quot; at their edge. They also continue to have an ever-increasing outline (larger diameter) for as high as HE can be hacked.&lt;br /&gt;
* All grenades (standard, alien, prox, Hi-Ex) have &amp;quot;natural&amp;quot; blast patterns that &#039;&#039;&#039;do&#039;&#039;&#039; &amp;quot;die away to nothing&amp;quot; at their edge - up to HE 61. At 62, it takes on a fixed pattern which shows some &amp;quot;constraint&amp;quot; in the sense of not being what would naturally be expected. At this point it is radius 6, diameter 13. And then their pattern never changes (i.e. enlarges) past what is seen at 62, even if you increase HE all the way up to 255. Even much higher than HE 62, grenades&#039; pattern is still only radius 6.&lt;br /&gt;
* Guided weapons (blaster and presumably fusion tank) follow the same pattern as grenades &#039;&#039;&#039;but&#039;&#039;&#039; their blast pattern continues to grow in size, until one reaches 112 (radius 11, diameter 23). At this point it too becomes fixed, no matter how much higher HE is hacked.&lt;br /&gt;
Thus blast radii and diameters can be described with these equations:&lt;br /&gt;
            &amp;lt;u&amp;gt;Type&amp;lt;/u&amp;gt;                   &amp;lt;u&amp;gt;Radius&amp;lt;/u&amp;gt;         &amp;lt;u&amp;gt;Diameter&amp;lt;/u&amp;gt;         &amp;lt;u&amp;gt;Pattern Limit Reached At&amp;lt;/u&amp;gt;&lt;br /&gt;
    Projectile Explosives       INT(HE/20)+1    2*INT(HE/20)+3    HE 240 (r=13, d=27)&lt;br /&gt;
 Grenades and Guided Weapons   INT((HE-2)/10)  INT((HE-2)/5)+1    Grenades: HE  62 (r= 6, d=13)&lt;br /&gt;
                                                                  Guided:   HE 112 (r=11, d=23)&lt;br /&gt;
&lt;br /&gt;
For the above, &#039;&#039;only&#039;&#039; the blast pattern a.k.a. &amp;quot;outline&amp;quot; is being talked about. &#039;&#039;Within&#039;&#039; the blast pattern, all explosives follow the expected, simple rules of: Average HE at ground zero, decreasing by 10 per tile outward (for damage to units; by 5 for damage to terrain), and all points (and explosive strength there) can be described in terms of distance from GZ using the [[Explosions#Distance from Ground Zero|&amp;quot;walking TUs&amp;quot;]] method.&lt;br /&gt;
&lt;br /&gt;
These properties of hacked explosive strength lead to the following observations:&lt;br /&gt;
*Since there is only one (unhacked) grenade or guided weapon with an HE rating less than the point of its &amp;quot;radius of constraint&amp;quot;, only the humble grenade shows a quite round, &amp;quot;natural&amp;quot; blast pattern outline. It&#039;s the only explosive that truly decreases to 0 all around its edge (although the prox mine comes very close).&lt;br /&gt;
*On the flip side of that, as HE gets larger and larger (with or without hacking), the edge of blast patterns becomes more and more lethal. It&#039;s easy to see that this would happen with grenades and guided weapons - their diameter no longer increases, even when increasing their explosive power. But hacked projectiles are also dangerous at their edge - even though it is not constrained, per se - because their radii only increase by one every &#039;&#039;20&#039;&#039; HE, even though damage only decreases by &#039;&#039;10&#039;&#039; per tile. Thus, they &#039;&#039;increase&#039;&#039; by 10 at their edge (+20, -10) each time their radius increases.&lt;br /&gt;
*Here are some examples of maximally-hacked blast edges, versus the worst seen in an unhacked game:&lt;br /&gt;
**A grenade hacked to HE 255 has an average of 195 HE at its edge (r=6, d=13)&lt;br /&gt;
**A guided weapon at HE 255 has an average of 145 HE at its edge (r=11, d=23)&lt;br /&gt;
**A projectile explosive at HE 255 has an average of 125 HE at its edge (r=13, d=27)&lt;br /&gt;
**[[Explosions#HE_Statistics|Compare]] how the most dangerous unhacked example is a blaster (HE 200), which is 90 average HE at its edge (r=11, d=23)...&lt;br /&gt;
**But the second-worst case is Hi-Ex (HE 110), which is 50 at its edge, because it is a grenade constrained to just r=6, d=13. (&#039;&#039;&#039;Not&#039;&#039;&#039; the Fusion Tank at HE 140, because guided missiles can be up to r=11.)&lt;br /&gt;
*Many blast patterns have the same r=6 outline in an unhacked game. This is because all but one grenade is constrained to this, plus one of the projectile patterns (for Large Rocket, HE 100) happens to precisely coincide with this, as well (as it would for any projectile with HE 100-119).&lt;br /&gt;
*If a stun bomb (stun strength 90) is hacked to be an explosive (OBDATA[31]=2), it too follows the pattern for projectile explosives. This includes if its HE is also then hacked.&lt;br /&gt;
&lt;br /&gt;
Presumably, the pattern type is determined by whether something has the OBDATA grenade type set, or it is ammo, or it is guided.&lt;br /&gt;
&lt;br /&gt;
Examples of the patterns (both real and hacked) and the walking TUs map can be found in an Excel file [http://www.ufopaedia.org/images/c/c5/XCOM_Blast_Patterns.xls here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hacking HE versus Explosion Sounds==&lt;br /&gt;
&lt;br /&gt;
When HE is hacked, there are two types of sound heard:&lt;br /&gt;
*The small &amp;quot;whoomf&amp;quot; up to HE 80, and&lt;br /&gt;
*The big bone-jarring explosion heard at HE 81+.&lt;br /&gt;
Another thing is seen:&lt;br /&gt;
&lt;br /&gt;
In addition to the projectile-launch sound each type of projectile weapon makes, the [[Auto-Cannon]] and [[Heavy Cannon]] also do a slightly odd thing: if hacked to HE from 74 to 80, they make the &amp;quot;whoomf&amp;quot; sound twice when they explode. &lt;br /&gt;
&lt;br /&gt;
==Hacking HE versus Walls==&lt;br /&gt;
&lt;br /&gt;
The [[Blaster Bomb]] is the only thing capable of blasting through a UFO outer hull (walls and roof). It does exactly 200 damage at the epicenter and only ever knocks out one tile. &lt;br /&gt;
&lt;br /&gt;
When we boost the power of the humble [[High Explosive]] with a game editor we see the following:&lt;br /&gt;
&lt;br /&gt;
*190 for HE strength is not enough to bust a hull open. &lt;br /&gt;
*200 is, but only one tile wide. &lt;br /&gt;
*210 opens up a hole 3 tiles wide&lt;br /&gt;
*220 opens up a hole 5 tiles wide.&lt;br /&gt;
&lt;br /&gt;
For every 10 points of HE strength above 200, it adds 2 to the width of the hole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- reposted from NKF/Jasonred/Zombie discussion, strategycore forums 2005 -[[User:JellyfishGreen|JellyfishGreen]]&lt;br /&gt;
&lt;br /&gt;
= Mile-High Madness =&lt;br /&gt;
Mountains have the inherent weirdness that they &amp;quot;weaken&amp;quot; some structures, as pointed out by NKF, Bomb Bloke, and others. For example, a Blaster explosion on the ground below an XCOM craft will destroy its ramp and landing struts, in mountain terrain. Ordinarily, these objects are indestructible (armor=255) for all three troop transports. You can even take them or outer UFO walls out with an alien grenade (except for &amp;quot;true&amp;quot; North and West walls ([[#When Is a Wall not a Wall|see above]]) - anything that&#039;s enough to destroy tile armor 40 (HE 80+). &lt;br /&gt;
&lt;br /&gt;
The reason for this unusual behavior is seen by using MapView. It seems that XCOM programmers accidentally pointed to an &#039;&#039;object&#039;&#039; instead of a &#039;&#039;tile&#039;&#039; for the death tile of mountain terrain. It looks like they pointed to MCD id 76 (a stump object) when they should&#039;ve pointed to MCD id 77 (scorched mountain ground tile). Perhaps someone stuck in an extra tile without keeping an eye on the pointers. In any event, this object only has armor of 20. It is theorized that when mountain terrain is destroyed (armor=40), the stump object then erroneously replaces e.g. the craft ramp, and then the explosion is also enough to take out that object. Note that the code for explosions appears to process ground first and then process objects; this must be how the inadvertent stump object also gets destroyed. (Otherwise it should&#039;ve been seen all along the outer edge of a blaster explosion, where the blaster&#039;s tile-damage strength is less than 60; see [[Explosions#Blast Propagation|Blast Propagation]].)&lt;br /&gt;
&lt;br /&gt;
Conversely, if you shoot a weapon at mountain ground terrain, you will see the stump. This is because shots against terrain only do damage to the element they hit, whereas explosions are checked against everything in a square (ground, two walls, and object, if any). You can even turn craft ramps and gear into stumps, if you try hard enough. Most shots will hit the ramp instead of ground, but eventually one will miss and burn the dirt, turning the ramp into a stump!&lt;br /&gt;
&lt;br /&gt;
This strange behavior is also seen on flat mountaintops. All the common flat mountain ground tiles point to the wrong death MCD id.&lt;br /&gt;
&lt;br /&gt;
A final oddity due to the incorrect tile is that mountain ground destroyed in an explosion will burn for three turns. Most common ground tiles have 0 Flammability and will not burn after a &amp;quot;regular&amp;quot; explosion. (They&#039;ll burn if hit by incendiaries, though.) This is because the stump object has Flammability=14 and is set to burn for 3 turns.&lt;br /&gt;
&lt;br /&gt;
A fix for all of these problems can be found [http://www.strategycore.co.uk/files/index.php?dlid=670 here].&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Destroying Terrain]]&lt;br /&gt;
*[[Firing Accuracy]]&lt;br /&gt;
*[[Throwing Accuracy]] (including throwing distance)&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
*[[Weapons]]&lt;br /&gt;
**&#039;&#039;&#039;Thrown Explosives&#039;&#039;&#039;&lt;br /&gt;
***[[Grenade]]&lt;br /&gt;
***[[Proximity Grenade]]&lt;br /&gt;
***[[Alien Grenade]]&lt;br /&gt;
***[[High Explosive]]&lt;br /&gt;
**&#039;&#039;&#039;Projectile Explosives&#039;&#039;&#039;&lt;br /&gt;
***[[Auto-Cannon]]&lt;br /&gt;
***[[Heavy Cannon]]&lt;br /&gt;
***[[Rocket Launcher]]&lt;br /&gt;
***[[Tank/Rocket Launcher]] a.k.a. Rocket Tank&lt;br /&gt;
***[[Small Launcher]] a.k.a. Stun Bomb&lt;br /&gt;
**&#039;&#039;&#039;Guided Explosives&#039;&#039;&#039;&lt;br /&gt;
***[[Hovertank/Launcher]] a.k.a. Fusion Tank&lt;br /&gt;
***[[Blaster Launcher]]&lt;br /&gt;
*[[Health]]&lt;br /&gt;
*[[Fatal Wounds]]&lt;br /&gt;
*[[Armour]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Item_Stacking_Bug&amp;diff=63912</id>
		<title>Item Stacking Bug</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Item_Stacking_Bug&amp;diff=63912"/>
		<updated>2015-04-09T14:13:52Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Item Stacking Trick */ explained the &amp;quot;maximum&amp;quot; paragraph... Also, TftD ground stacking is not really relevant here...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The item stacking bug occurs when several items are stacked in the same location in a unit&#039;s inventory. It can happen naturally, via the alien AI, or by using the item stacking trick. &lt;br /&gt;
&lt;br /&gt;
The most common occurances of stacked items happen when accessing an alien&#039;s inventory, as they always stack their equipment in the third slot (offset [2]). Oddly enough, that&#039;s one of the small right leg &amp;quot;pockets&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Because we were never meant to access alien inventories, the AI manages them internally and doesn&#039;t care about object placement rules. &amp;lt;i&amp;gt;Dunno if they even spend TUs in there. - [[User:Bomb Bloke|Bomb Bloke]] 16:49, 25 October 2007 (PDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stacked item can happen to X-Com units if they&#039;re mind controlled and the AI briefly switches their weapons. Depending on whether they get changed back before you regain control, you may just find your huge rocket launcher taped to your right leg slot, stacked on top of whatever else was in there.   &lt;br /&gt;
&lt;br /&gt;
= Item Stacking Trick =&lt;br /&gt;
The item stacking trick allows players to stack two items in the same inventory slot at the same time.&lt;br /&gt;
&lt;br /&gt;
To perform the item stacking trick:&lt;br /&gt;
&lt;br /&gt;
;Step 1&lt;br /&gt;
[[Image:Stack_1.png]]&lt;br /&gt;
&lt;br /&gt;
* Go to the inventory screen.&lt;br /&gt;
* Pick up an item - any item - by clicking on it.&lt;br /&gt;
* With the item on your cursor, click on the arrow that scrolls and consolidates the floor inventory items.&lt;br /&gt;
&lt;br /&gt;
;Step 2&lt;br /&gt;
[[Image:Stack_2.png]]&lt;br /&gt;
&lt;br /&gt;
* Place the item where you want it. You&#039;ll hear it get placed, but it will look empty. At this point in time, do not click on the arrow button or it&#039;ll refresh the inventory screen and you&#039;ll have to start over.&lt;br /&gt;
&lt;br /&gt;
;Step 3&lt;br /&gt;
[[Image:Stack_3.png]]&lt;br /&gt;
&lt;br /&gt;
* Pick up another item and place it over the item you just placed.&lt;br /&gt;
&lt;br /&gt;
;Step 4&lt;br /&gt;
[[Image:Stack_4.png]]&lt;br /&gt;
&lt;br /&gt;
* Leave the inventory screen and come back in, switch to another soldier and come back, or just hit the ground item tab button to refresh the screen to see the result.&lt;br /&gt;
&lt;br /&gt;
Because of the way this trick works, you can only have a maximum of two items (or parts of items) in any given inventory location. Thus the number of items that can be stacked is dependent on the size of the item you&#039;ll be using as &amp;quot;canvas&amp;quot;. For example, you can have a pistol on the left side of your belt, plus two grenades there as well (one in each of the two inventory locations that the pistol occupies).&lt;br /&gt;
&lt;br /&gt;
As you can see, this effectively doubles your equipment space. But be careful! The weight of all the items you&#039;re carrying still applies. &lt;br /&gt;
&lt;br /&gt;
Be sure to read the rest of this document, particularly the word of caution at the end, before you proceed to try this trick in an actual game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This only works in versions of UFO with the inventory ground item tab button (the arrow). Early versions of UFO, such as v1.2, do not have the arrow.&lt;br /&gt;
&lt;br /&gt;
This trick does not work in TFTD. While you can hack a TFTD save game in order to stack items, there is no known way to do this from within the game. &amp;lt;!--However, there is a [[TFTD ground stacking|similar trick]] which can be used to get a second page to place equipment on the ground.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Effects of stacked items in hand slots = &lt;br /&gt;
&lt;br /&gt;
When placed in the hand slots, strange things can happen when you start to use these items. It&#039;s up to the player to experiment and see what does what, and what causes the game to crash, if any. The safest items to try are ranged weapons and grenades. Observe the following two screenshots for an example of a mind probe combined with a laser rifle: &lt;br /&gt;
&lt;br /&gt;
[[Image:Stack example 1.png]] [[Image:Stack example 2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The strangest but most useful effect is when you stack a stun rod and a ranged weapon into a hand slot. &lt;br /&gt;
&lt;br /&gt;
If you stacked the stun rod and gun, you will find that in addition to your normal firing commands, you&#039;ll have the [[stun]] command as well. Also take note that your weapon will look like a stun-rod and your ammo counter will be missing. Rest assured, your weapon will continue to fire normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE!&#039;&#039;&#039; The order that you stack the item is important. Pile the weapon on first, then put the stun rod over it. &lt;br /&gt;
&lt;br /&gt;
What&#039;s more interesting is the stun command. A stun rod only uses 30% of your total TUs for an attack. The stun command listed will instead cost 50% of your total TUs. If you use it on an enemy target, you will not stun it. Instead, you will kill it. &lt;br /&gt;
&lt;br /&gt;
This has, in effect, re-enabled the game&#039;s disabled [[Melee Accuracy|melee]] attack. Or the elusive &#039;hit&#039; command seen in the illustrations used in the game&#039;s manual. &lt;br /&gt;
&lt;br /&gt;
Apart from the previously mentioned problems, the biggest problem is finding out what weapons do what damage. The stun rod obviously does stun damage, but the other weapons do not seem to conform to the melee damage types and values listed in the game&#039;s battlescape object file. So, again, you&#039;ll need to experiment to find what&#039;s best for you. &lt;br /&gt;
&lt;br /&gt;
Although expensive in TU, a melee attack with the right stun rod and weapon combo can sometimes kill a sectopod in one hit.&lt;br /&gt;
&lt;br /&gt;
= Danger: Moving Stacked Items = &lt;br /&gt;
In the initial equipment screen prior to the start of the battle, you can stack and unstack items all you want as no TUs are spent. &lt;br /&gt;
&lt;br /&gt;
However, be very careful when picking up items from an item stack after the battle has commenced and you are using [[Time Units]] to manage your inventory. &lt;br /&gt;
&lt;br /&gt;
If you pick up an item from a stack and don&#039;t have the time units to drop it, put it down in an empty spot within the same object slot area. This costs nothing. &lt;br /&gt;
&lt;br /&gt;
If there is no space and you&#039;ve run out of time units, you will have put the game into the state of an infinite loop where you can never put the item back down again. This is especially true when fiddling with alien inventories, as they like to put items as large as [[Heavy Plasma]]s in their right leg slot. You simply cannot place the heavy plasma back onto the stack, or into the adjoining empty slot. &lt;br /&gt;
&lt;br /&gt;
At least for aliens, there seems to be a &amp;quot;magic&amp;quot; TU value indicating when it is safe to unstack items: 20. Since the aliens never carry more than 3 items stacked on the leg slot, you need to conserve 18 TU to drop these items to the ground (3 items * 6 TU/item), plus 2 TU to drop the customary weapon in the hand. If you intend to shift items around instead of dropping them to the ground, beware. Twenty time units will not be enough. &lt;br /&gt;
&lt;br /&gt;
The best time to stack items, or fiddle with stacked items, is when you have a sufficiently full [[Time Units|TU]] bar. If you get it beneath the 50% or 25% threshold, then you may want to continue stacking items on the next turn.&lt;br /&gt;
&lt;br /&gt;
If you do get into an infinte loop, the only way to stop the game is to force the game to shut down via your operating system. Switch to your desktop, then have your operating system forcibly shut down the console or emulator you&#039;re running the game in, or use your task manager if your operating system comes with one. If you&#039;re in Pure Dos Mode, you must manually reset your computer from the mains.&lt;br /&gt;
&lt;br /&gt;
= Danger: Unloading Stacked Items =&lt;br /&gt;
&lt;br /&gt;
Attempting to unload ammunition from a stacked item will (at least some of the time) cause the game to crash.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=TFTD_ground_stacking&amp;diff=63911</id>
		<title>TFTD ground stacking</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=TFTD_ground_stacking&amp;diff=63911"/>
		<updated>2015-04-09T14:06:53Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Step 3 */ Neat trick, but that phrasing was (a tiny little bit) misleading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you&#039;re bringing a lot of equipment to missions, or pick up a lot of stuff in two-part missions to avoid losing it, you may end up filling the 3x20 ground slots before getting rid of all the unnecessary baggage. The trick to getting a second page boils down to putting single-square items (like [[Sonic Pulser]]s) horizontally on the ground, and having the stacking algorithm put them vertically so they take up an entire column. Here&#039;s an example how to do this:&lt;br /&gt;
&lt;br /&gt;
=== Step 1 ===&lt;br /&gt;
Place eight six-square items (like [[Sonic Cannon]]s), two four-square (or four two-square) items (like [[Thermal Shok Launcher|Thermal Shock Cannon]]s), and four one-square items (like [[Sonic Pulser]]s) on the ground. The equipment screen should look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ground_stacking_before_clicking_right_arrow.png]]&lt;br /&gt;
&lt;br /&gt;
=== Step 2 ===&lt;br /&gt;
Click the right arrow. The equipment screen should look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Ground_stacking_after_clicking_right_arrow.png]]&lt;br /&gt;
&lt;br /&gt;
=== Step 3 ===&lt;br /&gt;
At this point you should be able to click the right arrow again to access the second page. You&#039;ll correctly find the absent 8th six-square item from the first page on the second page.&lt;br /&gt;
&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Why_civilians_go_rogue&amp;diff=63910</id>
		<title>Talk:Why civilians go rogue</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Why_civilians_go_rogue&amp;diff=63910"/>
		<updated>2015-04-09T13:54:11Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Stunned civilians? */ renamed section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Brief==&lt;br /&gt;
This section is actually intended to be a technical explanation on why they go rogue after being mind controlled - not just a brief on how it&#039;s done. I cannot explain why stunning them does this at this time, but it&#039;ll come eventually. &lt;br /&gt;
&lt;br /&gt;
All units in the [[Info#Battlescape|Battlescape]] have an ownership flag (i.e. belongs to Alien, X-Com, Civilian), and a flag that tells the game that the unit is currently under mind control (which is a binary flag and contains Yes/No, True/False or if you prefer, zero or non-zero values only). &lt;br /&gt;
&lt;br /&gt;
When a unit is mind controlled, the ownership flag is automatically set to the mind controller&#039;s side and the temporary mind control flag is set to true. At the end of the turn, the game checks all units to se if they&#039;ve got the temporary mind control flag set to true. If found, it is set to false, and then the ownership flag is flipped to the other team&#039;s side. &lt;br /&gt;
&lt;br /&gt;
The ownership flags look like the following: &lt;br /&gt;
&lt;br /&gt;
X-Com = 0&lt;br /&gt;
Alien = 1 &lt;br /&gt;
Civilian = 2&lt;br /&gt;
&lt;br /&gt;
On the computer, true/false statements are done with 1&#039;s and 0&#039;s. 1&#039;s are actually meant to be non-zero valus, and can be be any number except 0&#039;s. &lt;br /&gt;
&lt;br /&gt;
So, when you mind control a civilian, their flag changes to Owner = 0, Under Mind Control = 1 &lt;br /&gt;
&lt;br /&gt;
At the end of the turn, the game finds that the civilian is under mind control, it sets this to 0 and flips the ownership flag from a 0 to a non-zero. This is done by a simply binary NOT function (or a set of conditional statements that effectively achieve the same thing).&lt;br /&gt;
&lt;br /&gt;
A NOT function simply inverts a zero into non-zeroes, and non-zeroes into zeroes. On the computer a non-zero value is often simply expressed as a 1.  &lt;br /&gt;
&lt;br /&gt;
Notice what&#039;s going wrong here? It&#039;s flipping a 0 into a 1, which is the value for an alien unit instead of remembering what faction the unit originally belonged to. In fact, the game does not store this information at all. &lt;br /&gt;
&lt;br /&gt;
It&#039;s almost as if civilians were either added in as an afterthought, or the programmers never ever expected players were going to use mind control on the civilians (aliens don&#039;t do it on civilians as a general rule - not that they possibly could not, they just don&#039;t have any instructions to do so). &lt;br /&gt;
&lt;br /&gt;
For scoring purposes, civilians killed when they are under civilian control will deduct a certain amount of points from your final score. However, a civilian under alien control (or your control, if you manage to fudge things a bit with Zombie&#039;s stun/Mind Control combination) will only add or subtract their &#039;unit value&#039; to the score. Because their unit value is 0, they cost nothing.&lt;br /&gt;
&lt;br /&gt;
A unit value is a number all your units get that tells the game how much to add or subtract when soldiers or aliens are killed. Civilians have this too. However scores are also awarded in other ways.  &lt;br /&gt;
&lt;br /&gt;
That&#039;s it in an overly elaborate nutshell. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Good job, NKF! This should all be moved to the article itself --[[User:MikeTheRed|MikeTheRed]] 18:13, 1 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uhhem....Uhhem...NKF, move cough, the article! [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
== Patience ==&lt;br /&gt;
&lt;br /&gt;
Yes, patience little rhinocerous beetle. It&#039;s far too crude to be used as-is, but I&#039;ll make it available in the main section anyway, spelling errors and everything. It&#039;s just too - well, I&#039;ll borrow a phrase - head-hurty to read the way it is. Even to me, and I wrote it! &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, patience little rhinocerous beetle.&amp;quot;   ehehhehehe!!!   [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding spelling errors:  I don&#039;t know if NKF needs it, but but the google toolbar, which is available for IE and Firefox, does spell-checking for Web forms-- including Wiki editing panels.  I&#039;ve used it on several of my longer posts, and it&#039;s pretty good.  It does, of course, point out every bit of Wiki markup or Xcom-specific word, but it at least tells me when I mispell &amp;quot;their.&amp;quot; --[[User:Papa Legba|Papa Legba]] 13:41, 26 December 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
== Bug or feature? ==&lt;br /&gt;
&lt;br /&gt;
OK, yes, this almost certainly a bug in the sense that it was unintended behaviour caused by a programming logic error. But... maybe it&#039;s actually realistic, appropriate. I have a feeling that if X-Com showed up in the middle of some really hairy situation when my life was on the line, and they mind controlled me, when I came back to my senses I may well see them as the enemy and start shooting at them with whatever was in my hand at the time. [[User:Spike|Spike]] 17:40, 6 September 2012 (EDT).&lt;br /&gt;
&lt;br /&gt;
== Do stunned civilians go rogue too? ==&lt;br /&gt;
&lt;br /&gt;
Does a similar thing happen if i stun a civilian? The [[Stun Rod]] page says &amp;quot;If they wake up, they will appear as aliens&amp;quot; (linking here), but i&#039;m wondering what&#039;s going on behind the scenes. -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 09:53, 9 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Why_civilians_go_rogue&amp;diff=63909</id>
		<title>Talk:Why civilians go rogue</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Why_civilians_go_rogue&amp;diff=63909"/>
		<updated>2015-04-09T13:53:22Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Stunned civilians? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Brief==&lt;br /&gt;
This section is actually intended to be a technical explanation on why they go rogue after being mind controlled - not just a brief on how it&#039;s done. I cannot explain why stunning them does this at this time, but it&#039;ll come eventually. &lt;br /&gt;
&lt;br /&gt;
All units in the [[Info#Battlescape|Battlescape]] have an ownership flag (i.e. belongs to Alien, X-Com, Civilian), and a flag that tells the game that the unit is currently under mind control (which is a binary flag and contains Yes/No, True/False or if you prefer, zero or non-zero values only). &lt;br /&gt;
&lt;br /&gt;
When a unit is mind controlled, the ownership flag is automatically set to the mind controller&#039;s side and the temporary mind control flag is set to true. At the end of the turn, the game checks all units to se if they&#039;ve got the temporary mind control flag set to true. If found, it is set to false, and then the ownership flag is flipped to the other team&#039;s side. &lt;br /&gt;
&lt;br /&gt;
The ownership flags look like the following: &lt;br /&gt;
&lt;br /&gt;
X-Com = 0&lt;br /&gt;
Alien = 1 &lt;br /&gt;
Civilian = 2&lt;br /&gt;
&lt;br /&gt;
On the computer, true/false statements are done with 1&#039;s and 0&#039;s. 1&#039;s are actually meant to be non-zero valus, and can be be any number except 0&#039;s. &lt;br /&gt;
&lt;br /&gt;
So, when you mind control a civilian, their flag changes to Owner = 0, Under Mind Control = 1 &lt;br /&gt;
&lt;br /&gt;
At the end of the turn, the game finds that the civilian is under mind control, it sets this to 0 and flips the ownership flag from a 0 to a non-zero. This is done by a simply binary NOT function (or a set of conditional statements that effectively achieve the same thing).&lt;br /&gt;
&lt;br /&gt;
A NOT function simply inverts a zero into non-zeroes, and non-zeroes into zeroes. On the computer a non-zero value is often simply expressed as a 1.  &lt;br /&gt;
&lt;br /&gt;
Notice what&#039;s going wrong here? It&#039;s flipping a 0 into a 1, which is the value for an alien unit instead of remembering what faction the unit originally belonged to. In fact, the game does not store this information at all. &lt;br /&gt;
&lt;br /&gt;
It&#039;s almost as if civilians were either added in as an afterthought, or the programmers never ever expected players were going to use mind control on the civilians (aliens don&#039;t do it on civilians as a general rule - not that they possibly could not, they just don&#039;t have any instructions to do so). &lt;br /&gt;
&lt;br /&gt;
For scoring purposes, civilians killed when they are under civilian control will deduct a certain amount of points from your final score. However, a civilian under alien control (or your control, if you manage to fudge things a bit with Zombie&#039;s stun/Mind Control combination) will only add or subtract their &#039;unit value&#039; to the score. Because their unit value is 0, they cost nothing.&lt;br /&gt;
&lt;br /&gt;
A unit value is a number all your units get that tells the game how much to add or subtract when soldiers or aliens are killed. Civilians have this too. However scores are also awarded in other ways.  &lt;br /&gt;
&lt;br /&gt;
That&#039;s it in an overly elaborate nutshell. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Good job, NKF! This should all be moved to the article itself --[[User:MikeTheRed|MikeTheRed]] 18:13, 1 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uhhem....Uhhem...NKF, move cough, the article! [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
== Patience ==&lt;br /&gt;
&lt;br /&gt;
Yes, patience little rhinocerous beetle. It&#039;s far too crude to be used as-is, but I&#039;ll make it available in the main section anyway, spelling errors and everything. It&#039;s just too - well, I&#039;ll borrow a phrase - head-hurty to read the way it is. Even to me, and I wrote it! &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, patience little rhinocerous beetle.&amp;quot;   ehehhehehe!!!   [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding spelling errors:  I don&#039;t know if NKF needs it, but but the google toolbar, which is available for IE and Firefox, does spell-checking for Web forms-- including Wiki editing panels.  I&#039;ve used it on several of my longer posts, and it&#039;s pretty good.  It does, of course, point out every bit of Wiki markup or Xcom-specific word, but it at least tells me when I mispell &amp;quot;their.&amp;quot; --[[User:Papa Legba|Papa Legba]] 13:41, 26 December 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
== Bug or feature? ==&lt;br /&gt;
&lt;br /&gt;
OK, yes, this almost certainly a bug in the sense that it was unintended behaviour caused by a programming logic error. But... maybe it&#039;s actually realistic, appropriate. I have a feeling that if X-Com showed up in the middle of some really hairy situation when my life was on the line, and they mind controlled me, when I came back to my senses I may well see them as the enemy and start shooting at them with whatever was in my hand at the time. [[User:Spike|Spike]] 17:40, 6 September 2012 (EDT).&lt;br /&gt;
&lt;br /&gt;
== Stunned civilians? ==&lt;br /&gt;
&lt;br /&gt;
Does a similar thing happen if i stun a civilian? The [[Stun Rod]] page says &amp;quot;If they wake up, they will appear as aliens&amp;quot; (linking here), but i&#039;m wondering what&#039;s going on behind the scenes. -- [[User:Jokes Free4Me|Jokes Free4Me]] ([[User talk:Jokes Free4Me|talk]]) 09:53, 9 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Geoscape&amp;diff=63908</id>
		<title>Geoscape</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Geoscape&amp;diff=63908"/>
		<updated>2015-04-09T13:26:21Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: Disambiguation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the article.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Geoscape&#039;&#039;&#039; is a combination of base management screens and the world view, that appears in most X-COM games to date. For version-specific details, see:&lt;br /&gt;
&lt;br /&gt;
* [[Geoscape (EU)]] - in UFO: Enemy Unknown (aka X-COM: UFO Defense) (1994).&lt;br /&gt;
* [[Geoscape (TFTD)]] - in X-COM: Terror From The Deep (1995).&lt;br /&gt;
&amp;lt;!-- * [[Geoscape (Apocalypse)]] - in X-COM: Apocalypse (1997). --&amp;gt;&lt;br /&gt;
* In XCOM: Enemy Unknown (2012), the world view was changed to [[Mission Control (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Disambiguation Pages]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template_talk:TFTD_Table&amp;diff=63907</id>
		<title>Template talk:TFTD Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template_talk:TFTD_Table&amp;diff=63907"/>
		<updated>2015-04-09T13:16:07Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: brought back last message ; added threading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Broken Table ==&lt;br /&gt;
Help! This table is broken. [[User:Spike|Spike]] 07:01, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It should be easy enough to fix. But, what&#039;s the problem? [[User:NKF|NKF]] 08:25, 7 September 2012 (EDT)&lt;br /&gt;
:: Ah, thanks NKF! I think I fixed it. The item Alien Appearance Table was stranded. I think the last edit had attempted to include it as a sub heading of Data Tables, but this threw the layout out. I&#039;ve put it back in as a main heading under Technical, same level as Data Tables. But if you can do a better fix, please do - I know you are the master of wiki layout! Cheers, [[User:Spike|Spike]] 15:21, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New and Improved ==&lt;br /&gt;
Now that the TFTD table is no longer a side column, I&#039;ve decided to alter the table to resemble the UFO table a bit more. Granted the UFO table could be vastly improved, but I thought I&#039;d pave the way for a bit more uniformity and make room for expansion. It&#039;s not an exact duplicate, I&#039;ve shifted a few of the sub headings to where I think they may fit better. -[[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:39, 9 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template_talk:TFTD_Table&amp;diff=63906</id>
		<title>Template talk:TFTD Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template_talk:TFTD_Table&amp;diff=63906"/>
		<updated>2015-04-09T13:15:03Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: Undo revision 63900 by NKF (talk) -- no reason to hide old discussions. PLUS, THAT WAS NOT MINOR!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Help! This table is broken. [[User:Spike|Spike]] 07:01, 7 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It should be easy enough to fix. But, what&#039;s the problem? [[User:NKF|NKF]] 08:25, 7 September 2012 (EDT)&lt;br /&gt;
:: Ah, thanks NKF! I think I fixed it. The item Alien Appearance Table was stranded. I think the last edit had attempted to include it as a sub heading of Data Tables, but this threw the layout out. I&#039;ve put it back in as a main heading under Technical, same level as Data Tables. But if you can do a better fix, please do - I know you are the master of wiki layout! Cheers, [[User:Spike|Spike]] 15:21, 7 September 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Battlescape&amp;diff=63905</id>
		<title>Battlescape</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Battlescape&amp;diff=63905"/>
		<updated>2015-04-09T12:30:37Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: fixing typos, rephrasings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{REWRITE NEEDED}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other languages: [[전투화면|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Battlescape&#039;&#039;&#039; is the tactical portion of the game, where all ground combat in [[X-COM|Enemy Unknown]] and [[TFTD|Terror From The Deep]] take place. X-COM Apocalypse also features a Battlescape, though this article will only detail the Battlescape in the former two games as they are nearly identical.&lt;br /&gt;
&lt;br /&gt;
The terrain on the Battlescape will vary depending on the geographical location where an enemy ship has landed or crash-landed, or even by the type of mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Playing Board==&lt;br /&gt;
&lt;br /&gt;
The battle takes place on a layered tile map. Maps will have dimensions that range between 40 and 60 tiles in width and height and have either 2 or 4 map layers. Exterior maps always have 4 elevations and can have areas of 40 to 50 square tiles in Enemy Unknown or up to 60 in Terror From the Deep.&lt;br /&gt;
&lt;br /&gt;
In Enemy Unknown/UFO Defense, interior maps always have 2 elevations and are always played in 60 square tile areas. [[TFTD]] differs in that all maps use 4 elevations except the maps in the final level, which only use 2 per map.&lt;br /&gt;
&lt;br /&gt;
The map shows all walls, obstructions, ceilings, floors that can are currently in view or have previously been seen seen. The general look of the battlescape is determined by the mission, the aircraft that have landed at the site and the area where the mission was initiated.&lt;br /&gt;
&lt;br /&gt;
With the exception of doors that close automatically, most map elements are static by nature. They do not change until they are damaged by weapons fire.&lt;br /&gt;
&lt;br /&gt;
In addition to physical items shown on the map, it will also show differences in lighting which can affect visibility when on [[Night Missions]]. The parts of the map not visible to your troops will be left black, covered by the shroud of war.&lt;br /&gt;
&lt;br /&gt;
The lighting in a particular spot or tile consists of an ambient light level to represent the time of the day and any fixed light sources in the vicinity. It is also affected by the light thrown off by moving light sources, which are made up of player controlled units, flares and fires.&lt;br /&gt;
&lt;br /&gt;
The shroud of war, or fog of war, is common in many strategy games to represent areas that have not been seen or visited. In effect, areas of the map are coated in black until a friendly unit looks at it. From then on, the fog is lifted for the rest of mission, although it should be noted that enemy and neutral units moving into a previously seen area will not be seen unless observed by a player controlled unit. You only retain knowledge of the terrain itself.&lt;br /&gt;
&lt;br /&gt;
It must be noted that physics and gravity in the battlescape do not apply to any map features, except the units and objects that can be picked up. This means that the entire lower floor of a building or craft can be destroyed and leave the upper floors freely floating in the air.&lt;br /&gt;
&lt;br /&gt;
==The Playing Pieces==&lt;br /&gt;
&lt;br /&gt;
On a map, soldiers, aliens and sometimes civilians interact with each other and the environment. Generally by way of projectiles and explosives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Only one playing piece or environmental feature can occupy a tile at a time.&lt;br /&gt;
*Multiple items may occupy the same tile.&lt;br /&gt;
*Each playing piece may move onto a tile &#039;occupied&#039; by items, provided that there is no other unit or terrain obstruction.&lt;br /&gt;
*Each playing piece is unique with individual variations in their statistics and ranking.&lt;br /&gt;
*Each playing piece and environmental feature can be destroyed. Often the playing piece turns into a dead body (another item), dropping everything from the inventory to the floor.&lt;br /&gt;
*If a playing piece is incapacitated or stunned, it will turn into a body, and can be treated as an item, until the stun points are sufficiently diminished, when the unit will reactivate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soldiers&#039;&#039;&#039;: The principal playing piece of the player, representing an X-COM Soldier (Enemy Unknown) or Aquanaut (Terror From the Deep). Comes in two genders and four different races. His starting inventory can be selected by the player, before the battle, after the arrival of the troop transport. He can equip and utilise any item on the battlefield, including those that are dropped or thrown by the aliens. In addition, he can be equipped with different sorts of [[Armour|body armour]] at the base, before the mission, which may grant him the hover ability. However, he is susceptible to physical damage, stun damage and fatal injuries that are mainly inflicted by the aliens. Also he may lose morale from squad casualties or panic attacks from the aliens. In worse cases, he can even be mind controlled, at which point the alien gains temporary control. Survival will ensure that that the soldier will experience statistic grow, providing that he took some active part in the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aliens&#039;&#039;&#039;: The alien&#039;s playing piece comes in a variety of different races, all with varying statistics and inherent resistances to various types of weapons. Some even have special built-in abilities. Has never been observed picking up items from the floor, nor throwing any other item besides a primed alien grenade. Otherwise, has very similar properties to the player&#039;s playing piece.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tanks&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Civilians&#039;&#039;&#039;: Carries no weapons and will only run around. Will be targeted by aliens.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A list of droppable items, and of course a description on explosives in general&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Environmental Features===&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Doors, post box, signs, lamps, walls, stairs should go in here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Combat Damage Model==&lt;br /&gt;
&#039;&#039;All discussion on how damage is dealt and received by units. Covers damage, armour, explosions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Psionics===&lt;br /&gt;
[[Psionics]] are initially a dangerous facet of facing some of the alien races that can make things very difficult for your squad, especially for those soldiers that turn out to have low [[Psionic Strength]], as they will be targeted constantly by these psionic-capable aliens. One you have captured a psionic alien and [[research]]ed it, you will be able to develop psionic soldiers by training them in [[Psionic Laboratory|Psionic Laboratories]] and equipping them with [[Psi-Amp]]s.&lt;br /&gt;
&lt;br /&gt;
Psionics allow the wielder to attempt to either [[panic]] or [[Mind Control]] enemy forces, with the success rate being dependent on relative psionic strength and [[Psionic Skill|skill]] between the attacker and defender, and the range between them. Panicked soldiers can be a problem as they can leave gaps in your lines, but Mind Controlled soldiers are far more serious a problem, as they will turn around and fire on their comrades. A psionic attack&#039;s effects will last for one full turn per attempt, including both the user&#039;s and the following opponent&#039;s part of the turn, although the morale lost to a successful attack will often mean the soldier will be out of action for longer as they continue to panic or [[berserk]] for a time, even if no further attacks are directed towards them.&lt;br /&gt;
&lt;br /&gt;
==Battlescape Interface==&lt;br /&gt;
===Battlescape Screen===&lt;br /&gt;
&lt;br /&gt;
The bulk of the battlescape scenario will take place here. Here, the player can view the areas of the playing board visible to their pieces and can choose actions for them via the Battlescape Control Bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:taclabel.png]]&lt;br /&gt;
&lt;br /&gt;
The main features of the Battlescape Screen are labeled. Refer to them below for an explanation.&lt;br /&gt;
&lt;br /&gt;
# Item carried in the left hand. Left click this area to use.&lt;br /&gt;
# Move up or down. Only usable if equipped with armor that can fly, or if located on an elevator tile.&lt;br /&gt;
# View different floors.&lt;br /&gt;
# View the map screen.&lt;br /&gt;
# Switch between kneeling and standing stance.  Kneeling costs 4 TUs, standing costs 8 TUs.  Will affect the unit&#039;s height and [[Firing Accuracy]].  Unit will stand automatically upon being given a move command in exchange for 8 TUs.&lt;br /&gt;
# Switch to the inventory screen.&lt;br /&gt;
# Center the Battlescape Screen onto the current unit.&lt;br /&gt;
# Select the next unit. When reaching the end of the soldier list, will cycle back to the beginning.&lt;br /&gt;
# Select the next unit and forget the current one. (Meaning: repeated use of 8. or 9. will no longer select it. You can still select it manually, though.) Use when you won&#039;t be moving the current soldier any more in this turn.&lt;br /&gt;
# Hide or reveal the roof or ceiling. Useful for viewing inside enclosed areas.&lt;br /&gt;
# Open the Battlescreen Options menu. Use this to modify the firing, scrolling, and movement speed. Note that it is only possible to save, not to load, the battlescape scenario. However, the option to load will be available within the Geoscape screen, and the title menu of the game.&lt;br /&gt;
# End player turn button. The alien phase will then commence.&lt;br /&gt;
# Dust off button. For UFO Crash Recovery, UFO Assault and Terror missions, the transport ship will then take off, leaving behind all the pieces and items not within its hull. For Alien Base Assault, the pieces in the deployment area will retreat, leaving those elsewhere within the board behind. For Base Defence mission, it will concede the battle and the base to the aliens without further losses to the player. The units left behind will be listed as MIA and will be unavailable for the rest of the game.&lt;br /&gt;
# Item carried in the right hand. Left click this area to use.&lt;br /&gt;
# Reserve TU buttons. Will stop the current unit from taking any action once a certain amount of TUs has been used. &amp;lt;!-- Does not work if the current TUs are insufficient for the reserved action --&amp;gt; This is to ensure you have enough TUs to perform the selected action. Any other action will be cancelled except for the action that was reserved. Top left is to reserve none, Top right is to reserve enough TUs for a snap shot. Bottom left is to reserve for an aimed shot, with the bottom right similarly for auto-shot.&lt;br /&gt;
# Indicates the rank of the current unit. Click to view detailed vital statistics, including current armour values.&lt;br /&gt;
# Information panel detailing the name, and the current status. The green bar, and the number corresponds to the current TUs available, with the orange bar and number for the current energy. Likewise with the red bar and number for the current health and the purple bar and number representing the morale level.&lt;br /&gt;
# Currently selected soldier.&lt;br /&gt;
# Mouse cursor and selection box. Select a tile and left click to move. Move to the edge of the screen to scroll along the board. Right click to have the currently selected unit face that direction.&lt;br /&gt;
# Aliens sighted buttons.  Left-click to center the screen on the indexed alien.  These buttons are assigned in &amp;quot;increasing order&amp;quot; in terms of the appropriate file.  In particular, the numerically highest alien sighted will also be the highest rank sighted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror From the Deep Battlescape HUD&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Terror From the Deep features an identical control panel to Enemy Unknown but introduces two new buttons: &#039;Reserve for Kneeling&#039; and &#039;TU Bleed&#039; (used to zero the selected unit&#039;s time units to ensure the unit cannot use reaction fire).&lt;br /&gt;
&lt;br /&gt;
[[Image:Hud.jpg]]&lt;br /&gt;
&lt;br /&gt;
# Item carried by the unit&#039;s left hand. Left click this area to use.&lt;br /&gt;
# Move up or down. Only usable if the unit is equipped with a [[Flying Suit|flying suit]], or if located on an elevator tile.&lt;br /&gt;
# View different floors.&lt;br /&gt;
# View the map screen.&lt;br /&gt;
# Switch between kneeling and standing stance.  Kneeling costs 4 [[Time Units|TUs]], standing up costs 8 TUs.  This will affect the units height, the [[Firing Accuracy|firing accuracy]], and the required TUs to move in the next player phase.  The Unit will stand up automatically when given a move command, using 8 TUs.&lt;br /&gt;
# Switch to the [[#Inventory Screen|inventory screen]].&lt;br /&gt;
# Center the Battlescape Screen onto the currently selected unit.&lt;br /&gt;
# Select the next unit.&lt;br /&gt;
# Select the next unit, and forget the current one. (Meaning: repeated use of 8. or 9. will no longer select it. You can still select it manually, though.) Use when you won&#039;t be moving the current soldier any more in this turn.&lt;br /&gt;
# Hide or reveal the roof or ceiling. Useful for viewing inside enclosed areas.&lt;br /&gt;
# Open the Battlescreen Options menu. Use this to modify the firing, scrolling, and movement speed. Note that it is only possible to save, not to load, the battlescape scenario. However, the option to load will be available within the Geoscape screen, and the title menu of the game.&lt;br /&gt;
# End player turn button. The alien phase will then commence.&lt;br /&gt;
# Dust off button. For most missions the transport ship will then take off, leaving behind all the units not within its hull.&lt;br /&gt;
# Item carried by the unit&#039;s right hand. Left click this area to use.&lt;br /&gt;
# TU reserve buttons. The four primary buttons adjust what amount of TUs will be reserved by the selected unit and weapon combination for that turn. The button to the right reserves TUs for kneeling. The button to the left is the TU bleed button and simply sets current TUs to 0. &amp;lt;!--It can only be activated with a left click.--&amp;gt;&lt;br /&gt;
# Indicates the rank of the selected piece. Click to view detailed statistics, including current [[armour]] values.&lt;br /&gt;
# Information panel detailing the name, and the current status of the unit. The green bar, and the number corresponds to the current TUs available, with the orange bar and number for the current energy. Likewise with the red bar and number for the current health and the purple bar and number representing the morale level.&lt;br /&gt;
&lt;br /&gt;
===Inventory Screen===&lt;br /&gt;
&lt;br /&gt;
This is accessed by pressing the &amp;quot;Inventory&amp;quot; button on the main battlescape screen and is also shown at the very beginning of a tactical mission.  This screen shows the equipment available &amp;quot;on the ground&amp;quot; (or, for the pre-mission phase, in the cargo-bay).&lt;br /&gt;
&lt;br /&gt;
[[Image:Invlabel.png]]&lt;br /&gt;
&lt;br /&gt;
The main features are labeled.  Explanations are as follows:&lt;br /&gt;
&lt;br /&gt;
# Soldier portrait.  Shows the armor worn by the soldier, and possibly their face.&lt;br /&gt;
# Soldier name.&lt;br /&gt;
# &#039;&#039;Not on picture.&#039;&#039;&lt;br /&gt;
# Control buttons.  &amp;quot;OK&amp;quot; exits inventory (and begins mission if this is a start-of-mission screen). Arrows switch to the next or previous soldier unit.&lt;br /&gt;
# &amp;quot;Unload&amp;quot; button.  If a weapon is deposited on this button when the soldier has two free hands and 8 Time Units, the clip will be removed from the weapon and placed in the left hand, while the weapon itself will be placed in the right hand.&lt;br /&gt;
# Backpack inventory slot.  3x3 space for items.&lt;br /&gt;
# Left Hand inventory slot.  Any item can be placed here.&lt;br /&gt;
# Right Hand inventory slot.  Any item can be placed here.&lt;br /&gt;
# Right Shoulder inventory slot.  1x2 space for items.&lt;br /&gt;
# Left Shoulder inventory slot.  1x2 space for items.&lt;br /&gt;
# Belt inventory slot.  6 squares in an upside-down &#039;u&#039; for items.&lt;br /&gt;
# Items on ground.  Any item can go here.&lt;br /&gt;
# Left Leg inventory slot.  1x2 space for items.&lt;br /&gt;
# Right Leg inventory slot.  1x2 space for items.&lt;br /&gt;
# &amp;quot;More&amp;quot; button.  If items on ground exceed available space, pressing this button will display more items there. Note this button is not available in very early versions of Enemy Unknown.&lt;br /&gt;
&lt;br /&gt;
==How to end a mission==&lt;br /&gt;
Missions will end if one of the following happens:&lt;br /&gt;
&lt;br /&gt;
# All aliens are killed or knocked [[unconscious]].  All equipment and UFO components will automatically be [[Equipment Recovery|recovered]] from the battlefield.  If any X-COM units are under alien [[Mind Control]] when the last alien is defeated, those units will be &amp;quot;MIA&amp;quot;, and lost forever.&lt;br /&gt;
# All soldiers and tanks are killed or incapacitated.  All soldiers and equipment (including the transport) will be lost.&lt;br /&gt;
# Player aborts the mission.  All units and equipment in the transport will be recovered; all units and equipment outside the transport will be lost.  No UFO components will be recovered.  Any unconscious aliens inside the transport will be transferred to [[Alien Containment]], if you have one.  If more aliens were killed than X-COM units, you will probably still end the mission with a positive [[score]] (unless it is a [[Terror Mission]]).&lt;br /&gt;
&lt;br /&gt;
There are several cases where aborting a mission may be a good option:&lt;br /&gt;
&lt;br /&gt;
* If your forces are overwhelmed and likely to be defeated, get as many back to the transport as you can and cut your losses.&lt;br /&gt;
* Early [[Terror Mission]]s (especially at [[night]]) can be very difficult.  However, not responding to a terror site costs X-COM a lot of [[score|points]] in its monthly evaluation.  Fewer points will be lost if you send a transport, even if you abort the mission right away.  You may also be able to pick off a few aliens before abandoning the mission.&lt;br /&gt;
* [[Alien Base]]s can be raided and looted an unlimited number of times, as long as at least one alien is left behind alive and conscious (these are known as &amp;quot;Smash and Grab&amp;quot; missions).&lt;br /&gt;
* Early in the game, capturing a [[psionic]] alien is of a high priority.  If you manage to knock out a [[Sectoid]] Leader/Commander or an [[Ethereal]] during a dangerous mission, you may choose to grab its body and escape from the site as quickly as possible. Navigators, leaders or commanders may also be captured this way.&lt;br /&gt;
&lt;br /&gt;
Though the game reports that aborting a mission as a failure, this is not necessarily always the case as long as the results that you set out to achieve are completed.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Geoscape]]&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Field Manual]]&lt;br /&gt;
* [[:Category:Tactics]]&lt;br /&gt;
* [[Terrain]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=63904</id>
		<title>Heavy Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Cannon&amp;diff=63904"/>
		<updated>2015-04-09T11:40:13Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Tips */ Added link to Firing Accuracy#Influencing_Factors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While the regulation [[pistol]]s and [[rifle]]s provide adequate firepower against most soft targets, they lack the strength to punch through the thick armour introduced by a number of early terrorist units, like the [[Cyberdisc]] and [[Chryssalid]]. Enter the cannons - the Heavy Cannon and the [[Auto-Cannon]] - two highly versatile man-portable cannons with a selection of shells tipped with [[Weapons#Armour-Piercing|armour piercing]], [[Weapons#High Explosive|high explosive]] or [[Weapons#Incendiary|incendiary]] warheads. Their versatile ammunition allows their user to switch strategies in the field by simply feeding a different ammunition clip into the cannon. &lt;br /&gt;
 &lt;br /&gt;
The Heavy Cannon is heavy as its namesake and lacks the speed of the smaller firearms. It makes up for this by being very powerful. The biggest detriment is its small magazine capacity. It can only carry 6 rounds at a time. &lt;br /&gt;
&lt;br /&gt;
The Heavy Cannon also lacks an automatic firing mode, however it continues to remain more powerful and much more accurate than its weaker but ultimately more popular cousin, the Auto-Cannon. Except for starting out on a new game, when Heavy and Auto-Cannons are the best offense your weak Rookies can afford (aside from the [[Rocket Launcher]]), these should be tossed by the wayside later in the game (after a few months or so, when you can walk onto a battlefield with a plasma/laser rifle and rocket launchers). As an added paradox, the explosive rounds actually do &#039;&#039;less&#039;&#039; damage than an AP round. AP rounds, however, don&#039;t have the benefit of splash damage. Although far from an ideal weapon, some find it useful on higher difficulty levels. On superhuman, for example, it can kill early enemies in one hit, while the Auto Cannon often seems to come up a few hit points short of a kill.&lt;br /&gt;
&lt;br /&gt;
One excellent strategy with both Heavy and Auto-Cannons is to wear Power Suits and arm these weapons with HE shells. As long as you don&#039;t get a direct hit from one of your own shells, you will feel absolutely no damage whatsoever when using these weapons in short range combat. This is an excellent combination in any indoor setting such as UFOs or even enemy installations. &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 [[Gas Cannon]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;b&amp;gt;Heavy Cannon:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS11.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Size: 3 high x 2 wide&lt;br /&gt;
*Weight: 18&lt;br /&gt;
*TUs: &lt;br /&gt;
**Snap:  33% (Accuracy 60%)&lt;br /&gt;
**Aimed: 80% (Accuracy 90%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $6,400&lt;br /&gt;
*Sell Price: $4,800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Weapons#Armour-Piercing|AP]] Clip:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS12.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 56 AP&lt;br /&gt;
*Ammo: 6&lt;br /&gt;
*Size: 1 high x 2 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $300&lt;br /&gt;
*Sell Price: $225&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Weapons#High Explosive|HE]] Clip:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS13.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 52 HE&lt;br /&gt;
*Ammo: 6&lt;br /&gt;
*Size: 1 high x 2 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $500&lt;br /&gt;
*Sell Price: $275&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Incendiary]] Clip:&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS14.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 60 IN (6.4)&lt;br /&gt;
*Ammo: 6&lt;br /&gt;
*Size: 1 high x 2 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $400&lt;br /&gt;
*Sell Price: $300&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage notes ==&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, 20% Remaining TUs &lt;br /&gt;
* Snap: 3 Shots, 1% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Limitations of incendiary damage ==&lt;br /&gt;
The listed damage using [[incendiary]] rounds is misleading. Incendiary rounds do ~6.4 damage on a direct hit. The damage values listed in the [[UFOpaedia]] do not determine how powerful an incendiary round deals damage; it only determines how wide an area will be blanketed with flames.&lt;br /&gt;
&lt;br /&gt;
Furthermore soldiers cannot gain any form of [[experience]] shooting any weapon loaded with [[incendiary]] rounds.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Carry a reload or two; you don&#039;t have many shots per clip.&lt;br /&gt;
* Try to kneel when firing.&lt;br /&gt;
* Aimed mode takes extremely long, but is probably the most effective use of ammunition.&lt;br /&gt;
* Try to keep your second hand free while using the Heavy Cannon.  The accuracy already sucks, so avoid [[Firing Accuracy#Influencing_Factors|the 20% penalty]].&lt;br /&gt;
* Until you have Laser Rifles available, there is no better weapon for selectively destroying hard cover than a Heavy Cannon with AP rounds.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons&amp;diff=63891</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons&amp;diff=63891"/>
		<updated>2015-04-09T04:31:01Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Ammunition */ fix typos, changed &amp;quot;other weapons&amp;quot; to &amp;quot;non-stun weapons&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{EU2012Version}}&lt;br /&gt;
{{BureauVersion}}&lt;br /&gt;
&lt;br /&gt;
= Weapon information = &lt;br /&gt;
==Standard weapons==&lt;br /&gt;
New [[X-COM]] commanders are given access to a small but diverse range of small to heavy firearms. Many of these weapons will quickly become obsolete as technology progresses, while some can remain useful for the entire duration. &lt;br /&gt;
&lt;br /&gt;
Standard firearms are sold on the market and are limited only by how much a commander is willing to spend and how much storage space is remaining. &lt;br /&gt;
&lt;br /&gt;
*[[Pistol]]&lt;br /&gt;
*[[Rifle]]&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Auto-Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
*[[Stun Rod]]&lt;br /&gt;
&lt;br /&gt;
*[[Grenade]]&lt;br /&gt;
*[[Proximity Grenade]]&lt;br /&gt;
*[[High Explosive]]&lt;br /&gt;
*[[Smoke Grenade]]&lt;br /&gt;
&lt;br /&gt;
==Laser technology==&lt;br /&gt;
Laser weapons improve over conventional non-explosive firearms by being more powerful and faster at the cost of some accuracy. Their biggest advantage is that they do not need ammunition.&lt;br /&gt;
&lt;br /&gt;
Laser weapons can only be manufactured. &lt;br /&gt;
&lt;br /&gt;
*[[Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle]]&lt;br /&gt;
*[[Heavy Laser]]&lt;br /&gt;
&lt;br /&gt;
==Alien weapons==&lt;br /&gt;
Alien weapons are more powerful than conventional weapons and are very destructive. They are initially only usable by the aliens, but later can be turned on them once they have been researched. &lt;br /&gt;
&lt;br /&gt;
The majority of all alien weaponry will be captured, but when necessary the weapons and ammunition can also be reproduced in the workshops once researched. Be warned that manufacturing ammunition for alien weapons can be costly on [[Elerium-115|Elerium]]. &lt;br /&gt;
&lt;br /&gt;
*[[Plasma Pistol]]&lt;br /&gt;
*[[Plasma Rifle]]&lt;br /&gt;
*[[Heavy Plasma]]&lt;br /&gt;
*[[Alien Grenade]]&lt;br /&gt;
*[[Small Launcher]] (launcher for [[Stun Bomb]]s)&lt;br /&gt;
*[[Blaster Launcher]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also see:&lt;br /&gt;
[[Alien Weapon Loadouts]]&lt;br /&gt;
&lt;br /&gt;
=Ammunition=&lt;br /&gt;
&lt;br /&gt;
Every weapon will have a damage type associated with it that determines its effects and its effectiveness against the target the weapon is being used against. This list groups the weapons by their damage types.&lt;br /&gt;
&lt;br /&gt;
==Armour piercing==&lt;br /&gt;
Armour piercing (AP) ammunition are solid round projectiles that are used in your standard projectile weapons. Or more commonly known as &amp;quot;bullets&amp;quot;. Despite the name, they do not in fact pierce armour very well, and work best on soft targets or enemies with low AP damage multipliers. This is mainly a result of the low to moderate damage levels.&lt;br /&gt;
&lt;br /&gt;
*[[Pistol]]&lt;br /&gt;
*[[Rifle]]&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Auto-Cannon]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary==&lt;br /&gt;
[[Incendiary]] (IN) ammunition set fire in a wide area. A bonus of this form of ammunition is its secondary effect, the lingering flames that remain on terrain or stick to enemy targets. The flames will continue to cause damage per turn until the fire dies out. Incendiary doesn&#039;t have a very straightforward damage model. To better understand it, refer to the [[Incendiary]] article for a more thorough explanation.&lt;br /&gt;
&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Auto-Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
&lt;br /&gt;
==High explosive==&lt;br /&gt;
High explosive (HE) - the damage type - is another type of ammunition that hits a wide area, allowing multiple targets to be hit at once. Any unit or object within the blast radius will receive some amount of damage. Explosives are also capable of striking a unit&#039;s weaker under-armour at its point of impact.&lt;br /&gt;
&lt;br /&gt;
*[[Heavy Cannon]]&lt;br /&gt;
*[[Auto-Cannon]]&lt;br /&gt;
*[[Rocket Launcher]]&lt;br /&gt;
*[[Grenade]]&lt;br /&gt;
*[[Proximity Grenade]]&lt;br /&gt;
*[[High Explosive]]&lt;br /&gt;
*[[Alien Grenade]]&lt;br /&gt;
*[[Blaster Launcher]]&lt;br /&gt;
&lt;br /&gt;
==Laser==&lt;br /&gt;
Laser ammunition uses a concentrated beam of light to burn through targets. Laser weapons use internal batteries that last the duration of the battle, and therefore have no clip requirements, leaving more room on the transport for other items.&lt;br /&gt;
&lt;br /&gt;
*[[Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle]]&lt;br /&gt;
*[[Heavy Laser]]&lt;br /&gt;
&lt;br /&gt;
==Plasma==&lt;br /&gt;
Plasma ammunition contain a power source of Alien origin, which can be researched and replicated for your own use. Plasma beams are non-explosive, but very destructive. [[Elerium]] is used in their manufacture.&lt;br /&gt;
&lt;br /&gt;
*[[Plasma Pistol]]&lt;br /&gt;
*[[Plasma Rifle]]&lt;br /&gt;
*[[Heavy Plasma]]&lt;br /&gt;
&lt;br /&gt;
==Stun==&lt;br /&gt;
Unlike the other forms of ammunition, [[Stun]] ammunition doesn&#039;t actually inflict damage to its target. Instead, it will cause enemies to become [[unconscious]] until the stun effect has worn off. Stun damage comes in several different forms: melee, area of effect, and smoke inhalation. Additionally, a small amount of stun is also inflicted as a bonus effect from standard damage caused by non-stun weapons.&lt;br /&gt;
&lt;br /&gt;
*[[Stun Rod]]&lt;br /&gt;
*[[Small Launcher]]&lt;br /&gt;
*[[Smoke Grenade]]&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
There are two other damage types in the game, but they belong to the integrated terrorist weapons.&lt;br /&gt;
&lt;br /&gt;
*[[Acid Spit]], the corrosive poisonous globules the [[Celatid]] spits. Extremely powerful against humans, including some humanoid alien races.&lt;br /&gt;
*[[Melee]], the hand-to-hand attack which is utilized by the [[Reaper]], [[Silacoid]], [[Chryssalid]] and the [[Zombie]].&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Damage]]&lt;br /&gt;
*[[Explosions]]&lt;br /&gt;
*[[Alien Artefacts]]&lt;br /&gt;
*[[Research]]&lt;br /&gt;
*[[Soldiers]]&lt;br /&gt;
**[[Firing Accuracy]]&lt;br /&gt;
**[[Reactions]]&lt;br /&gt;
**[[Experience]]&lt;br /&gt;
**[[Raw recruit statistical likelihood|Recruit Statistics]]&lt;br /&gt;
*[[Missions|Mission Types]]&lt;br /&gt;
*[[Field Manual: Weapons]]&lt;br /&gt;
*[[Weapon Summaries]]&lt;br /&gt;
*[[Understanding Grenades]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rank&amp;diff=63890</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rank&amp;diff=63890"/>
		<updated>2015-04-09T04:24:00Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* X-COM: Terror From the Deep */ Fix typo; And actually, Commander isn&amp;#039;t a rank in the Army, so i&amp;#039;m changing the focus to Captain...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;This article is about the ranks an X-COM soldier can achieve, for alien ranks see [[Alien Ranks]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rank represents the soldier&#039;s position within the hierarchy of soldiers. The higher the rank, the more command the soldier can exert over his or her subordinates. It does not always equate to the soldier&#039;s combat ability. &lt;br /&gt;
&lt;br /&gt;
In the X-COM world, rank is primarily a conciliatory tool to reassure the lower ranks during times of strife, and also as a cheerleader during times of success. High ranked officers will offer a morale boost when they are taken into battle. Their very presence reduces morale loss when there are injuries or casualties, and offer a boost in morale when aliens are killed. &lt;br /&gt;
&lt;br /&gt;
The reverse is true for when officers are killed. The higher the rank of the officer that is killed, the greater the morale loss, which will accelerate the chance of soldiers [[panic|panicking]] or going [[berserk]]. &lt;br /&gt;
&lt;br /&gt;
Because of the value of the higher ranks, you may find it useful for your highest ranked officer(s) to act as a [[Rear Commander]] and place them in a position of safety during the battle.&lt;br /&gt;
&lt;br /&gt;
== Rookie promotion ==&lt;br /&gt;
&lt;br /&gt;
The most important promotion a soldier can have is the promotion from Rookie to Squaddie. Once that happens, they can be promoted to any of the higher ranks given the right conditions. &lt;br /&gt;
&lt;br /&gt;
Rookies advance to Squaddie by obtaining any form of combat [[experience]], with the exception of throwing experience. This type of promotion happens before the higher promotions, and is not shown on the promotion list after debriefing.&lt;br /&gt;
&lt;br /&gt;
Actions that qualify towards Squaddie promotion are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hitting a target&#039;&#039;&#039;&lt;br /&gt;
: Shooting things with guns, hitting them with melee weapons, or blowing them up with grenades. HE and stun explosives count whether they connect directly or otherwise. Smoke/incendiary/proximity explosives do not, and neither does shooting scenery. You don&#039;t have to deal damage so long as the bullet hits a unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reacting&#039;&#039;&#039;&lt;br /&gt;
: Reacting and shooting at an enemy during their turn. Doesn&#039;t matter whether the shot connects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi attacks&#039;&#039;&#039;&lt;br /&gt;
: Doesn&#039;t matter whether they succeed or not.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bravery checks&#039;&#039;&#039;&lt;br /&gt;
: Having little enough morale that panicking is possible, but keeping under control regardless.&lt;br /&gt;
&lt;br /&gt;
Rookies can jump straight to Sergeant rank if there is room for the promotion. &lt;br /&gt;
&lt;br /&gt;
== Higher promotions ==&lt;br /&gt;
&lt;br /&gt;
Your [[soldiers]] advance to higher &#039;&#039;&#039;ranks&#039;&#039;&#039; with their &amp;quot;promotion score&amp;quot;, which is assessed after each battle. Soldiers with the highest score become promoted, assuming you have enough ranks to justify the promotion.&lt;br /&gt;
&lt;br /&gt;
The promotion score depends on soldier stats and mission/kill counts, it is calculated as follows:&lt;br /&gt;
  promotion_score = 2*Health + 2*Energy + 4*Reactions + 4*Bravery + 3*TUs&lt;br /&gt;
                  + 6*FireAcc + MeleeAcc + ThrowAcc + Strength + 10*Missions_count + 10*Kills_count&lt;br /&gt;
                  + PsiSkill&amp;gt;0?(PsiStrength+2*PsiSkill):0&lt;br /&gt;
&lt;br /&gt;
When there is a free position in a certain rank, the soldier with the highest promotion score of the rank below is promoted.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that once a soldier has been handed a rank above rookie, they can continue to be promoted even if they do not leave the base and other soldiers surpass their promotion score.&lt;br /&gt;
&lt;br /&gt;
=== UFO: Enemy Unknown / X-COM: UFO Defense ===&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
! {{StdDescTable_Heading}} | Rank&lt;br /&gt;
! {{StdDescTable_Heading}} | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Commander]] || [[Image:XCom1 rank6 Commander.GIF|30px]] Only one allowed over all [[X-COM Bases]], requires at least 30 soldiers in all bases.&lt;br /&gt;
|-&lt;br /&gt;
|   Colonel     || [[Image:XCom1 rank5 Colonel.GIF|30px]]   Most experienced Captain is promoted to Colonel if opening present. 1 Colonel for 23 soldiers, limit of 10.&lt;br /&gt;
|-&lt;br /&gt;
|   Captain     || [[Image:XCom1 rank4 Captain.GIF|30px]]   Most experienced Sergeant is promoted to Captain if opening present. 1 Captain for 11 soldiers, limit of 22.&lt;br /&gt;
|-&lt;br /&gt;
|   Sergeant    || [[Image:XCom1 rank3 Sergeant.GIF|30px]]  Most experienced Squaddie is promoted to Sergeant if opening present. 1 Sergeant for 5 soldiers, limit of 50.&lt;br /&gt;
|-&lt;br /&gt;
|   Squaddie    || [[Image:XCom1 rank2 Squaddie.GIF|30px]]  Perform any action that qualifies towards promotion, may not be given with high troop counts.&lt;br /&gt;
|-&lt;br /&gt;
|   Rookie      || [[Image:XCom1 rank1 Rookie.GIF|30px]]    Starting rank for all new recruits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Info (TFTD)|X-COM: Terror From the Deep]] ===&lt;br /&gt;
&lt;br /&gt;
TFTD uses equivalent numbers, but follows [[wikipedia:United States Navy officer rank insignia|traditional naval ranks]] rather than army ones. This results in Captain becoming top rank, since it is a senior grade in naval service, as opposed to a junior one&amp;lt;!-- source: [//www.wikipedia.org/wiki/Captain] --&amp;gt; in the ground and air forces.&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
! {{StdDescTable_Heading}} | Rank&lt;br /&gt;
! {{StdDescTable_Heading}} | Notes&lt;br /&gt;
|-&lt;br /&gt;
|   Captain       || [[Image:XCom2 rank6 Captain.GIF|30px]]     Only one allowed over all [[X-COM Bases]], requires at least 30 aquanauts in all bases.&lt;br /&gt;
|-&lt;br /&gt;
|   Commander     || [[Image:XCom2 rank5 Commander.gif|30px]]   Most experienced Lieutenant is promoted to Commander if opening present. 1 Commander for 23 aquanauts, limit of 10.&lt;br /&gt;
|-&lt;br /&gt;
|   Lieutenant    || [[Image:XCom2 rank4 Lieutenant.gif|30px]]  Most experienced Ensign is promoted to Lieutenant if opening present. 1 Lieutenant for 11 aquanauts, limit of 22.&lt;br /&gt;
|-&lt;br /&gt;
|   Ensign        || [[Image:XCom2 rank3 Ensign.gif|30px]]      Most experienced Able Seaman is promoted to Ensign if opening present. 1 Ensign for 5 aquanauts, limit of 50.&lt;br /&gt;
|-&lt;br /&gt;
|   Able Seaman   || [[Image:XCom2 rank2 Able Seaman.gif|30px]] Perform any action that qualifies towards promotion, may not be given with high troop counts.&lt;br /&gt;
|-&lt;br /&gt;
|   Seaman        || [[Image:XCom2 rank1 Seaman.gif|30px]]      Starting rank for all new recruits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Morale Loss ==&lt;br /&gt;
&lt;br /&gt;
When a ranking officer is killed, the effect of morale loss on all remaining squad mates will be scaled up a certain percentage based on the officer&#039;s rank. The adjustments are as follows:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
! Rank &lt;br /&gt;
! Adjustments&lt;br /&gt;
|-&lt;br /&gt;
| Rookie/Squaddie&lt;br /&gt;
| 0%&lt;br /&gt;
|- &lt;br /&gt;
| Sergeant&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
| +30%&lt;br /&gt;
|-&lt;br /&gt;
| Colonel&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| +75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As an example, if the death of a rookie/squaddie causes a soldier to lose 10 morale points, the death of a sergeant will cause this soldier to lose 12 morale points, while a colonel will cause a 15 point loss. &lt;br /&gt;
&lt;br /&gt;
Note that values are rounded down to an integer, so losing a commander in the last example will cause a 17 morale loss, not 17.5.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Weapon_Loadouts&amp;diff=63889</id>
		<title>Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Weapon_Loadouts&amp;diff=63889"/>
		<updated>2015-04-09T04:12:10Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: explained what the &amp;quot;errors&amp;quot; are about... And explicitly mentioned the target site for that forum link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{StdCenterTable}}&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;120&amp;quot; | [[Alien Rank]]&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 1E&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 2E&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 3E&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 4E&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 5E&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 1M&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 2M&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 3M&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 4M&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 5M&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 1L&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 2L&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 3L&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 4L&lt;br /&gt;
! width=&amp;quot;30&amp;quot; | 5L&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Small Scout&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| &amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PPC&amp;lt;/div&amp;gt;&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Medium Scout&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Large Scout&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|MP|Mind Probe}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Harvester&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Abductor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| &amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PRC&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PP&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PP&amp;lt;/div&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Terror Ship&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Battleship&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Commander&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Supply Ship&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Base Missions&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Terrorist 2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Soldier&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Navigator&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Medic&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|SL|Small Launcher}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| {{Abbr|SB|Stun Bomb}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Engineer&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Leader&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Commander&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Mars 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Sectoid Soldiers&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Sectoid Leaders&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Sectoid Commander&lt;br /&gt;
| {{Abbr|PP|Plasma Pistol}}&lt;br /&gt;
| {{Abbr|PPC|Plasma Pistol Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|PR|Plasma Rifle}}&lt;br /&gt;
| {{Abbr|PRC|Plasma Rifle Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Cyberdiscs&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Mars 2&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Ethereal Soldiers&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BL|Blaster Launcher}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
| {{Abbr|BB|Blaster Bomb}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Ethereal Leaders&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Ethereal Commander&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| {{Abbr|AG|Alien Grenade}}&lt;br /&gt;
| {{Abbr|HP|Heavy Plasma Clip}}&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Chryssalids&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Silacoids&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Celatids&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | Sectopods&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Table Key&#039;&#039;&#039;&lt;br /&gt;
:&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;Red entries indicate an error in loadout (mismatched clips and/or weapons).&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;E&#039;&#039;&#039; = Early&lt;br /&gt;
:&#039;&#039;&#039;M&#039;&#039;&#039; = Middle&lt;br /&gt;
:&#039;&#039;&#039;L&#039;&#039;&#039; = Late&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;PP&#039;&#039;&#039; = [[Plasma Pistol]]&lt;br /&gt;
:&#039;&#039;&#039;PPC&#039;&#039;&#039; = Plasma Pistol Clip&lt;br /&gt;
:&#039;&#039;&#039;PR&#039;&#039;&#039; = [[Plasma Rifle]]&lt;br /&gt;
:&#039;&#039;&#039;PRC&#039;&#039;&#039; = Plasma Rifle Clip&lt;br /&gt;
:&#039;&#039;&#039;HP&#039;&#039;&#039; = [[Heavy Plasma]]&lt;br /&gt;
:&#039;&#039;&#039;HPC&#039;&#039;&#039; = Heavy Plasma Clip&lt;br /&gt;
:&#039;&#039;&#039;SL&#039;&#039;&#039; = [[Small Launcher]]&lt;br /&gt;
:&#039;&#039;&#039;SB&#039;&#039;&#039; = Stun Bomb&lt;br /&gt;
:&#039;&#039;&#039;BL&#039;&#039;&#039; = [[Blaster Launcher]]&lt;br /&gt;
:&#039;&#039;&#039;BB&#039;&#039;&#039; = Blaster Bomb&lt;br /&gt;
:&#039;&#039;&#039;AG&#039;&#039;&#039; = [[Alien Grenade]]&lt;br /&gt;
:&#039;&#039;&#039;MP&#039;&#039;&#039; = [[Mind Probe]]&lt;br /&gt;
&lt;br /&gt;
(all weapons start loaded)&lt;br /&gt;
&lt;br /&gt;
DOS v1.4 data starts at byte 367014 in [[GEOSCAPE.EXE]]; entries are 21 bytes and correspond to the following (borrowed from [[User:Zombie|Zombie]]&#039;s post [http://www.strategycore.co.uk/forums/Alien-Loadouts-Of-Weapons-t6441.html&amp;amp;view=findpost&amp;amp;p=77795#entry77795 at StrategyCore]):&lt;br /&gt;
:&#039;&#039;&#039;00&#039;&#039;&#039;: Mission type (starts from 05 = Small Scout; goes to 15 (x0F) for Mars 2)&lt;br /&gt;
:&#039;&#039;&#039;01&#039;&#039;&#039;: Alien rank&lt;br /&gt;
:&#039;&#039;&#039;02&#039;&#039;&#039;: Base number of aliens on Beginner / Experienced&lt;br /&gt;
:&#039;&#039;&#039;03&#039;&#039;&#039;: Base number of aliens on Superhuman (Veteran / Genius is the average of these two)&lt;br /&gt;
:&#039;&#039;&#039;04&#039;&#039;&#039;: A random number from 0 to this number will be added to the above number of aliens&lt;br /&gt;
:&#039;&#039;&#039;05&#039;&#039;&#039;: Unknown&lt;br /&gt;
:&#039;&#039;&#039;06-10&#039;&#039;&#039; (x06-x0A): Early game loadout&lt;br /&gt;
:&#039;&#039;&#039;11-15&#039;&#039;&#039; (x0B-x0F): Mid game loadout&lt;br /&gt;
:&#039;&#039;&#039;16-20&#039;&#039;&#039; (x10-x14): Late game loadout&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Certain aliens are restricted from being certain ranks. For instance, Mutons are not allowed to be Medics, Leaders or Commanders. When the game populates a map, all of the ranks appropriate to the mission type and difficulty level are created regardless of the race type. The aliens will then be armed according to their rank. Finally the game will then demote any alien with a rank that is not allowed by its race. Demoted aliens will keep the weapons they are assigned prior to the demotion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:MCDEdit&amp;diff=63887</id>
		<title>Talk:MCDEdit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:MCDEdit&amp;diff=63887"/>
		<updated>2015-04-09T03:20:06Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* 2015-02-19 v1.17g */ date was given in the article as April, not February...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===History===&lt;br /&gt;
&lt;br /&gt;
====2014-04-21 v1.1====&lt;br /&gt;
* &#039;&#039;&#039;the first public version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====2014-04-29 v1.11====&lt;br /&gt;
* rearranged main screen - moved loft to the right, in vertical manner (it feels more natural).&lt;br /&gt;
* added palette helper with ambiguous colors highlighted.&lt;br /&gt;
* 3D LOFT/animation image is now &amp;quot;rotatable&amp;quot; with mouse button held (rotates 3D LOFT model by steps of 45 degrees, and after releasing button - it returns back to 0), the angle can also be changed with the trackbar (it will be kept).&lt;br /&gt;
* added gamedata path and the config file.&lt;br /&gt;
* added PCK single image/sheet export into the PNG. Saved using current palette.&lt;br /&gt;
* added PCK single image import from the PNG. Preferred PNG format - with untouched vanilla palette. PNGs with screwed palette are also imported (as RGBA images), but most probably it could cause color ambiguity. RGB without alpha are ignored.&lt;br /&gt;
* added &amp;quot;orphan&amp;quot; PCK color tagging (they are red-yellow). Lots of them can be found in the TFTD.&lt;br /&gt;
* added insert of blank PCK, and delete of &amp;quot;orphan&amp;quot; PCK (when trying to delete used one, it will tell you which MCDs are using it). MCD+PCK integrity is kept (other PCKs referenced in other MCDs of same tileset are updated).&lt;br /&gt;
* fixed working folder change issue (relative paths were changed after getting into other folder in file selector).&lt;br /&gt;
&lt;br /&gt;
====2014-05-01 v1.12====&lt;br /&gt;
* added custom MCD open (&amp;quot;Menu-&amp;gt;Open MCD&amp;quot; or with checkbox &amp;quot;Custom&amp;quot;).&lt;br /&gt;
* in the &amp;quot;Custom mode&amp;quot; you can freely choose gametype, and palette for opened tileset (because it doesn&#039;t know what game this tileset for).&lt;br /&gt;
* MCD values list externalized into the config file (MCDEdit.txt), each value discription text is given for the data fields.&lt;br /&gt;
* vanilla tilesets are now marked with * in the list. They are &amp;quot;most preserved&amp;quot; - adding/deleting of MCDs is disallowed, to keep number of MCD in each tileset intact.&lt;br /&gt;
* added &amp;quot;Add MCD&amp;quot; item (adds new MCD at the end).&lt;br /&gt;
* &amp;quot;Checkered&amp;quot; background also affects on MCD list view.&lt;br /&gt;
&lt;br /&gt;
====2014-07-22 v1.13====&lt;br /&gt;
* compare mode (set with second path in the config).&lt;br /&gt;
* PNG sheet import (in the PCK edit screen). Empty sprites at the end are ignored.&lt;br /&gt;
* added context menu in the MCD selection bar (the same as in the &amp;quot;Edit&amp;quot; menu).&lt;br /&gt;
* added shaded stripe to preview different light levels (with animation on/off by LMB).&lt;br /&gt;
* fixed PNG import (system colors of palette was used for TFTD, by mistake).&lt;br /&gt;
* added &amp;quot;Edit-&amp;gt;Save As&amp;quot;.&lt;br /&gt;
* improved &amp;quot;Custom MCD&amp;quot; mode with list of neighbour MCDs from same folder and switch to &amp;quot;vanilla mode&amp;quot; if opened the MCD from vanilla folder.&lt;br /&gt;
&lt;br /&gt;
====2014-08-01 v1.14====&lt;br /&gt;
* added &amp;quot;modified&amp;quot; asterix sign at the header, and warning message before closing/switching to another tileset without saving.&lt;br /&gt;
* added Quick save button.&lt;br /&gt;
&lt;br /&gt;
====2014-08-10 v1.15====&lt;br /&gt;
* Added context menu &amp;quot;Edit PCK&amp;quot; for zoomed animation sprites.&lt;br /&gt;
* Changed &amp;quot;checkered&amp;quot; to toggle button, reviewed &amp;quot;global&amp;quot; status of it (it&#039;s not global in the child windows).&lt;br /&gt;
* &amp;quot;Copy MCD&amp;quot; is now works through the clipboard (as text information), so you can copy/paste them between two running copies of MCDEdit.&lt;br /&gt;
* Currently selected &#039;&#039;&#039;SCANg&#039;&#039;&#039; or &#039;&#039;&#039;PCK&#039;&#039;&#039; is scrolled to view.&lt;br /&gt;
* Added &amp;quot;Edit PCKs&amp;quot; at main screen (button at right top). Similar to PCK selection, but in this mode instead choosing of PCK it opens &amp;quot;PCK Editor&amp;quot;.&lt;br /&gt;
* Added &amp;quot;PCK Edit&amp;quot; window:&lt;br /&gt;
** Introducing &amp;quot;Smart drawing&amp;quot; (to skip unnecessary 4-neighbour diagonals).&lt;br /&gt;
** Fast motion drawing works with bresenham filling of intermediates.&lt;br /&gt;
** Introduced isometric template as grid overlay. Interesting thing, that some vanilla tiles are shifted up by 1 pixel, so you can observe they are slightly off. It&#039;s not a bug.&lt;br /&gt;
** Introduced UNDO engine for PCK Editor only.&lt;br /&gt;
** Introduced preview of 4 adjacent tiles (handy to interactively see how seamless walls/grounds).&lt;br /&gt;
&lt;br /&gt;
====2014-08-17 v1.16====&lt;br /&gt;
* Changed text format for text copy/paste of PCKs and selections (now it&#039;s more compact).&lt;br /&gt;
* PCK editor:&lt;br /&gt;
** Undo buffer size is increased up to 500 actions.&lt;br /&gt;
** Introduced selection modes: pixel, rectangle, lasso, color. &#039;&#039;Shift&#039;&#039; is to add to selection, &#039;&#039;alt&#039;&#039; is to subtract.&lt;br /&gt;
** &#039;&#039;Ctrl+shift+i&#039;&#039; inverts selection (line in Photoshop), &#039;&#039;ctrl+a&#039;&#039; - select all, &#039;&#039;esc&#039;&#039; - clears selection, cursor keys moves selection.&lt;br /&gt;
** Color selection mode also works for palette.&lt;br /&gt;
** Delete selected (filled with background color of RMB) - &#039;&#039;del&#039;&#039; key, and filling selected (color of LMB) with &#039;&#039;ins&#039;&#039; key.&lt;br /&gt;
** Added simple color manipulation for selection: group change (by 16), shade change (by 1), with clamping of values.&lt;br /&gt;
** Introduced copy/paste mode (textual form through the clipboard), shortcuts - &#039;&#039;ctrl+c&#039;&#039;, &#039;&#039;ctrl+v&#039;&#039;.&lt;br /&gt;
** Introduced cut action of selection, like in Photoshop (&#039;&#039;ctrl&#039;&#039;+mouse drag, or &#039;&#039;ctrl&#039;&#039;+cursor keys).&lt;br /&gt;
** Added &amp;quot;wrap&amp;quot; trigger - it works for scrolling of selections and pasted fragments.&lt;br /&gt;
&lt;br /&gt;
====2014-09-08 v1.16a====&lt;br /&gt;
* Fixed bug with edit-&amp;gt;paste.&lt;br /&gt;
* Fixed bug with transparency for SCANg.&lt;br /&gt;
* Optimized animation of shaded stripe.&lt;br /&gt;
&lt;br /&gt;
====2014-09-18 v1.16b====&lt;br /&gt;
* Added support of larger PCKs (more than 65536+), by ignoring of TAB indexes. In case of going beyond of that index in TAB, it will warn, but still allows for saving. OpenXcom is capable of loading PCKs with screwed TAB indexes. &lt;br /&gt;
* Added checking of PCK count going beyond 256, and MCD count going beyond 255.&lt;br /&gt;
* Fixed import of PNG-&amp;gt;PCK images, which are using &amp;quot;system&amp;quot; colors (after accidental hit into &amp;quot;forbidden&amp;quot; part).&lt;br /&gt;
&lt;br /&gt;
====2014-12-23 v1.17====&lt;br /&gt;
&lt;br /&gt;
* MCD Edit:&lt;br /&gt;
* PCK Selector is now just PCK selector, like LOFT and SCANG, without any other functions (like import/export).&lt;br /&gt;
* PCK Selector now caches the sheet image, so it should work faster.&lt;br /&gt;
* PCK Selector checkered/palette doesn&#039;t affect on respective MCD Edit values, it also increases speed.&lt;br /&gt;
* &amp;quot;Edit PCKs&amp;quot; button now opens PCK Editor instead of PCK Selector, with PCK from selected MCD.&lt;br /&gt;
* Saving layout: last opened MCD file, selected MCD, PCK, trackbar and positions.&lt;br /&gt;
* Shutting down OS now leads to requester with timer, automatically saving if no reaction for 5 seconds.&lt;br /&gt;
* MCD file name is now shown without extension (no need to).&lt;br /&gt;
* Optimized PCK/MCD list rendering. Now it updates only changed parts.&lt;br /&gt;
* When changing animation sprite the MCD Edit can dynamically change &amp;quot;orphan&amp;quot; red tag in opened PCK editor.&lt;br /&gt;
* &amp;quot;Repeated&amp;quot; animation PCKs are now checkered-transparent, and values are greyed, so you can see key frames as normal.&lt;br /&gt;
* When changing &amp;quot;Key frame&amp;quot; PCK, it also replaces every other &amp;quot;repeated&amp;quot; PCK, so you can change ALL images of static MCD with one click.&lt;br /&gt;
* Switching MCD file after making changes in PCKs now asks for saving changes.&lt;br /&gt;
* When switching between MCD files it resets current MCD and PCK (if opened) to 0.&lt;br /&gt;
* Updated MCD field descriptions.&lt;br /&gt;
* PCK Edit:&lt;br /&gt;
**   Mouseover color palette and colorpicker will show actual color even for tftd system palette part. Though they are still unselectable.&lt;br /&gt;
**   Window is no longer modal, and having its own taskbar button.&lt;br /&gt;
**   Added sprite stripe to switch between PCKs, and import/export/copy/paste from context menu.&lt;br /&gt;
**   Added main menu.&lt;br /&gt;
**   In &amp;quot;Paste&amp;quot; mode fragment is visually displayed as &amp;quot;hovering&amp;quot; above.&lt;br /&gt;
**   In &amp;quot;Paste&amp;quot; mode now it&#039;s possible to change &amp;quot;foreground&amp;quot;/&amp;quot;background&amp;quot; apply mode (new button).&lt;br /&gt;
**   Buttons/Controls rearrangement.&lt;br /&gt;
**   &amp;quot;Enter&amp;quot; - apply current Paste&lt;br /&gt;
**   &amp;quot;Confirm&amp;quot; checkbox - silently saving changes when switching PCK or closing window.&lt;br /&gt;
**   Fixed: Insert/Delete didn&#039;t update palette &amp;quot;info dots&amp;quot;.&lt;br /&gt;
**   Ctrl+S - saving PCK (the same as &amp;quot;Save to memory&amp;quot;).&lt;br /&gt;
**   Ctrl+X - cut selected fragment.&lt;br /&gt;
**   Fixed: Ctrl+C/X doesn&#039;t clear the clipboard buffer if nothing is selected.&lt;br /&gt;
**   &amp;quot;Paste&amp;quot; mode now doesn&#039;t destroy pixels outside of sprite until applied (you can move beyond the sprite and back).&lt;br /&gt;
**   Ctrl+D - deselect. Esc as well.&lt;br /&gt;
**   Shift+Ctrl+D - &amp;quot;Reselect&amp;quot;. Selects previously selected area (before it was deselected).&lt;br /&gt;
**   Dynamic changing status of Undo-Redo and Reselect in Menu.&lt;br /&gt;
**   First undo (ctrl+Z) was ignored before some delay.&lt;br /&gt;
**   Ctrl is not necessary to move pasted fragment. Either for cursor keys, or mouse (pointer has to be over it, and it should be paste mode).&lt;br /&gt;
**   Map preview window with ability to choose every PCK sprite and vertical offset for each.&lt;br /&gt;
**   Preview map scrolling with control buttons.&lt;br /&gt;
**   Can select empty sprite, which will get max+1 PCK index upon save.&lt;br /&gt;
**   When PCK is selected through the preview, it switches into &amp;quot;Show surroundings&amp;quot; mode (hotkey &amp;quot;Q&amp;quot;).&lt;br /&gt;
**   Trigger to disable/enable dots in the center of pixels, representing &amp;quot;covered pixels&amp;quot; (hotkey &amp;quot;,&amp;quot;).&lt;br /&gt;
**   Sprites of surroundings are drawn with purple borders, so you can see where they are overlapping each other.&lt;br /&gt;
**   &amp;quot;Space&amp;quot; - switch to the PCK from the surrounding (in zoomed view) under mouse pointer.&lt;br /&gt;
**   Import of Xcom1/2 MAP files as preview, with &amp;quot;mcd offset&amp;quot; value to arrange pck indexes (all indexes out of range are filtered out)&lt;br /&gt;
**   Added shortcuts F1-F5 for edit/draw mode select, and &amp;quot;&#039;&amp;quot;, &amp;quot;;&amp;quot;, &amp;quot;.&amp;quot;, &amp;quot;,&amp;quot; for view mode triggers.&lt;br /&gt;
**   Fixed mouse pointer changing during popup menues and hold&#039;n&#039;draw.&lt;br /&gt;
**   Preview map size adjustment dialog window.&lt;br /&gt;
**   Short click without move clears selection.&lt;br /&gt;
&lt;br /&gt;
====2015-01-28 v1.17a====&lt;br /&gt;
* PCK Edit:&lt;br /&gt;
**   Added &amp;quot;Area selection&amp;quot; (Wand tool), working in 4-connected mode. Shortcut is F5, so Drawing tool shortcut is changed to F6 (from F5).&lt;br /&gt;
**   Added Shift+Draw for drawing straight/diagonal/isometric lines (fixed angles).&lt;br /&gt;
&lt;br /&gt;
====2015-02-07 v1.17b====&lt;br /&gt;
* PCK Edit:&lt;br /&gt;
**   Added &amp;quot;Show surrounding outlines&amp;quot; button, to hide dotted contours around tiles in &amp;quot;show neighbour&amp;quot; mode. With shortcut &amp;quot;[&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====2015-02-09 v1.17c====&lt;br /&gt;
* Added &amp;quot;Append MCD&amp;quot; (File menu) - chosing another MCD file to be added to the end of current (including PCK and all necessary reference values). MCD count shouldn&#039;t exceed 255.&lt;br /&gt;
* Added command line options, which override corresponding .lyt file values during the start (case sensitive):&lt;br /&gt;
  -custom_mcd [true/false, if it&#039;s custom MCD mode or not]&lt;br /&gt;
  -game_type [1/2]&lt;br /&gt;
  -pal_idx [0-4]&lt;br /&gt;
  -mcd_pref [full path to mcd folder]&lt;br /&gt;
  -selectedfilename [mcd/pck/tab filename without extension]&lt;br /&gt;
  -SelectMCD [selected mcd ID]&lt;br /&gt;
* Added special file (MCD_Saved.dat), which will receivereach saved file absolute path and filename (without extension).&lt;br /&gt;
* RMB click to MCD list doesn&#039;t selcet clicked MCD anymore.&lt;br /&gt;
* Added multiple MCD selection (shift, ctrl)&lt;br /&gt;
* Added delete/clear/copy/paste MCDs throughout selected.&lt;br /&gt;
* Paste MCDs works in two modes: 1. Only one MCD is selected during paste - it will override MCDs sequentially from the buffer; 2. Multiple MCDs are selected during paste (as targets) - it will run through selected MCDs and will override them from the buffer, if buffer run out of MCDs - it will start from first in the buffer (so if copy 1, and paste to 10 will clone it);&lt;br /&gt;
* When multiple MCDs are selected, it becomes possible to modify values of selected MCDs at once (works only for data values, no SCANG, sprite or LOFT). If values are different throughout the selection, it will show &amp;quot;mix&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====2015-02-10 v1.17d====&lt;br /&gt;
* PCK Edit:&lt;br /&gt;
** Added multiple PCK selection (shift, ctrl)&lt;br /&gt;
** Added deletion of multiple PCKs.&lt;br /&gt;
&lt;br /&gt;
====2015-02-18 v1.17e====&lt;br /&gt;
* Added aggregation of SCANG, PCK numbers (animation) and LOFTs for multiple selected MCDs, and multiple modification.&lt;br /&gt;
* When there&#039;s no multiple selected MCDs, it will paste MCD only for single selection (previously paste worked sequentially).&lt;br /&gt;
* PCK Edit:&lt;br /&gt;
** More informative PCK deletion error.&lt;br /&gt;
** Fixed png import with untouched palette (they were still re-converted for first 16 columnts).&lt;br /&gt;
** Added copy/paste into/from clipboard of multiple PCKs&lt;br /&gt;
** Added export/import from PNG of multiple PCKs (the way similar to sheet - side by side, 10 in row)&lt;br /&gt;
&lt;br /&gt;
====2015-02-19 v1.17f====&lt;br /&gt;
* Added multiple MCDs adding to menu (1,5 and 15)&lt;br /&gt;
* PCK Edit:&lt;br /&gt;
* Added multiple PCKs adding to menu (1,5 and 15)&lt;br /&gt;
&lt;br /&gt;
====2015-04-06 v1.17g====&lt;br /&gt;
* PCK Edit:&lt;br /&gt;
* Fixed RGBA png import.&lt;br /&gt;
* Fixed insert new PCK.&lt;br /&gt;
* Added &amp;quot;Settings&amp;quot; menu with PCK sheet margin/spacing options and number of sprites per row for export.&lt;br /&gt;
&lt;br /&gt;
===Wishes===&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Jokes_Free4Me/Floor_Plans&amp;diff=63886</id>
		<title>User:Jokes Free4Me/Floor Plans</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Jokes_Free4Me/Floor_Plans&amp;diff=63886"/>
		<updated>2015-04-09T03:09:57Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: + images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Starting Facilities==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3-wide &amp;quot;central plus sign&amp;quot; corridors:&lt;br /&gt;
** doors along NW to SE path: [[Living Quarters]], [[Laboratory]], [[Workshop]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:XBASE 01MAP-L1.JPG&lt;br /&gt;
File:XBASE 02MAP-L1.JPG&lt;br /&gt;
File:XBASE 03MAP-L1.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
** doors along SW to NE path: [[Alien Containment]], [[General Stores]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:XBASE 08MAP-L1.JPG&lt;br /&gt;
File:XBASE 07MAP-L1.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central room:&#039;&#039;&#039; [[Large Radar System]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:XBASE 05MAP-L1.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unique modules:&lt;br /&gt;
**Wide open ground floor: [[Small Radar System]]&lt;br /&gt;
** &amp;quot;P&amp;quot; design: [[Missile Defences]] - no ground level doors&lt;br /&gt;
** [[Hangar]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:XBASE 04MAP-L1.JPG&lt;br /&gt;
File:XBASE 06MAP-L1.JPG&lt;br /&gt;
File:Hangar Level0.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unavailable after initial placement:&lt;br /&gt;
** [[Access Lift]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:XBASE 00MAP-L1.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Jokes_Free4Me/Floor_Plans&amp;diff=63885</id>
		<title>User:Jokes Free4Me/Floor Plans</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Jokes_Free4Me/Floor_Plans&amp;diff=63885"/>
		<updated>2015-04-09T03:02:07Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: listing only facilities available at start...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Starting Facilities==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3-wide &amp;quot;central plus sign&amp;quot; corridors:&lt;br /&gt;
** 1-wide doors along NW to SE path: [[Living Quarters]], [[Laboratory]], [[Workshop]]&lt;br /&gt;
** 1-wide doors along SW to NE path: [[Alien Containment]]&lt;br /&gt;
** 2-wide doors along SW to NE path: [[General Stores]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Central room:&lt;br /&gt;
** 2 1-wide doors, 2-wide corridors: [[Large Radar System]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unique modules:&lt;br /&gt;
**Wide open ground floor: [[Small Radar System]]&lt;br /&gt;
** &amp;quot;P&amp;quot; design: [[Missile Defences]] - no ground level doors&lt;br /&gt;
** [[Hangar]]&lt;br /&gt;
** [[Access Lift]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rear_Commander&amp;diff=63884</id>
		<title>Rear Commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rear_Commander&amp;diff=63884"/>
		<updated>2015-04-09T00:18:21Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: Partially undid revision 18823 by Zombie (talk) -- what&amp;#039;s the use of an empty See Also section?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One common problem when taking a group of Rookies into combat is that some will die, whereupon the remainder will panic and go berserk with annoying frequency, even if they have maximum initial [[bravery]]. This is where having a &#039;&#039;&#039;Rear Commander&#039;&#039;&#039; can make all the difference.&lt;br /&gt;
&lt;br /&gt;
This is because high [[rank]] soldiers give a [[Morale]] bonus to all lower rank soldiers. Unfortunately, this works both ways: if the high rank soldier is killed, morale will drop sharply. The higher the rank, the greater the bonus (or penalty). Maintaining a high morale thus becomes a problem of ensuring the officer&#039;s survival. A tried-and-proved approach is for the officer to act as a rear commander who remains in the safety of the transport craft, providing moral support and encouragement via radio to the rookies (he&#039;s a strategic officer, not a field officer).&lt;br /&gt;
&lt;br /&gt;
This is a very useful tactic for training Rookies, particularly when training a second recovery/assault team, experienced base defenders, or just creating a decent selection of replacement soldiers.&lt;br /&gt;
&lt;br /&gt;
==Rear Commander Selection==&lt;br /&gt;
Generally, you should send the highest officer at your disposal. Even a Sergeant helps, but isn&#039;t quite effective enough. The officer&#039;s combat skills do not matter in the slightest. This is an excellent position for that &amp;quot;why did X-COM promote that guy again?&amp;quot; officer! Finally, a use for the formerly useless officers! &lt;br /&gt;
&lt;br /&gt;
Note that if you deliberately only take one officer, you&#039;re pretty much safe from morale issues. If you have a Colonel, a couple Captains, four Sergeants, and 7 Rookies, the Rookies will start to panic when you lose any of the numerous officers (though they might bear the loss of two Seargeants). But if you have only one officer, and the officer is alive, you can lose 7-8 Rookies before they start to panic.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
The officer provides several benefits:&lt;br /&gt;
&lt;br /&gt;
*By staying in the dropship, the officer can abort the mission if there is a CF/SNAFU/FUBAR situation (choose your acronym).&lt;br /&gt;
&lt;br /&gt;
*By staying in the dropship, the officer is unlikely to be killed thus the rookies retain their morale benefit throughout the mission. &lt;br /&gt;
&lt;br /&gt;
*Excess [[weapons]], [[grenade]]s, and such can be left in the dropship. Rookies may not have the strength to carry everything. The officer (with a decent level of strength) can throw [[Equipment (EU)|equipment]] out of the ranger to rookies in the field.&lt;br /&gt;
&lt;br /&gt;
*The rookies will gain much more [[experience]], as they will make all the shots and all the kills. This keeps your officer from stealing all the experience with their superior skills.&lt;br /&gt;
&lt;br /&gt;
*If you give the Rear Commander a [[Mind Probe]], [[Blaster Launcher]], or (assuming sufficient [[Psionic Skill]]) a [[Psi-Amp]], a Rear Commander can still participate in the battle from the safety of the dropship. Read the safety instructions before using the Blaster Launcher in confined places, though.&lt;br /&gt;
&lt;br /&gt;
Note that you can use this tactic well into the game. 25 Squaddies and 1 Commander who stays on the ship works very, very effectively. The Squaddies in the line of fire won&#039;t suffer huge morale losses when their buddies die. In addition, Squaddies in X-COM can (and often do) have better stats than the officers (unless you fire or kill low-stat officers). Basically, the idea is to minimize morale penalties (which occur when soldiers die, so you want low rank soldiers in the line of fire). And, you want to maximize morale bonuses (which occur when officers stay alive, so you want officers to be safe throughout the battle).&lt;br /&gt;
&lt;br /&gt;
Adapted from a post by [Zeno] in xcom.co.uk, reposted by [[User:JellyfishGreen|JellyfishGreen]] 15:34, 25 Apr 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category: Tactics]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rank&amp;diff=63883</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rank&amp;diff=63883"/>
		<updated>2015-04-08T22:26:52Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Higher promotions */ wikifying, fixed typos, added a note about how the two tables are basically the same...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;This article is about the ranks an X-COM soldier can achieve, for alien ranks see [[Alien Ranks]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rank represents the soldier&#039;s position within the hierarchy of soldiers. The higher the rank, the more command the soldier can exert over his or her subordinates. It does not always equate to the soldier&#039;s combat ability. &lt;br /&gt;
&lt;br /&gt;
In the X-COM world, rank is primarily a conciliatory tool to reassure the lower ranks during times of strife, and also as a cheerleader during times of success. High ranked officers will offer a morale boost when they are taken into battle. Their very presence reduces morale loss when there are injuries or casualties, and offer a boost in morale when aliens are killed. &lt;br /&gt;
&lt;br /&gt;
The reverse is true for when officers are killed. The higher the rank of the officer that is killed, the greater the morale loss, which will accelerate the chance of soldiers [[panic|panicking]] or going [[berserk]]. &lt;br /&gt;
&lt;br /&gt;
Because of the value of the higher ranks, you may find it useful for your highest ranked officer(s) to act as a [[Rear Commander]] and place them in a position of safety during the battle.&lt;br /&gt;
&lt;br /&gt;
== Rookie promotion ==&lt;br /&gt;
&lt;br /&gt;
The most important promotion a soldier can have is the promotion from Rookie to Squaddie. Once that happens, they can be promoted to any of the higher ranks given the right conditions. &lt;br /&gt;
&lt;br /&gt;
Rookies advance to Squaddie by obtaining any form of combat [[experience]], with the exception of throwing experience. This type of promotion happens before the higher promotions, and is not shown on the promotion list after debriefing.&lt;br /&gt;
&lt;br /&gt;
Actions that qualify towards Squaddie promotion are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hitting a target&#039;&#039;&#039;&lt;br /&gt;
: Shooting things with guns, hitting them with melee weapons, or blowing them up with grenades. HE and stun explosives count whether they connect directly or otherwise. Smoke/incendiary/proximity explosives do not, and neither does shooting scenery. You don&#039;t have to deal damage so long as the bullet hits a unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reacting&#039;&#039;&#039;&lt;br /&gt;
: Reacting and shooting at an enemy during their turn. Doesn&#039;t matter whether the shot connects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi attacks&#039;&#039;&#039;&lt;br /&gt;
: Doesn&#039;t matter whether they succeed or not.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bravery checks&#039;&#039;&#039;&lt;br /&gt;
: Having little enough morale that panicking is possible, but keeping under control regardless.&lt;br /&gt;
&lt;br /&gt;
Rookies can jump straight to Sergeant rank if there is room for the promotion. &lt;br /&gt;
&lt;br /&gt;
== Higher promotions ==&lt;br /&gt;
&lt;br /&gt;
Your [[soldiers]] advance to higher &#039;&#039;&#039;ranks&#039;&#039;&#039; with their &amp;quot;promotion score&amp;quot;, which is assessed after each battle. Soldiers with the highest score become promoted, assuming you have enough ranks to justify the promotion.&lt;br /&gt;
&lt;br /&gt;
The promotion score depends on soldier stats and mission/kill counts, it is calculated as follows:&lt;br /&gt;
  promotion_score = 2*Health + 2*Energy + 4*Reactions + 4*Bravery + 3*TUs&lt;br /&gt;
                  + 6*FireAcc + MeleeAcc + ThrowAcc + Strength + 10*Missions_count + 10*Kills_count&lt;br /&gt;
                  + PsiSkill&amp;gt;0?(PsiStrength+2*PsiSkill):0&lt;br /&gt;
&lt;br /&gt;
When there is a free position in a certain rank, the soldier with the highest promotion score of the rank below is promoted.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that once a soldier has been handed a rank above rookie, they can continue to be promoted even if they do not leave the base and other soldiers surpass their promotion score.&lt;br /&gt;
&lt;br /&gt;
=== UFO: Enemy Unknown / X-COM: UFO Defense ===&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
! {{StdDescTable_Heading}} | Rank&lt;br /&gt;
! {{StdDescTable_Heading}} | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Commander]] || [[Image:XCom1 rank6 Commander.GIF|30px]] Only one allowed over all [[X-COM Bases]], requires at least 30 soldiers in all bases.&lt;br /&gt;
|-&lt;br /&gt;
|   Colonel     || [[Image:XCom1 rank5 Colonel.GIF|30px]]   Most experienced Captain is promoted to Colonel if opening present. 1 Colonel for 23 soldiers, limit of 10.&lt;br /&gt;
|-&lt;br /&gt;
|   Captain     || [[Image:XCom1 rank4 Captain.GIF|30px]]   Most experienced Sergeant is promoted to Captain if opening present. 1 Captain for 11 soldiers, limit of 22.&lt;br /&gt;
|-&lt;br /&gt;
|   Sergeant    || [[Image:XCom1 rank3 Sergeant.GIF|30px]]  Most experienced Squaddie is promoted to Sergeant if opening present. 1 Sergeant for 5 soldiers, limit of 50.&lt;br /&gt;
|-&lt;br /&gt;
|   Squaddie    || [[Image:XCom1 rank2 Squaddie.GIF|30px]]  Perform any action that qualifies towards promotion, may not be given with high troop counts.&lt;br /&gt;
|-&lt;br /&gt;
|   Rookie      || [[Image:XCom1 rank1 Rookie.GIF|30px]]    Starting rank for all new recruits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Info (TFTD)|X-COM: Terror From the Deep]] ===&lt;br /&gt;
&lt;br /&gt;
TFTD uses equivalent numbers, but with different names (except for the Commander, who now isn&#039;t the top rank anymore).&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
! {{StdDescTable_Heading}} | Rank&lt;br /&gt;
! {{StdDescTable_Heading}} | Notes&lt;br /&gt;
|-&lt;br /&gt;
|   Captain       || [[Image:XCom2 rank6 Captain.GIF|30px]]     Only one allowed over all [[X-COM Bases]], requires at least 30 aquanauts in all bases.&lt;br /&gt;
|-&lt;br /&gt;
|   Commander     || [[Image:XCom2 rank5 Commander.gif|30px]]   Most experienced Lieutenant is promoted to Commander if opening present. 1 Commander for 23 aquanauts, limit of 10.&lt;br /&gt;
|-&lt;br /&gt;
|   Lieutenant    || [[Image:XCom2 rank4 Lieutenant.gif|30px]]  Most experienced Ensign is promoted to Lieutenant if opening present. 1 Lieutenant for 11 aquanauts, limit of 22.&lt;br /&gt;
|-&lt;br /&gt;
|   Ensign        || [[Image:XCom2 rank3 Ensign.gif|30px]]      Most experienced Able Seaman is promoted to Ensign if opening present. 1 Ensign for 5 aquanauts, limit of 50.&lt;br /&gt;
|-&lt;br /&gt;
|   Able Seaman   || [[Image:XCom2 rank2 Able Seaman.gif|30px]] Perform any action that qualifies towards promotion, may not be given with high troop counts.&lt;br /&gt;
|-&lt;br /&gt;
|   Seaman        || [[Image:XCom2 rank1 Seaman.gif|30px]]      Starting rank for all new recruits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Morale Loss ==&lt;br /&gt;
&lt;br /&gt;
When a ranking officer is killed, the effect of morale loss on all remaining squad mates will be scaled up a certain percentage based on the officer&#039;s rank. The adjustments are as follows:&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
! Rank &lt;br /&gt;
! Adjustments&lt;br /&gt;
|-&lt;br /&gt;
| Rookie/Squaddie&lt;br /&gt;
| 0%&lt;br /&gt;
|- &lt;br /&gt;
| Sergeant&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
| +30%&lt;br /&gt;
|-&lt;br /&gt;
| Colonel&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| +75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As an example, if the death of a rookie/squaddie causes a soldier to lose 10 morale points, the death of a sergeant will cause this soldier to lose 12 morale points, while a colonel will cause a 15 point loss. &lt;br /&gt;
&lt;br /&gt;
Note that values are rounded down to an integer, so losing a commander in the last example will cause a 17 morale loss, not 17.5.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Unit Stats Navbar}}&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU)&amp;diff=63881</id>
		<title>Base Facilities (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU)&amp;diff=63881"/>
		<updated>2015-04-08T13:39:16Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Quick Cost Reference */ Alien Containment is not really Stackable...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[기지 설비 (EU)|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{tocright}}There are several types of &#039;&#039;&#039;base facilities&#039;&#039;&#039; that you can place in your installations. Some of these are available from the beginning of the game, others are gained through research. With the exception of the [[Access Lift]], and the facilities you start the game with, all require an amount of time to be built and will charge you a monthly [[maintenance costs|maintenance fee]] on top of the initial construction costs.&lt;br /&gt;
&lt;br /&gt;
You can remove old unwanted facilities that you no longer use if they are empty, but if you do you should note their is a [[Known_Bugs#Paying_For_Dirt|known bug]] that means that it is very expensive to keep around empty squares that used to be occupied.&lt;br /&gt;
&lt;br /&gt;
All base facilities must be linked, either directly or via other base facilities, to the [[Access Lift]]. While you cannot dismantle a base facility that is in use or is linking other facilities to the Access Lift, it can be destroyed in the process of a [[Base Defense]] mission. If a base facility is destroyed in this way, any other base facilities that were relying on that facility as a link to the Access Lift will also be destroyed. Any pieces of equipment, craft, or personal will, however, remain in the base (despite the lack of room).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial vs. Researched Facilities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initial Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Image:Base-lift.gif|30px]] [[Access Lift]]&lt;br /&gt;
* [[Image:Base-quarters.gif|30px]] [[Living Quarters]]&lt;br /&gt;
* [[Image:Base-lab.gif|30px]] [[Laboratory]]&lt;br /&gt;
* [[Image:Base-workshop.gif|30px]] [[Workshop]]&lt;br /&gt;
* [[Image:Base-stores.gif|30px]] [[General Stores]]&lt;br /&gt;
* [[Image:Base-containment.gif|30px]] [[Alien Containment]]&lt;br /&gt;
* [[Image:Base-hangar.gif|60px]] [[Hangar]]&lt;br /&gt;
* [[Image:Base-small_radar.gif|30px]] [[Small Radar System]]&lt;br /&gt;
* [[Image:Base-large_radar.gif|30px]] [[Large Radar System]]&lt;br /&gt;
* [[Image:Base-missile.gif|30px]] [[Missile Defences]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Researchable Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Image:Base-psi.gif|30px]] [[Psionic Laboratory]]&lt;br /&gt;
* [[Image:Base-hyperwave.gif|30px]] [[Hyper-wave Decoder]]&lt;br /&gt;
* [[Image:Base-laser.gif|30px]] [[Laser Defences]]&lt;br /&gt;
* [[Image:Base-plasma.gif|30px]] [[Plasma Defences]]&lt;br /&gt;
* [[Image:Base-fusion.gif|30px]] [[Fusion Ball Defences]]&lt;br /&gt;
* [[Image:Base-mind.gif|30px]] [[Mind Shield]]&lt;br /&gt;
* [[Image:Base-grav.gif|30px]] [[Grav Shield]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Cost Reference==&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Structure&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Construction Cost&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Maintenance Cost *&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Construction Time&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Stackable?&lt;br /&gt;
|-&lt;br /&gt;
| Access Lift **     ||   $300,000 ||  $4,000 ||  1 day  ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Living Quarters    ||   $400,000 || $10,000 || 16 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory         ||   $750,000 || $30,000 || 26 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Workshop           ||   $800,000 || $35,000 || 32 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| General Stores     ||   $150,000 ||  $5,000 || 10 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Alien Containment  ||   $400,000 || $15,000 || 18 days ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Hangar             ||   $200,000 || $25,000 || 25 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Small Radar        ||   $500,000 || $10,000 || 12 days ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar        ||   $800,000 || $15,000 || 25 days ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Missile Defenses   ||   $200,000 ||  $5,000 || 16 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Laboratory ||   $750,000 || $16,000 || 24 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Wave Decoder || $1,400,000 || $35,000 || 26 days ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Laser Defenses     ||   $400,000 || $10,000 || 24 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Defenses    ||   $600,000 || $12,000 || 34 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Defenses    ||   $800,000 || $14,000 || 34 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Mind Shield        || $1,300,000 ||  $5,000 || 33 days ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Grav Shield        || $1,200,000 || $15,000 || 38 days ||  No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are the maintenance costs listed in the game, and are the price you pay but these are listed incorrectly on the Base Maintenance Screen.  See the [[Base Facilities (EU)#Displayed_Base_Maintenance_Cost_Bug|Maintenance Cost Bug]], below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; [[GEOSCAPE.EXE]] says the Access Lift takes 1 day to build and costs $300k, but in fact it is constructed instantaneously, and its cost varies depending the region of Earth where you choose to place it.&lt;br /&gt;
&lt;br /&gt;
== Caveat re: Single Use Facilities == &lt;br /&gt;
Normally, the more base facilities you have, the more you are able to do with them. This is not so for certain facilities, even though it isn&#039;t obvious in the game. For these, only the first facility provides any benefit to the base. They are: The Small Radar, Large Radar, Hyper-Wave Decoder, Grav Shield, Mind Shield and the Alien Containment.&lt;br /&gt;
&lt;br /&gt;
The above facilities work with other facilities, but any duplicates won&#039;t provide any additional benefits (while still costing maintenance). This is especially important for the Grav Shield and for Radar. The Grav Shield will only repel attackers once per base, no matter how many you have (so one is all you need). Likewise, a second Large Radar doesn&#039;t provide any additional large-radar functionality, but a single Large Radar and a Small Radar &amp;lt;i&amp;gt;will&amp;lt;/i&amp;gt; stack and combine their scanning abilities.&lt;br /&gt;
&lt;br /&gt;
While the base information screen does list how many radars you have, that&#039;s all it effectively does - It does not represent your base&#039;s actual scanning ability. Further, once you have a Hyper-Wave Decoder, you do not need &#039;&#039;&#039;any&#039;&#039;&#039; Small or Large Radars, and can dismantle any you have. The Decoder has a wider range and always detects alien craft immediately, unlike either Radar. (But watch out for [[Base Facilities (EU)#Paying_For_Dirt_Bug|Paying For Dirt]] when you dismantle radar.)&lt;br /&gt;
&lt;br /&gt;
The only reason to build multiples from the above single-use list would be for [[Base_Layout_Strategy|strategic base defence]] reasons, as each module provides a [[Base_Layout_Strategy#Floor_Plan_Comparison|different lower corridor layout]].&lt;br /&gt;
&lt;br /&gt;
== Displayed Base Maintenance Cost Bug ==&lt;br /&gt;
&lt;br /&gt;
X-COM has an interesting bug: When tallying maintenance costs &#039;&#039;for display on the Base Facilities screen&#039;&#039;, the code erroneously passes on the row number of the base that the facility is found in, instead of the record number for the facility. The following table shows the first six base facilities from [[BASE.DAT]] (compare, e.g., their order in the in-game UFOpaedia). Alongside are the monthly maintenance costs incorrectly &#039;&#039;displayed&#039;&#039; for having a facility on a particular base row:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;40%&amp;quot; align=&amp;quot;right&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C1&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C2&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C3&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C4&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C5&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C6&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
 &amp;lt;u&amp;gt;Record&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Facility&amp;lt;/u&amp;gt;           &amp;lt;u&amp;gt;Maintenance&amp;lt;/u&amp;gt;&lt;br /&gt;
   00    Access Lift            4k&lt;br /&gt;
   01    Living Quarters       10k&lt;br /&gt;
   02    Laboratory            30k&lt;br /&gt;
   03    Workshop              35k&lt;br /&gt;
   04    Small Radar System    10k&lt;br /&gt;
   05    Large Radar System    15k&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the bug, the monthly maintenance cost &amp;lt;u&amp;gt;displayed on the base info screen&amp;lt;/u&amp;gt; for base facilities depends &#039;&#039;only&#039;&#039; on their placement (and the in-game UFOpaedia maintenance numbers are effectively meaningless). However, &amp;lt;u&amp;gt;the Geo finance Graph does get the total correct&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The in-game mechanics&#039;&#039;&#039; (the actual monthly cost)  are &#039;&#039;correct&#039;&#039; as  well.&lt;br /&gt;
Next lines are only hypothetical (see discussion):&lt;br /&gt;
&lt;br /&gt;
[[Hangar]]s are only charged once, for their upper right (upper left?) square. So a Hangar along the &amp;quot;bottom&amp;quot; of your base would appear to cost $10k/month.&lt;br /&gt;
&lt;br /&gt;
If this actually affected the real cost, clearly it&#039;s cheapest to have a strategy that puts a defensive buffer along the third or fourth row, like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align = &amp;quot;right&amp;quot; style = &amp;quot;background: #F0F0FF; border: 1px #404080 solid; width: 50%; margin: 1em 1em 1em 1em; padding:4px;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; The incorrect displayed cost for this layout is &#039;&#039;&#039;$329k/month&#039;&#039;&#039;: The hangars on the bottom are 3*10, the lift is 35, and the rest is 6 * (30+10+4). Replace all the Psi with whatever you like, it&#039;s irrelevant. Also, the Lift could be anywhere on its row. The &#039;&#039;average&#039;&#039; (incorrect displayed) cost for a facility on the top 3 rows is $14,667/month (44/3).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;{{UBK|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align = &amp;quot;right&amp;quot; style = &amp;quot;background: #F0F0FF; border: 1px #404080 solid; width: 50%; margin: 1em 1em 1em 1em; padding:4px;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;A design with hangars along the top cost incorrectly displays as &#039;&#039;&#039;$402k/month&#039;&#039;&#039;, $73k more &#039;expensive&#039; than one with hangars along the bottom, despite having precisely the same facilities. Here, the average for the bottom 3 rows is $20k/month (60/3).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=&lt;br /&gt;
|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So (if these costs were real) a design with hangars along the bottom is the most cost effective for a &amp;quot;full&amp;quot; base. Small outpost bases have more options available. If you have hangars along the bottom and a single connector facility on rows 3 and 4, the average (incorrect displayed) cost for facilities on the top 2 rows is only $7k/month! (14/2) This is cheaper than the listed  maintenance costs for everything except these three facilities, at $5k/month each: General Stores, Mind Shield, and Missile Defences. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: This bug has the dubious honor of being a fairly straightforward, important one which went unnoticed for a dozen years until [[User:Sfnhltb|Sfnhltb]] caught it in February 2007. For more info, see this page&#039;s [[Talk:Base Facilities (EU)|Discussion]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Paying For Dirt Bug ==&lt;br /&gt;
&lt;br /&gt;
If you take down a facility and leave bare dirt, you will continue to pay maintenance on it. But not at the old rate; filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay &#039;&#039;&#039;$80k/month&#039;&#039;&#039;. Thats &#039;&#039;&#039;$320k per hangar&#039;&#039;&#039; you take down.&lt;br /&gt;
&lt;br /&gt;
There are only three known ways to stop paying this premium: 1) completely dismantle the base, 2) build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete, or 3) hex edit the base.dat file in your save and change the byte that indicates the number of days until the destroyed module is complete from 00 to ff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you start a facility and change your mind before it is complete, after the time it would have completed you will start paying this $80k premium!&lt;br /&gt;
&lt;br /&gt;
== Base Module Collapse == &lt;br /&gt;
&lt;br /&gt;
Base modules that get severely damaged through combat will get [[Base_Defense#Destruction_Of_Base_Facilities|destroyed]] the moment you return to the Geoscape. If the destruction of the module causes any adjacent modules to become isolated from the Access Lift, they will collapse like dominos. &lt;br /&gt;
&lt;br /&gt;
Take this base as an example: &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|quarters|quarters|workshop|lift|stores|stores|=&lt;br /&gt;
|hyperwave|dirt|dirt|dirt|lab|small_radar|=&lt;br /&gt;
|mind|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s assume that there was heavy fighting with blaster bombs during a base defence mission and everything in the workshop was destroyed. &lt;br /&gt;
&lt;br /&gt;
Assuming that the battle was won. The base will now look like: &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|lift|stores|stores|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|lab|small_radar|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
&lt;br /&gt;
Half of the base has been wiped out! &lt;br /&gt;
&lt;br /&gt;
The good news though, apart from losing the use of the modules you just lost, much of your assets will remain intact. Amongst them: &lt;br /&gt;
&lt;br /&gt;
;Staff&lt;br /&gt;
: Staff will remain, even if there are insufficient beds.&lt;br /&gt;
&lt;br /&gt;
; Equipment &lt;br /&gt;
: Nothing is lost. Just storage capacity for moving in new items. &lt;br /&gt;
&lt;br /&gt;
; Aircraft &lt;br /&gt;
: The aircraft remain assigned to the base and you can use them as normal. If moved to another base, they will no longer be able to return until a new hangar is built. &lt;br /&gt;
&lt;br /&gt;
; Alien Containment prisoners&lt;br /&gt;
: They&#039;ll somehow remain, strangely enough. Possibly shoved into fridges, but they still be available when the containment module is rebuilt. &lt;br /&gt;
&lt;br /&gt;
; Research and constructions projects &lt;br /&gt;
: These will be halted, but progress on research projects should not be lost.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since single choke-point bases are very popular, it is recommended that fighting with explosives in the choke point module be kept to a bare minimum, lest the entire base is lost.  Alternatively, you could use one or more of the invulnerable modules as the choke point.  The Access Lift and General Stores work well for this purpose.&lt;br /&gt;
&lt;br /&gt;
Some base modules are built in such a way that they cannot be destroyed during a Base Defense mission, regardless of collateral damage.  These modules are the Access Lift, the General Stores, the Living Quarters, and the Hangar.&lt;br /&gt;
&lt;br /&gt;
== TO-DOs ==&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug|Base Disjoint Bug]] - in progress&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Base Facilities (TFTD)]]&lt;br /&gt;
* [[Xcom and Alien Bases#XCom Base|X-COM Bases]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[UFO Base Kit]] (for designing your own base layouts!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base Facilities Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Base Facilities (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU)&amp;diff=63880</id>
		<title>Base Facilities (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU)&amp;diff=63880"/>
		<updated>2015-04-08T13:38:42Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Quick Cost Reference */ changed to wikitable syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;In other languages: [[기지 설비 (EU)|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{tocright}}There are several types of &#039;&#039;&#039;base facilities&#039;&#039;&#039; that you can place in your installations. Some of these are available from the beginning of the game, others are gained through research. With the exception of the [[Access Lift]], and the facilities you start the game with, all require an amount of time to be built and will charge you a monthly [[maintenance costs|maintenance fee]] on top of the initial construction costs.&lt;br /&gt;
&lt;br /&gt;
You can remove old unwanted facilities that you no longer use if they are empty, but if you do you should note their is a [[Known_Bugs#Paying_For_Dirt|known bug]] that means that it is very expensive to keep around empty squares that used to be occupied.&lt;br /&gt;
&lt;br /&gt;
All base facilities must be linked, either directly or via other base facilities, to the [[Access Lift]]. While you cannot dismantle a base facility that is in use or is linking other facilities to the Access Lift, it can be destroyed in the process of a [[Base Defense]] mission. If a base facility is destroyed in this way, any other base facilities that were relying on that facility as a link to the Access Lift will also be destroyed. Any pieces of equipment, craft, or personal will, however, remain in the base (despite the lack of room).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial vs. Researched Facilities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initial Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Image:Base-lift.gif|30px]] [[Access Lift]]&lt;br /&gt;
* [[Image:Base-quarters.gif|30px]] [[Living Quarters]]&lt;br /&gt;
* [[Image:Base-lab.gif|30px]] [[Laboratory]]&lt;br /&gt;
* [[Image:Base-workshop.gif|30px]] [[Workshop]]&lt;br /&gt;
* [[Image:Base-stores.gif|30px]] [[General Stores]]&lt;br /&gt;
* [[Image:Base-containment.gif|30px]] [[Alien Containment]]&lt;br /&gt;
* [[Image:Base-hangar.gif|60px]] [[Hangar]]&lt;br /&gt;
* [[Image:Base-small_radar.gif|30px]] [[Small Radar System]]&lt;br /&gt;
* [[Image:Base-large_radar.gif|30px]] [[Large Radar System]]&lt;br /&gt;
* [[Image:Base-missile.gif|30px]] [[Missile Defences]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Researchable Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Image:Base-psi.gif|30px]] [[Psionic Laboratory]]&lt;br /&gt;
* [[Image:Base-hyperwave.gif|30px]] [[Hyper-wave Decoder]]&lt;br /&gt;
* [[Image:Base-laser.gif|30px]] [[Laser Defences]]&lt;br /&gt;
* [[Image:Base-plasma.gif|30px]] [[Plasma Defences]]&lt;br /&gt;
* [[Image:Base-fusion.gif|30px]] [[Fusion Ball Defences]]&lt;br /&gt;
* [[Image:Base-mind.gif|30px]] [[Mind Shield]]&lt;br /&gt;
* [[Image:Base-grav.gif|30px]] [[Grav Shield]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quick Cost Reference==&lt;br /&gt;
&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Structure&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Construction Cost&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Maintenance Cost *&lt;br /&gt;
! width=&amp;quot;190&amp;quot; | Construction Time&lt;br /&gt;
! width=&amp;quot;120&amp;quot; | Stackable?&lt;br /&gt;
|-&lt;br /&gt;
| Access Lift **     ||   $300,000 ||  $4,000 ||  1 day  ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Living Quarters    ||   $400,000 || $10,000 || 16 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory         ||   $750,000 || $30,000 || 26 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Workshop           ||   $800,000 || $35,000 || 32 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| General Stores     ||   $150,000 ||  $5,000 || 10 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Alien Containment  ||   $400,000 || $15,000 || 18 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hangar             ||   $200,000 || $25,000 || 25 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Small Radar        ||   $500,000 || $10,000 || 12 days ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Large Radar        ||   $800,000 || $15,000 || 25 days ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Missile Defenses   ||   $200,000 ||  $5,000 || 16 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Laboratory ||   $750,000 || $16,000 || 24 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Hyper-Wave Decoder || $1,400,000 || $35,000 || 26 days ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Laser Defenses     ||   $400,000 || $10,000 || 24 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Defenses    ||   $600,000 || $12,000 || 34 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Defenses    ||   $800,000 || $14,000 || 34 days || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Mind Shield        || $1,300,000 ||  $5,000 || 33 days ||  No&lt;br /&gt;
|-&lt;br /&gt;
| Grav Shield        || $1,200,000 || $15,000 || 38 days ||  No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are the maintenance costs listed in the game, and are the price you pay but these are listed incorrectly on the Base Maintenance Screen.  See the [[Base Facilities (EU)#Displayed_Base_Maintenance_Cost_Bug|Maintenance Cost Bug]], below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; [[GEOSCAPE.EXE]] says the Access Lift takes 1 day to build and costs $300k, but in fact it is constructed instantaneously, and its cost varies depending the region of Earth where you choose to place it.&lt;br /&gt;
&lt;br /&gt;
== Caveat re: Single Use Facilities == &lt;br /&gt;
Normally, the more base facilities you have, the more you are able to do with them. This is not so for certain facilities, even though it isn&#039;t obvious in the game. For these, only the first facility provides any benefit to the base. They are: The Small Radar, Large Radar, Hyper-Wave Decoder, Grav Shield, Mind Shield and the Alien Containment.&lt;br /&gt;
&lt;br /&gt;
The above facilities work with other facilities, but any duplicates won&#039;t provide any additional benefits (while still costing maintenance). This is especially important for the Grav Shield and for Radar. The Grav Shield will only repel attackers once per base, no matter how many you have (so one is all you need). Likewise, a second Large Radar doesn&#039;t provide any additional large-radar functionality, but a single Large Radar and a Small Radar &amp;lt;i&amp;gt;will&amp;lt;/i&amp;gt; stack and combine their scanning abilities.&lt;br /&gt;
&lt;br /&gt;
While the base information screen does list how many radars you have, that&#039;s all it effectively does - It does not represent your base&#039;s actual scanning ability. Further, once you have a Hyper-Wave Decoder, you do not need &#039;&#039;&#039;any&#039;&#039;&#039; Small or Large Radars, and can dismantle any you have. The Decoder has a wider range and always detects alien craft immediately, unlike either Radar. (But watch out for [[Base Facilities (EU)#Paying_For_Dirt_Bug|Paying For Dirt]] when you dismantle radar.)&lt;br /&gt;
&lt;br /&gt;
The only reason to build multiples from the above single-use list would be for [[Base_Layout_Strategy|strategic base defence]] reasons, as each module provides a [[Base_Layout_Strategy#Floor_Plan_Comparison|different lower corridor layout]].&lt;br /&gt;
&lt;br /&gt;
== Displayed Base Maintenance Cost Bug ==&lt;br /&gt;
&lt;br /&gt;
X-COM has an interesting bug: When tallying maintenance costs &#039;&#039;for display on the Base Facilities screen&#039;&#039;, the code erroneously passes on the row number of the base that the facility is found in, instead of the record number for the facility. The following table shows the first six base facilities from [[BASE.DAT]] (compare, e.g., their order in the in-game UFOpaedia). Alongside are the monthly maintenance costs incorrectly &#039;&#039;displayed&#039;&#039; for having a facility on a particular base row:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;40%&amp;quot; align=&amp;quot;right&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C1&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C2&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C3&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C4&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C5&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;C6&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot; {{StdDescTable_Heading}}&amp;gt;R6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15k&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
 &amp;lt;u&amp;gt;Record&amp;lt;/u&amp;gt;  &amp;lt;u&amp;gt;Facility&amp;lt;/u&amp;gt;           &amp;lt;u&amp;gt;Maintenance&amp;lt;/u&amp;gt;&lt;br /&gt;
   00    Access Lift            4k&lt;br /&gt;
   01    Living Quarters       10k&lt;br /&gt;
   02    Laboratory            30k&lt;br /&gt;
   03    Workshop              35k&lt;br /&gt;
   04    Small Radar System    10k&lt;br /&gt;
   05    Large Radar System    15k&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the bug, the monthly maintenance cost &amp;lt;u&amp;gt;displayed on the base info screen&amp;lt;/u&amp;gt; for base facilities depends &#039;&#039;only&#039;&#039; on their placement (and the in-game UFOpaedia maintenance numbers are effectively meaningless). However, &amp;lt;u&amp;gt;the Geo finance Graph does get the total correct&amp;lt;/u&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The in-game mechanics&#039;&#039;&#039; (the actual monthly cost)  are &#039;&#039;correct&#039;&#039; as  well.&lt;br /&gt;
Next lines are only hypothetical (see discussion):&lt;br /&gt;
&lt;br /&gt;
[[Hangar]]s are only charged once, for their upper right (upper left?) square. So a Hangar along the &amp;quot;bottom&amp;quot; of your base would appear to cost $10k/month.&lt;br /&gt;
&lt;br /&gt;
If this actually affected the real cost, clearly it&#039;s cheapest to have a strategy that puts a defensive buffer along the third or fourth row, like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align = &amp;quot;right&amp;quot; style = &amp;quot;background: #F0F0FF; border: 1px #404080 solid; width: 50%; margin: 1em 1em 1em 1em; padding:4px;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; The incorrect displayed cost for this layout is &#039;&#039;&#039;$329k/month&#039;&#039;&#039;: The hangars on the bottom are 3*10, the lift is 35, and the rest is 6 * (30+10+4). Replace all the Psi with whatever you like, it&#039;s irrelevant. Also, the Lift could be anywhere on its row. The &#039;&#039;average&#039;&#039; (incorrect displayed) cost for a facility on the top 3 rows is $14,667/month (44/3).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;{{UBK|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table align = &amp;quot;right&amp;quot; style = &amp;quot;background: #F0F0FF; border: 1px #404080 solid; width: 50%; margin: 1em 1em 1em 1em; padding:4px;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;A design with hangars along the top cost incorrectly displays as &#039;&#039;&#039;$402k/month&#039;&#039;&#039;, $73k more &#039;expensive&#039; than one with hangars along the bottom, despite having precisely the same facilities. Here, the average for the bottom 3 rows is $20k/month (60/3).&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;{{UBK|=&lt;br /&gt;
|hangar1|hangar2|hangar1|hangar2|hangar1|hangar2|=&lt;br /&gt;
|hangar3|hangar4|hangar3|hangar4|hangar3|hangar4|=&lt;br /&gt;
|dirt|dirt|lift|dirt|dirt|dirt|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=&lt;br /&gt;
|psi|psi|psi|psi|psi|psi|=}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So (if these costs were real) a design with hangars along the bottom is the most cost effective for a &amp;quot;full&amp;quot; base. Small outpost bases have more options available. If you have hangars along the bottom and a single connector facility on rows 3 and 4, the average (incorrect displayed) cost for facilities on the top 2 rows is only $7k/month! (14/2) This is cheaper than the listed  maintenance costs for everything except these three facilities, at $5k/month each: General Stores, Mind Shield, and Missile Defences. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: This bug has the dubious honor of being a fairly straightforward, important one which went unnoticed for a dozen years until [[User:Sfnhltb|Sfnhltb]] caught it in February 2007. For more info, see this page&#039;s [[Talk:Base Facilities (EU)|Discussion]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Paying For Dirt Bug ==&lt;br /&gt;
&lt;br /&gt;
If you take down a facility and leave bare dirt, you will continue to pay maintenance on it. But not at the old rate; filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay &#039;&#039;&#039;$80k/month&#039;&#039;&#039;. Thats &#039;&#039;&#039;$320k per hangar&#039;&#039;&#039; you take down.&lt;br /&gt;
&lt;br /&gt;
There are only three known ways to stop paying this premium: 1) completely dismantle the base, 2) build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete, or 3) hex edit the base.dat file in your save and change the byte that indicates the number of days until the destroyed module is complete from 00 to ff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you start a facility and change your mind before it is complete, after the time it would have completed you will start paying this $80k premium!&lt;br /&gt;
&lt;br /&gt;
== Base Module Collapse == &lt;br /&gt;
&lt;br /&gt;
Base modules that get severely damaged through combat will get [[Base_Defense#Destruction_Of_Base_Facilities|destroyed]] the moment you return to the Geoscape. If the destruction of the module causes any adjacent modules to become isolated from the Access Lift, they will collapse like dominos. &lt;br /&gt;
&lt;br /&gt;
Take this base as an example: &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|hangar1|hangar2|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|hangar3|hangar4|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|quarters|quarters|workshop|lift|stores|stores|=&lt;br /&gt;
|hyperwave|dirt|dirt|dirt|lab|small_radar|=&lt;br /&gt;
|mind|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
&lt;br /&gt;
Let&#039;s assume that there was heavy fighting with blaster bombs during a base defence mission and everything in the workshop was destroyed. &lt;br /&gt;
&lt;br /&gt;
Assuming that the battle was won. The base will now look like: &lt;br /&gt;
&lt;br /&gt;
{{UBK|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|lift|stores|stores|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|lab|small_radar|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=&lt;br /&gt;
|dirt|dirt|dirt|dirt|dirt|dirt|=}}&lt;br /&gt;
&lt;br /&gt;
Half of the base has been wiped out! &lt;br /&gt;
&lt;br /&gt;
The good news though, apart from losing the use of the modules you just lost, much of your assets will remain intact. Amongst them: &lt;br /&gt;
&lt;br /&gt;
;Staff&lt;br /&gt;
: Staff will remain, even if there are insufficient beds.&lt;br /&gt;
&lt;br /&gt;
; Equipment &lt;br /&gt;
: Nothing is lost. Just storage capacity for moving in new items. &lt;br /&gt;
&lt;br /&gt;
; Aircraft &lt;br /&gt;
: The aircraft remain assigned to the base and you can use them as normal. If moved to another base, they will no longer be able to return until a new hangar is built. &lt;br /&gt;
&lt;br /&gt;
; Alien Containment prisoners&lt;br /&gt;
: They&#039;ll somehow remain, strangely enough. Possibly shoved into fridges, but they still be available when the containment module is rebuilt. &lt;br /&gt;
&lt;br /&gt;
; Research and constructions projects &lt;br /&gt;
: These will be halted, but progress on research projects should not be lost.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since single choke-point bases are very popular, it is recommended that fighting with explosives in the choke point module be kept to a bare minimum, lest the entire base is lost.  Alternatively, you could use one or more of the invulnerable modules as the choke point.  The Access Lift and General Stores work well for this purpose.&lt;br /&gt;
&lt;br /&gt;
Some base modules are built in such a way that they cannot be destroyed during a Base Defense mission, regardless of collateral damage.  These modules are the Access Lift, the General Stores, the Living Quarters, and the Hangar.&lt;br /&gt;
&lt;br /&gt;
== TO-DOs ==&lt;br /&gt;
* [[Known_Bugs#Base_Disjoint_Bug|Base Disjoint Bug]] - in progress&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Base Facilities (TFTD)]]&lt;br /&gt;
* [[Xcom and Alien Bases#XCom Base|X-COM Bases]]&lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[UFO Base Kit]] (for designing your own base layouts!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Base Facilities Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Base Facilities (EU)]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Manufacturing_Profitability&amp;diff=63879</id>
		<title>Manufacturing Profitability</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Manufacturing_Profitability&amp;diff=63879"/>
		<updated>2015-04-08T12:53:13Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* XComUtil manufacturing profitability */ + link, and tweaking the phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 35 items in X-COM that can be [[manufacturing|manufactured]], but if all costs are taken into account, only 14 of them can be manufactured for a profit.  &lt;br /&gt;
&lt;br /&gt;
You cannot manufacture an item until you have researched it, so you begin the game unable to manufacture any items at all.  Depending on your research priorities, there are several early items that can be made for a profit: Motion Scanners, Medi-Kits, Laser Pistols and Laser Rifles. For more on research times and prerequisites, see [[Research]].&lt;br /&gt;
&lt;br /&gt;
Fusion Ball Launchers and Laser Cannons can be researched in the early-mid game, and are the two most profitable items that can be produced in all of X-COM.  Refer to the [[#Profit tables|profit tables]] for a detailed breakdown.&lt;br /&gt;
&lt;br /&gt;
== Calculating profitability ==&lt;br /&gt;
&lt;br /&gt;
To calculate true (net) manufacturing profit, the following must be accounted for:&lt;br /&gt;
&lt;br /&gt;
*Manufacturing cost -- the value shown on the manufacturing screen.&lt;br /&gt;
*Cost of [[Elerium-115]] ($5k each) and [[Alien Alloys]] ($6.5k each), if required. Also, cost of [[UFO Power Source]](s) ($500k each) and [[UFO Navigation]] ($80k each) for XCOM craft.&lt;br /&gt;
*Cost of Engineer salaries, at $25k per month per Engineer. Engineers work 24 hours a day, giving them an hourly wage of $35.&lt;br /&gt;
*Cost of [[Workshop]]s ($35k/month) and [[Living Quarters]] ($10k/month) sufficient for the number of engineers employed.*&lt;br /&gt;
&lt;br /&gt;
These costs are then compared against the Sell price, to determine profitability.&lt;br /&gt;
&lt;br /&gt;
== Startup costs ==&lt;br /&gt;
&lt;br /&gt;
There is a startup cost associated with manufacturing: 50 Engineers cost $2.5 million to hire and require a Workshop ($800,000 to build) and a Living Quarters ($400,000), for a total of $3.7 million.  Workshops also require a lead time of 32 days to build.  Since you start the game with one Workshop and 10 Engineers, your first Workshop will only cost $2.4 million to fully ramp up (the cost of 40 Engineers and one Living Quarters).&lt;br /&gt;
&lt;br /&gt;
There is also a time and cost factor associated with researching profitable items -- for instance, Heavy Lasers plus Laser Cannons require an average of 880 Scientist days to research (costing about $900,000 in salary).  This is in addition to the 450 or so Scientist days required to research Laser Weapons, Laser Pistol, and Laser Rifle.&lt;br /&gt;
&lt;br /&gt;
== Workshop space overhead ==&lt;br /&gt;
&lt;br /&gt;
Each manufacturing project takes up a fixed amount of workshop space, reducing the number of Engineers you can gainfully employ.  With multiple workshops, the impact of this overhead is reduced: two workshops are proportionally 5%-7% more profitable than a single workshop would be (depending on the item being produced), and five workshops are as much as 11% more profitable.&lt;br /&gt;
&lt;br /&gt;
== Profit tables ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of selected items that are popular with players attempting to manufacture items for profit.  Note that not all these items actually turn a profit, once all costs are factored in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monthly profits, based on a one-workshop operation.  Figures in thousands (000&#039;s) where noted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!align =&amp;quot;left&amp;quot;|Item&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Hrs. per unit&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Max Engrs.&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Unit sell price&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Unit cost&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Spec. costs&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Gross per unit&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Units per month&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Labor cost&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Net monthly profit&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Laser Cannon]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|300&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|44&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|211&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|182&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|29&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|107.4&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,145&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;1,968.4&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Fusion Ball Launcher]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|400&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|44&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|281.1&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|242&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5*&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|32.6&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|80.52&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,145&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,480&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Tank/Laser Cannon]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1200&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|25&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|594&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|500&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|94&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|15.25&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|670&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;763.5&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Psi Amp]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|500&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|194.7&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|160&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|29.7&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|67.34&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|805.1&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Motion Scanner]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|220&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|45.6&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|34&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|11.6&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|153.1&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|580.4&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Medi-Kit]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|420&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|28&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|18.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|80.17&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|288.2&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Heavy Plasma]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1000&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|171.6&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|122&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|43.1&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|33.67&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;256.3&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Laser Rifle]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|400&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|47&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|36.9&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|16.9&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|86.01&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,220&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;233.6&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Heavy Laser]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|700&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|61&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|32&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|29&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|48.1&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;200&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Laser Pistol]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|300&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|48&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|8&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|12&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|117.1&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,245&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|160.4&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Small Launcher]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|900&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|47&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|120&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|78&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|35.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|38.23&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,220&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|137&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Blaster Launcher]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1200&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|45&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|144&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|90&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|47.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|27.45&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,170&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|133.9&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Plasma Rifle]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|820&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|126.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|88&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|32&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|41.06&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;119&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Plasma Pistol]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|600&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|47&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|84&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|56&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|21.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|57.34&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,220&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;12.8&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Alien Alloys]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|100&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|40&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|3&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|3.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|292.8&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,045&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|-20.2&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Personal Armor]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|800&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|38&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|54&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|22&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|26&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|34.77&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|995&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|-786.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Item name&#039;&#039;&#039; (and Net monthly profit) will be in &#039;&#039;italics&#039;&#039; if the XcomUtil enhancer will make the item not yield profits (by adding Spec cost or by making the manufacturing project unavailable).&lt;br /&gt;
*&#039;&#039;&#039;Hrs. per unit&#039;&#039;&#039; are the number of hours needed by one engineer to build a single unit&lt;br /&gt;
*&#039;&#039;&#039;Max Engrs.&#039;&#039;&#039; equals 50 minus the amount of workshop space taken up by the project&lt;br /&gt;
*&#039;&#039;&#039;Unit sell price&#039;&#039;&#039; is what the item will sell for on the Sell/Sack screen&lt;br /&gt;
*&#039;&#039;&#039;Unit cost&#039;&#039;&#039; is what each item costs to produce, on the Production screen&lt;br /&gt;
*&#039;&#039;&#039;Spec. costs&#039;&#039;&#039; is $6,500 for each Alien Alloy and $5,000 for each Elerium, if any&lt;br /&gt;
*&#039;&#039;&#039;Gross per unit&#039;&#039;&#039; is its sell price, minus production and special materials costs&lt;br /&gt;
*&#039;&#039;&#039;Units per month&#039;&#039;&#039; is how many units a fully-staffed workshop can turn out: 732 hours (30.5 days) divided by Engineer hours per unit, times Max Engineers employable&lt;br /&gt;
*&#039;&#039;&#039;Labor cost&#039;&#039;&#039; is Max Engineers times $25,000 (monthly salary) -- plus $35,000 for Workshop maintenance costs and $10,000 for Living Quarters&lt;br /&gt;
*&#039;&#039;&#039;Net monthly profit&#039;&#039;&#039; is Gross profit times Units per month minus Labor cost&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The table assumes you are using one Alloy per Fusion Ball Launcher; see [[Manufacturing_Profitability#Laser_Cannons_vs._Fusion_Ball_Launchers|below]].&lt;br /&gt;
&lt;br /&gt;
For a detailed listing of the profitability of all items in X-COM, with figures for 1 to 5 workshops, download [[User:MikeTheRed|MikeTheRed&#039;s]] [[Media:XCOM_Profit_Tables.pdf|XCOM_Profit_Tables.pdf]]. Or for an Excel (editable) spreadsheet, get [[Media:XCOM_Profits.xls|XCOM_Profits.xls]].&lt;br /&gt;
&lt;br /&gt;
== XComUtil manufacturing profitability ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under [[XcomUtil]] there is an option called (slightly misleadingly) &amp;quot;new laser weapons&amp;quot; that requires the use of extra alien materials in order to manufacture almost all energy beam weapons. It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to &amp;lt;u&amp;gt;use&amp;lt;/u&amp;gt; captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). This, as Scott Jones says, &amp;quot;seriously changes the economics of the game&amp;quot;, as well as the balance of firepower in the air and (to a lesser extent) on the ground.&lt;br /&gt;
&lt;br /&gt;
When this XComUtil option is active there are only 7 profitable items to manufacture instead of 14.&lt;br /&gt;
&lt;br /&gt;
In order of decreasing profitability per month these are:&lt;br /&gt;
&lt;br /&gt;
:Fusion Ball Launcher (100%), Psi Amp (53%), Motion Scanner (38%), Medkit (19%), Laser Pistol (10%), Blaster Launcher (9%), Small Launcher (9%).&lt;br /&gt;
&lt;br /&gt;
In fact the profitability of all these items is unchanged from the standard game; you still make 1,480,000 per month for the FBL with one workshop, etc. What changes is that 7 items, notably the Laser Cannon, disappear from the profitable list. But you can still get rich quick, even if the FBL is only 75% as profitable as the Laser Cannon was in unmodified X-COM.&lt;br /&gt;
&lt;br /&gt;
A spreadsheet containing the analysis is here: [[Media:XCOMUtil_Profits.xls|XComUtil Profits]].&lt;br /&gt;
&lt;br /&gt;
== Laser Cannons vs. Fusion Ball Launchers ==&lt;br /&gt;
&lt;br /&gt;
There is an oddity in XCOM which can make the [[Fusion Ball Launcher]] (FBL) appear to be the most profitable item. The oddity is that the first FBL you produce does not require an [[Alien Alloys|Alien Alloy]] (and thus, no Alloy requirement appears on the manufacturing screen), but subsequent FBLs do. If in doubt, watch your Alloy stores while manufacturing... the first FBL doesn&#039;t use one, but each additional FBL will use 1 Alloy. This bug is due to an oddity in the [[PRODUCT.DAT]] data at offsets 8-13.&lt;br /&gt;
&lt;br /&gt;
This oddity has caused a fair bit of confusion; some folks (particularly in older docs) say Fusion Ball Launchers are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Without the alloy, the FBL is 1.77% more profitable than the [[Laser Cannon]] (LC). (This is regardless of the number of Workshops, because both FBL and LC have a Workspace requirement of 6.) However, when Alien Alloys are taken into account, FBLs are only 75.2% as profitable as LCs; LCs make 33.0% more profit. Due to the extreme micromanagement needed to repeatedly restart manufacturing versus the minuscule gain, probably few players will build one FBL at a time - so the Laser Cannon is the most profitable item &amp;quot;in real life&amp;quot;. Still, you can play however you want!&lt;br /&gt;
&lt;br /&gt;
Some have said that if you have a surplus of Alloys from missions, you might consider Alloys to be free, and make FBLs. Anyone can do what they want, but if the bottom line is &#039;&#039;profitability&#039;&#039;, it is clearly more profitable to make LCs (and sell excess Alloys). As stated, this is 33% more profitable than making FBLs with Alloys. &#039;&#039;Unless&#039;&#039;, of course, you want to make FBLs one at a time. Then, FBLs will be 1.77% more profitable - but only because you are not incorporating Alloys. Either way - whether you make LCs or you make FBLs one at a time - the most &#039;&#039;profitable&#039;&#039; ways do not involve using Alloys (which are simply sold, once in excess). So, anyone is welcome to make FBLs with Alloys if they want to consider Alloys as a freebie... but they will not be making the most money. (They&#039;ll make 75% as much as if they had made LCs, and sold excess Alloy.)&lt;br /&gt;
&lt;br /&gt;
Some have also said that LCs are more profitable because you can make ~30% more LCs than FBLs in a month, with a given number of engineers. This is a misunderstanding. While you do make ~30% more LCs, the calculations take all factors into account - number per month, cost of parts, cost to sell, etc. Compare how the &#039;&#039;least&#039;&#039; profitable item (the [[Heavy Plasma]] clip; see Factoid 1, below) got that way &#039;&#039;&#039;because&#039;&#039;&#039; you can make a lot in a month - &#039;&#039;but&#039;&#039; the parts are very expensive, versus the resale value. You have to take all factors into consideration to be precise about profitability.&lt;br /&gt;
&lt;br /&gt;
For more info on Manufacturing Profitability calculations, see the [[Media:XCOM_Profit_Tables.pdf|PDF]] or, better yet, the [[Media:XCOM_Profits.xls|spreadsheet]]. The spreadsheet lets you do things like change the number of workshops, drop the cost of Alloys from the computations, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to note that Laser Cannons are much more readily researched than Fusion Ball Launchers.  First of all, to produce Fusion Ball Launchers, you must capture a [[Blaster Launcher]] and [[Blaster Bomb|Bomb]].  These weapons usually don&#039;t appear until several months into the game.  Secondly, the average time needed to research Laser Cannons is 1,330 hours (26.6 days for 50 Scientists), whereas Fusion Ball Launchers require 2,080 hours (41.6 days).  Finally, about one third of the time needed for researching Laser Cannons is spent researching Laser Pistols and Rifles, which you are likely to research early on anyway.&lt;br /&gt;
&lt;br /&gt;
In summary, Laser Cannons are available much sooner than Fusion Ball Launchers, and are clearly the most profitable item in XCOM - &#039;&#039;unless&#039;&#039; you want to micromanage FBLs and build them one at a time.&lt;br /&gt;
&lt;br /&gt;
=== Simplified LC vs FBL profitability ===&lt;br /&gt;
&lt;br /&gt;
Take an example where you start the month with $1,000,000 and 80 alloys, 44 engineers, 1 workshop. Manufacturing FBLs and selling them will end the month with $3,000,000 and 0 alloys. Manufacturing LCs and selling them, keeping the alloys, will end the month with $ $2,968,000 and 80 alloys. Manufacturing LCs and selling them, also selling the alloys, will end the month with $3,488,000 and 0 alloys.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear which is the winner.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, Tricks, Etc. ==&lt;br /&gt;
*The maximum number of engineers you can assign to a project, equals the number of engineer hours it requires. In other words, the game &amp;quot;enforces&amp;quot; that &#039;&#039;&#039;you can only build one item per hour, at most&#039;&#039;&#039;. Example: You can only assign 60 engineers at most to work on a plasma pistol clip, which requires 60 engineer hours. The tables above don&#039;t take this into account, but then, small-fry products are usually not made by a large operation, anyway.&lt;br /&gt;
*You cannot have more than one project of the same type going at the same base. (This otherwise might have been a way &amp;quot;around&amp;quot; the limit of one per hour at most.) However, you can make that thing at some other base.&lt;br /&gt;
*Excess/wasted Workshop and Living Quarters are only a minuscule part of your costs. Example: A large operation (four workshops) might have 184 engineers instead of the optimal 194 for Laser Cannons (because of an occasional need to drop back and making flying suits, craft, etc. - it&#039;s a balance of constantly wasted space versus occasionally wasted engineers). The &amp;quot;wasted&amp;quot; 10 WS and LQ spaces only cost $9k/month ($45k*10/50), which is only 0.11% of the $8.3M/month that the 184 engineers make when producing LCs.&lt;br /&gt;
*Likewise, profits generally scale linearly according to number of workshops (two full workshops make only a little bit more than twice the profit of one full workshop, etc.). Many projects only require a handful of workspace requirements, and are almost totally linear. However, some projects have a large workspace requirement, such as the Laser Tank (25). With only one workshop, the Laser Tank only makes 39% of the profit that Laser Cannons would, whereas they make 64% of Laser Cannons with five workshops. The real reason they do so poorly with one workshop is much less due to the wasted overhead of workshop and living quarters; it is mainly because you can only assign 25 engineers with one workshop, versus 44 for Laser Cannons.&lt;br /&gt;
*Those who know XCOM, know that it suffers from integer truncation in a number of places. This could have hurt profitability badly if it occurred there; for example, if an item needs 100 engineer hours but you only assign 99, it might have taken twice as long, and halved your production and profit potential. Fortunately, this is not the case with manufacturing; it does not truncate production time this way.&lt;br /&gt;
*There is an [[ExploitsA#Free_Manufacturing|exploit]] that lets the sneaky make items for free - but only one at a time.&lt;br /&gt;
*Another [[ExploitsA#Free_Wages|exploit]] involves transferring staff at the end of the month to avoid salaries.  Eliminating salary costs makes Laser Cannons about 50% more profitable to produce.&lt;br /&gt;
*Factoid 1: The Heavy Plasma Clip is the biggest loss making item, due to the facts that it can be quickly made, but requires 3 Elerium. Be careful what you ask for!&lt;br /&gt;
*Factoid 2: Strange as it may seem, XCOM craft are &#039;&#039;not&#039;&#039; the biggest loss making items in the game, even though they are very expensive to make, and you &#039;&#039;&#039;can&#039;t sell them&#039;&#039;&#039;. (High cost, zero sales.) This is because craft take a long time to make, whereas other items can be made quickly, but incorporate expensive components. Their extreme production time overrides the fact that they can actually be sold. :P&lt;br /&gt;
*Factoid 3: &#039;&#039;&#039;120&#039;&#039;&#039; [[Alien Alloys]], &#039;&#039;&#039;30&#039;&#039;&#039; [[Elerium]], &#039;&#039;&#039;2&#039;&#039;&#039; [[UFO Power Source]]s, &#039;&#039;&#039;1&#039;&#039;&#039; [[UFO Navigation]] and &#039;&#039;&#039;36&#039;&#039;&#039; &#039;&#039;Free workspace&#039;&#039;, a [[Hangar]] plus $900,000 are the minimum raw resources needed at a base to begin [[manufacturing]] any item. If abusing the [[ExploitsA#Free_Manufacturing|exploit]] that&#039;s all you will ever need to start production.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* In UFO: Enemy Unknown (and most likely all the other XCOM and TFTD versions) you can overflow the variable that holds the number of engineers.  It is stored in a single byte, so if you get more than 255 engineers at one base, the number will wrap around.  Instead of storing the correct number of engineers, it will divide the number by 256 and store the remainder.  &lt;br /&gt;
If you get exactly 256 engineers your base will have 0.  &lt;br /&gt;
If you want to play the game fairly, make sure there is never more than 255 engineers at a base.  &lt;br /&gt;
If you don&#039;t mind exploiting the bug to make lots of money, then read on.&lt;br /&gt;
&lt;br /&gt;
The easiest way to start this is to assign your engineers to build something.  &lt;br /&gt;
Wait until you have enough living quarters, and then buy enough engineers to have exactly 256 (costs $12.8 million for all the engineers, so save up to get them all in 1 month and not pay any salaries).  Once the 256 engineers have all arrived, the game will call it 0.  You won&#039;t need to house them any longer.  You won&#039;t need to pay their salaries.  You&#039;ll just need workshop space for them.  &lt;br /&gt;
&lt;br /&gt;
There is a second bug in UFO: Enemy Unknown where it only makes sure you don&#039;t allocate an engineer when you have 0 available engineers.  &lt;br /&gt;
It doesn&#039;t stop you if you have a negative number of available engineers.  &lt;br /&gt;
If you have 10 engineers building a Laser Cannon and 0 engineers at the base, you will have -10 engineers available for manufacturing items.  &lt;br /&gt;
&#039;&#039;&#039;THE GAME WILL NOT CARE HOW MANY ENGINEERS YOU ASSIGN AT THIS POINT.&#039;&#039;&#039;  &lt;br /&gt;
Your only limitation is how much workshop space you have.  If you build 17 workshops at one base, it can produce a Laser Cannon, a Fusion Ball Launcher, and an Alien Alloy every single hour.  &lt;br /&gt;
&lt;br /&gt;
Personally, I recommend having most of your bases with the following: 1 Access Lift (needed), 1 Living Quarters (for soldiers), 1 Hangar (with Avenger), 1 General Stores, 1 Mind Shield, 1 Hyper-Wave Decoder, 1 Psionic Laboratory, and 26 Workshops.  &lt;br /&gt;
Then you can manufacture 1 Laser Cannon and almost 1 Tank/Laser Cannon every hour (skip the hangar for 1 every hour).  These only require money to build (watch that, because if you run out and all production stops, you can&#039;t allocate any engineers) and produce large amounts of income.&lt;br /&gt;
&lt;br /&gt;
There is also a [[Known_Bugs#Manufacturing_Limit_Bug|known bug]] associated with display times.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*[[Research]]&lt;br /&gt;
*[[Hiring/firing]]&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable Prices]] for a list of build and sell prices for all manufacturable items (plus special materials requried). &lt;br /&gt;
*[[PRODUCT.DAT]] for X-COM&#039;s &amp;quot;source data&amp;quot; on manufactured items&lt;br /&gt;
&lt;br /&gt;
*[[Buying/Selling/Transferring (TFTD)#Manufacturable Prices|TFTD Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Manufacturing_Profitability&amp;diff=63878</id>
		<title>Manufacturing Profitability</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Manufacturing_Profitability&amp;diff=63878"/>
		<updated>2015-04-08T12:49:42Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: /* Profit tables */ added missing info and more details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are 35 items in X-COM that can be [[manufacturing|manufactured]], but if all costs are taken into account, only 14 of them can be manufactured for a profit.  &lt;br /&gt;
&lt;br /&gt;
You cannot manufacture an item until you have researched it, so you begin the game unable to manufacture any items at all.  Depending on your research priorities, there are several early items that can be made for a profit: Motion Scanners, Medi-Kits, Laser Pistols and Laser Rifles. For more on research times and prerequisites, see [[Research]].&lt;br /&gt;
&lt;br /&gt;
Fusion Ball Launchers and Laser Cannons can be researched in the early-mid game, and are the two most profitable items that can be produced in all of X-COM.  Refer to the [[#Profit tables|profit tables]] for a detailed breakdown.&lt;br /&gt;
&lt;br /&gt;
== Calculating profitability ==&lt;br /&gt;
&lt;br /&gt;
To calculate true (net) manufacturing profit, the following must be accounted for:&lt;br /&gt;
&lt;br /&gt;
*Manufacturing cost -- the value shown on the manufacturing screen.&lt;br /&gt;
*Cost of [[Elerium-115]] ($5k each) and [[Alien Alloys]] ($6.5k each), if required. Also, cost of [[UFO Power Source]](s) ($500k each) and [[UFO Navigation]] ($80k each) for XCOM craft.&lt;br /&gt;
*Cost of Engineer salaries, at $25k per month per Engineer. Engineers work 24 hours a day, giving them an hourly wage of $35.&lt;br /&gt;
*Cost of [[Workshop]]s ($35k/month) and [[Living Quarters]] ($10k/month) sufficient for the number of engineers employed.*&lt;br /&gt;
&lt;br /&gt;
These costs are then compared against the Sell price, to determine profitability.&lt;br /&gt;
&lt;br /&gt;
== Startup costs ==&lt;br /&gt;
&lt;br /&gt;
There is a startup cost associated with manufacturing: 50 Engineers cost $2.5 million to hire and require a Workshop ($800,000 to build) and a Living Quarters ($400,000), for a total of $3.7 million.  Workshops also require a lead time of 32 days to build.  Since you start the game with one Workshop and 10 Engineers, your first Workshop will only cost $2.4 million to fully ramp up (the cost of 40 Engineers and one Living Quarters).&lt;br /&gt;
&lt;br /&gt;
There is also a time and cost factor associated with researching profitable items -- for instance, Heavy Lasers plus Laser Cannons require an average of 880 Scientist days to research (costing about $900,000 in salary).  This is in addition to the 450 or so Scientist days required to research Laser Weapons, Laser Pistol, and Laser Rifle.&lt;br /&gt;
&lt;br /&gt;
== Workshop space overhead ==&lt;br /&gt;
&lt;br /&gt;
Each manufacturing project takes up a fixed amount of workshop space, reducing the number of Engineers you can gainfully employ.  With multiple workshops, the impact of this overhead is reduced: two workshops are proportionally 5%-7% more profitable than a single workshop would be (depending on the item being produced), and five workshops are as much as 11% more profitable.&lt;br /&gt;
&lt;br /&gt;
== Profit tables ==&lt;br /&gt;
&lt;br /&gt;
The following is a list of selected items that are popular with players attempting to manufacture items for profit.  Note that not all these items actually turn a profit, once all costs are factored in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monthly profits, based on a one-workshop operation.  Figures in thousands (000&#039;s) where noted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!align =&amp;quot;left&amp;quot;|Item&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Hrs. per unit&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Max Engrs.&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Unit sell price&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Unit cost&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Spec. costs&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Gross per unit&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Units per month&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Labor cost&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Net monthly profit&amp;lt;br&amp;gt;(000&#039;s)&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Laser Cannon]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|300&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|44&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|211&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|182&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|29&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|107.4&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,145&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;1,968.4&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Fusion Ball Launcher]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|400&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|44&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|281.1&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|242&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5*&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|32.6&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|80.52&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,145&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,480&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Tank/Laser Cannon]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1200&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|25&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|594&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|500&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|94&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|15.25&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|670&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;763.5&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Psi Amp]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|500&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|194.7&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|160&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|29.7&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|67.34&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|805.1&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Motion Scanner]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|220&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|45.6&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|34&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|11.6&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|153.1&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|580.4&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Medi-Kit]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|420&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|28&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|18.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|80.17&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|288.2&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Heavy Plasma]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1000&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|171.6&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|122&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|43.1&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|33.67&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;256.3&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Laser Rifle]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|400&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|47&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|36.9&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|16.9&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|86.01&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,220&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;233.6&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Heavy Laser]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|700&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|61&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|32&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|29&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|48.1&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;200&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Laser Pistol]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|300&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|48&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|8&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|12&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|117.1&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,245&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|160.4&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Small Launcher]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|900&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|47&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|120&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|78&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|35.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|38.23&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,220&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|137&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Blaster Launcher]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1200&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|45&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|144&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|90&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|47.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|27.45&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,170&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|133.9&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Plasma Rifle]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|820&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|126.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|88&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|32&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|41.06&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,195&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;119&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|&#039;&#039;[[Plasma Pistol]]&#039;&#039;&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|600&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|47&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|84&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|56&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|21.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|57.34&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,220&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|&#039;&#039;12.8&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Alien Alloys]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|100&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|40&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|3&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|0&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|3.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|292.8&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1,045&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|-20.2&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Personal Armor]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|800&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|38&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|54&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|22&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|26&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|34.77&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|995&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|-786.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legend:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Item name&#039;&#039;&#039; (and Net monthly profit) will be in &#039;&#039;italics&#039;&#039; if the XcomUtil enhancer will make the item not yield profits (by adding Spec cost or by making the manufacturing project unavailable).&lt;br /&gt;
*&#039;&#039;&#039;Hrs. per unit&#039;&#039;&#039; are the number of hours needed by one engineer to build a single unit&lt;br /&gt;
*&#039;&#039;&#039;Max Engrs.&#039;&#039;&#039; equals 50 minus the amount of workshop space taken up by the project&lt;br /&gt;
*&#039;&#039;&#039;Unit sell price&#039;&#039;&#039; is what the item will sell for on the Sell/Sack screen&lt;br /&gt;
*&#039;&#039;&#039;Unit cost&#039;&#039;&#039; is what each item costs to produce, on the Production screen&lt;br /&gt;
*&#039;&#039;&#039;Spec. costs&#039;&#039;&#039; is $6,500 for each Alien Alloy and $5,000 for each Elerium, if any&lt;br /&gt;
*&#039;&#039;&#039;Gross per unit&#039;&#039;&#039; is its sell price, minus production and special materials costs&lt;br /&gt;
*&#039;&#039;&#039;Units per month&#039;&#039;&#039; is how many units a fully-staffed workshop can turn out: 732 hours (30.5 days) divided by Engineer hours per unit, times Max Engineers employable&lt;br /&gt;
*&#039;&#039;&#039;Labor cost&#039;&#039;&#039; is Max Engineers times $25,000 (monthly salary) -- plus $35,000 for Workshop maintenance costs and $10,000 for Living Quarters&lt;br /&gt;
*&#039;&#039;&#039;Net monthly profit&#039;&#039;&#039; is Gross profit times Units per month minus Labor cost&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The table assumes you are using one Alloy per Fusion Ball Launcher; see [[Manufacturing_Profitability#Laser_Cannons_vs._Fusion_Ball_Launchers|below]].&lt;br /&gt;
&lt;br /&gt;
For a detailed listing of the profitability of all items in X-COM, with figures for 1 to 5 workshops, download [[User:MikeTheRed|MikeTheRed&#039;s]] [[Media:XCOM_Profit_Tables.pdf|XCOM_Profit_Tables.pdf]]. Or for an Excel (editable) spreadsheet, get [[Media:XCOM_Profits.xls|XCOM_Profits.xls]].&lt;br /&gt;
&lt;br /&gt;
== XComUtil manufacturing profitability ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under XcomUtil there is an option called (slightly misleadingly) &amp;quot;new laser weapons&amp;quot; that requires the use of extra alien materials in order to manufacture almost all energy beam weapons. It also makes the human manufacture of the alien plasma beam small arms impossible (research success merely allows X-COM to &amp;lt;u&amp;gt;use&amp;lt;/u&amp;gt; captured weapons). The manufacture of craft Plasma Beams is still possible, but is made significantly more difficult (ten times the labour and workspace requirement as well as additional materials). This, as Scott Jones says, &amp;quot;seriously changes the economics of the game&amp;quot;, as well as the balance of firepower in the air and (to a lesser extent) on the ground. &lt;br /&gt;
&lt;br /&gt;
When this XComUtil option is active there are only 7 profitable items to manufacture instead of 14.&lt;br /&gt;
&lt;br /&gt;
In order of decreasing profitability per month (indexed to 100) these are: &lt;br /&gt;
&lt;br /&gt;
:Fusion Ball Launcher (100), Psi Amp (53), Motion Scanner (38), Medkit (19), Laser Pistol (10), Blaster Launcher (9), Small Launcher (9). &lt;br /&gt;
&lt;br /&gt;
In fact the profitability of all these items is unchanged from the standard game; you still make 1,480,000 per month for the FBL with one workshop, etc. What changes is that 7 items, notably the Laser Cannon, disappear from the profitable list. But you can still get rich quick, even if the FBL is only 75% as profitable as the Laser Cannon in unmodified X-COM.&lt;br /&gt;
&lt;br /&gt;
A spreadsheet containing the analysis is here: [[Media:XCOMUtil_Profits.xls|XComUtil Profits]].&lt;br /&gt;
&lt;br /&gt;
== Laser Cannons vs. Fusion Ball Launchers ==&lt;br /&gt;
&lt;br /&gt;
There is an oddity in XCOM which can make the [[Fusion Ball Launcher]] (FBL) appear to be the most profitable item. The oddity is that the first FBL you produce does not require an [[Alien Alloys|Alien Alloy]] (and thus, no Alloy requirement appears on the manufacturing screen), but subsequent FBLs do. If in doubt, watch your Alloy stores while manufacturing... the first FBL doesn&#039;t use one, but each additional FBL will use 1 Alloy. This bug is due to an oddity in the [[PRODUCT.DAT]] data at offsets 8-13.&lt;br /&gt;
&lt;br /&gt;
This oddity has caused a fair bit of confusion; some folks (particularly in older docs) say Fusion Ball Launchers are the most profitable.&lt;br /&gt;
&lt;br /&gt;
Without the alloy, the FBL is 1.77% more profitable than the [[Laser Cannon]] (LC). (This is regardless of the number of Workshops, because both FBL and LC have a Workspace requirement of 6.) However, when Alien Alloys are taken into account, FBLs are only 75.2% as profitable as LCs; LCs make 33.0% more profit. Due to the extreme micromanagement needed to repeatedly restart manufacturing versus the minuscule gain, probably few players will build one FBL at a time - so the Laser Cannon is the most profitable item &amp;quot;in real life&amp;quot;. Still, you can play however you want!&lt;br /&gt;
&lt;br /&gt;
Some have said that if you have a surplus of Alloys from missions, you might consider Alloys to be free, and make FBLs. Anyone can do what they want, but if the bottom line is &#039;&#039;profitability&#039;&#039;, it is clearly more profitable to make LCs (and sell excess Alloys). As stated, this is 33% more profitable than making FBLs with Alloys. &#039;&#039;Unless&#039;&#039;, of course, you want to make FBLs one at a time. Then, FBLs will be 1.77% more profitable - but only because you are not incorporating Alloys. Either way - whether you make LCs or you make FBLs one at a time - the most &#039;&#039;profitable&#039;&#039; ways do not involve using Alloys (which are simply sold, once in excess). So, anyone is welcome to make FBLs with Alloys if they want to consider Alloys as a freebie... but they will not be making the most money. (They&#039;ll make 75% as much as if they had made LCs, and sold excess Alloy.)&lt;br /&gt;
&lt;br /&gt;
Some have also said that LCs are more profitable because you can make ~30% more LCs than FBLs in a month, with a given number of engineers. This is a misunderstanding. While you do make ~30% more LCs, the calculations take all factors into account - number per month, cost of parts, cost to sell, etc. Compare how the &#039;&#039;least&#039;&#039; profitable item (the [[Heavy Plasma]] clip; see Factoid 1, below) got that way &#039;&#039;&#039;because&#039;&#039;&#039; you can make a lot in a month - &#039;&#039;but&#039;&#039; the parts are very expensive, versus the resale value. You have to take all factors into consideration to be precise about profitability.&lt;br /&gt;
&lt;br /&gt;
For more info on Manufacturing Profitability calculations, see the [[Media:XCOM_Profit_Tables.pdf|PDF]] or, better yet, the [[Media:XCOM_Profits.xls|spreadsheet]]. The spreadsheet lets you do things like change the number of workshops, drop the cost of Alloys from the computations, etc.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also important to note that Laser Cannons are much more readily researched than Fusion Ball Launchers.  First of all, to produce Fusion Ball Launchers, you must capture a [[Blaster Launcher]] and [[Blaster Bomb|Bomb]].  These weapons usually don&#039;t appear until several months into the game.  Secondly, the average time needed to research Laser Cannons is 1,330 hours (26.6 days for 50 Scientists), whereas Fusion Ball Launchers require 2,080 hours (41.6 days).  Finally, about one third of the time needed for researching Laser Cannons is spent researching Laser Pistols and Rifles, which you are likely to research early on anyway.&lt;br /&gt;
&lt;br /&gt;
In summary, Laser Cannons are available much sooner than Fusion Ball Launchers, and are clearly the most profitable item in XCOM - &#039;&#039;unless&#039;&#039; you want to micromanage FBLs and build them one at a time.&lt;br /&gt;
&lt;br /&gt;
=== Simplified LC vs FBL profitability ===&lt;br /&gt;
&lt;br /&gt;
Take an example where you start the month with $1,000,000 and 80 alloys, 44 engineers, 1 workshop. Manufacturing FBLs and selling them will end the month with $3,000,000 and 0 alloys. Manufacturing LCs and selling them, keeping the alloys, will end the month with $ $2,968,000 and 80 alloys. Manufacturing LCs and selling them, also selling the alloys, will end the month with $3,488,000 and 0 alloys.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear which is the winner.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, Tricks, Etc. ==&lt;br /&gt;
*The maximum number of engineers you can assign to a project, equals the number of engineer hours it requires. In other words, the game &amp;quot;enforces&amp;quot; that &#039;&#039;&#039;you can only build one item per hour, at most&#039;&#039;&#039;. Example: You can only assign 60 engineers at most to work on a plasma pistol clip, which requires 60 engineer hours. The tables above don&#039;t take this into account, but then, small-fry products are usually not made by a large operation, anyway.&lt;br /&gt;
*You cannot have more than one project of the same type going at the same base. (This otherwise might have been a way &amp;quot;around&amp;quot; the limit of one per hour at most.) However, you can make that thing at some other base.&lt;br /&gt;
*Excess/wasted Workshop and Living Quarters are only a minuscule part of your costs. Example: A large operation (four workshops) might have 184 engineers instead of the optimal 194 for Laser Cannons (because of an occasional need to drop back and making flying suits, craft, etc. - it&#039;s a balance of constantly wasted space versus occasionally wasted engineers). The &amp;quot;wasted&amp;quot; 10 WS and LQ spaces only cost $9k/month ($45k*10/50), which is only 0.11% of the $8.3M/month that the 184 engineers make when producing LCs.&lt;br /&gt;
*Likewise, profits generally scale linearly according to number of workshops (two full workshops make only a little bit more than twice the profit of one full workshop, etc.). Many projects only require a handful of workspace requirements, and are almost totally linear. However, some projects have a large workspace requirement, such as the Laser Tank (25). With only one workshop, the Laser Tank only makes 39% of the profit that Laser Cannons would, whereas they make 64% of Laser Cannons with five workshops. The real reason they do so poorly with one workshop is much less due to the wasted overhead of workshop and living quarters; it is mainly because you can only assign 25 engineers with one workshop, versus 44 for Laser Cannons.&lt;br /&gt;
*Those who know XCOM, know that it suffers from integer truncation in a number of places. This could have hurt profitability badly if it occurred there; for example, if an item needs 100 engineer hours but you only assign 99, it might have taken twice as long, and halved your production and profit potential. Fortunately, this is not the case with manufacturing; it does not truncate production time this way.&lt;br /&gt;
*There is an [[ExploitsA#Free_Manufacturing|exploit]] that lets the sneaky make items for free - but only one at a time.&lt;br /&gt;
*Another [[ExploitsA#Free_Wages|exploit]] involves transferring staff at the end of the month to avoid salaries.  Eliminating salary costs makes Laser Cannons about 50% more profitable to produce.&lt;br /&gt;
*Factoid 1: The Heavy Plasma Clip is the biggest loss making item, due to the facts that it can be quickly made, but requires 3 Elerium. Be careful what you ask for!&lt;br /&gt;
*Factoid 2: Strange as it may seem, XCOM craft are &#039;&#039;not&#039;&#039; the biggest loss making items in the game, even though they are very expensive to make, and you &#039;&#039;&#039;can&#039;t sell them&#039;&#039;&#039;. (High cost, zero sales.) This is because craft take a long time to make, whereas other items can be made quickly, but incorporate expensive components. Their extreme production time overrides the fact that they can actually be sold. :P&lt;br /&gt;
*Factoid 3: &#039;&#039;&#039;120&#039;&#039;&#039; [[Alien Alloys]], &#039;&#039;&#039;30&#039;&#039;&#039; [[Elerium]], &#039;&#039;&#039;2&#039;&#039;&#039; [[UFO Power Source]]s, &#039;&#039;&#039;1&#039;&#039;&#039; [[UFO Navigation]] and &#039;&#039;&#039;36&#039;&#039;&#039; &#039;&#039;Free workspace&#039;&#039;, a [[Hangar]] plus $900,000 are the minimum raw resources needed at a base to begin [[manufacturing]] any item. If abusing the [[ExploitsA#Free_Manufacturing|exploit]] that&#039;s all you will ever need to start production.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* In UFO: Enemy Unknown (and most likely all the other XCOM and TFTD versions) you can overflow the variable that holds the number of engineers.  It is stored in a single byte, so if you get more than 255 engineers at one base, the number will wrap around.  Instead of storing the correct number of engineers, it will divide the number by 256 and store the remainder.  &lt;br /&gt;
If you get exactly 256 engineers your base will have 0.  &lt;br /&gt;
If you want to play the game fairly, make sure there is never more than 255 engineers at a base.  &lt;br /&gt;
If you don&#039;t mind exploiting the bug to make lots of money, then read on.&lt;br /&gt;
&lt;br /&gt;
The easiest way to start this is to assign your engineers to build something.  &lt;br /&gt;
Wait until you have enough living quarters, and then buy enough engineers to have exactly 256 (costs $12.8 million for all the engineers, so save up to get them all in 1 month and not pay any salaries).  Once the 256 engineers have all arrived, the game will call it 0.  You won&#039;t need to house them any longer.  You won&#039;t need to pay their salaries.  You&#039;ll just need workshop space for them.  &lt;br /&gt;
&lt;br /&gt;
There is a second bug in UFO: Enemy Unknown where it only makes sure you don&#039;t allocate an engineer when you have 0 available engineers.  &lt;br /&gt;
It doesn&#039;t stop you if you have a negative number of available engineers.  &lt;br /&gt;
If you have 10 engineers building a Laser Cannon and 0 engineers at the base, you will have -10 engineers available for manufacturing items.  &lt;br /&gt;
&#039;&#039;&#039;THE GAME WILL NOT CARE HOW MANY ENGINEERS YOU ASSIGN AT THIS POINT.&#039;&#039;&#039;  &lt;br /&gt;
Your only limitation is how much workshop space you have.  If you build 17 workshops at one base, it can produce a Laser Cannon, a Fusion Ball Launcher, and an Alien Alloy every single hour.  &lt;br /&gt;
&lt;br /&gt;
Personally, I recommend having most of your bases with the following: 1 Access Lift (needed), 1 Living Quarters (for soldiers), 1 Hangar (with Avenger), 1 General Stores, 1 Mind Shield, 1 Hyper-Wave Decoder, 1 Psionic Laboratory, and 26 Workshops.  &lt;br /&gt;
Then you can manufacture 1 Laser Cannon and almost 1 Tank/Laser Cannon every hour (skip the hangar for 1 every hour).  These only require money to build (watch that, because if you run out and all production stops, you can&#039;t allocate any engineers) and produce large amounts of income.&lt;br /&gt;
&lt;br /&gt;
There is also a [[Known_Bugs#Manufacturing_Limit_Bug|known bug]] associated with display times.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*[[Research]]&lt;br /&gt;
*[[Hiring/firing]]&lt;br /&gt;
*[[Buying/Selling/Transferring#Manufacturable Prices]] for a list of build and sell prices for all manufacturable items (plus special materials requried). &lt;br /&gt;
*[[PRODUCT.DAT]] for X-COM&#039;s &amp;quot;source data&amp;quot; on manufactured items&lt;br /&gt;
&lt;br /&gt;
*[[Buying/Selling/Transferring (TFTD)#Manufacturable Prices|TFTD Manufacturing Profitability]]&lt;br /&gt;
&lt;br /&gt;
[[Category: data tables]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medi-Kit&amp;diff=63877</id>
		<title>Medi-Kit</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medi-Kit&amp;diff=63877"/>
		<updated>2015-04-08T12:19:32Z</updated>

		<summary type="html">&lt;p&gt;Jokes Free4Me: explained the abbreviations, added details and links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the article.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Medi-Kit&#039;&#039;&#039; (short for [[wikipedia:Medical Kit|Medical Kit]]) is an [[equipment]] item that appears in all X-COM games to date, and can be [[Manufacturing Profitability|manufactured for a profit]]. For version-specific details, see:&lt;br /&gt;
&lt;br /&gt;
* [[Medi-Kit (EU)]] - in UFO: Enemy Unknown (aka X-COM: UFO Defense) (1994).&lt;br /&gt;
* [[Medi-Kit (TFTD)]] - in X-COM: Terror From The Deep (1995).&lt;br /&gt;
* [[Medi-Kit (Apocalypse)]] - in X-COM: Apocalypse (1997).&lt;br /&gt;
* [[Medikit (EU2012)]] - in XCOM: Enemy Unknown (2012).&lt;br /&gt;
&lt;br /&gt;
[[Category:Disambiguation Pages]]&lt;/div&gt;</summary>
		<author><name>Jokes Free4Me</name></author>
	</entry>
</feed>