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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Karpatius</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Karpatius"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Karpatius"/>
	<updated>2026-05-01T10:50:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sectoid&amp;diff=16884</id>
		<title>Talk:Sectoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sectoid&amp;diff=16884"/>
		<updated>2008-09-10T09:54:16Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One important point on Sectoids. Their small stature gives them a serious advantage when behind certain kinds of cover. For instance, to see them behind standard fences in the rural areas you have to duck and I think they are definitely harder to spot in wheat fields and smoke. I personally think they are much more dangerous than floaters and am usually relieved when aliens &amp;quot;upgrade&amp;quot; to the silly purple guys.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
That&#039;s a good point, Pherd. If somebody wanted, they could run numbers on how often higher terrain appears, and how often various aliens appear. We hardcore have looked at terrain data e.g. [[TERRAIN|here]]. But I don&#039;t think anyone&#039;s talked about how often particular terrains appear. Also, height of aliens is [[Height|here]]. If you or anyone else wants to do an analysis, you can find the height of every object using MapView as mentioned [[Explosions#Tile_Characteristics|here]].&lt;br /&gt;
&lt;br /&gt;
I had not thought about your concept but it suddenly makes perfect sense - more than once, I&#039;ve had real trouble with sectoids being hard to see. Until I got Flying Armor, anyway. :P&lt;br /&gt;
&lt;br /&gt;
Good to have you aboard, commander. Earth needs good X-COM unit commanders in this time of grave crisis! ---[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
P.S. Why not take a look at &amp;quot;Community Portal&amp;quot; at the bottom of the Main Page. ALL newcomers welcomed! But sign your name to comments, and use four dashes (----) to separate them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I hate these little critters.Always shooting from cover.Or I am unlucky.Yes,they do annoy in city-fights.The Opposite of Snakemen,I would say.Bug-Eyed motherf***ers.--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 08:32, 16 April 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
By the way,is it my imagination or is it just that they faint very rapidly in smoke?--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 10:48, 22 April 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:How much stun damage a unit takes while in smoke is variable. It generally depends on the unit&#039;s armour, rank, remaining health, and possibly the unit&#039;s susceptability to stun damage. (Rank and difficulty level influences the unit&#039;s armour - so it&#039;s probably just armour) &lt;br /&gt;
&lt;br /&gt;
:Beginner difficulty sectoid soldiers are very low ranked and have almost no armour, so it&#039;s not surprising to see them drop when over saturated with smoke. Superhuman difficulty sectoid commanders cannot be stunned, just as a X-Com soldier in a power suit cannot be stunned. &lt;br /&gt;
&lt;br /&gt;
:We need to create a whole section detailing Stun effects some day. &lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
How is it possible for a sectoid to take three heavy plasma hits before going down? Was I just really unlucky? [[User:SirBob42|SirBob42]] 21:38, 16 October 2007 (PDT)&lt;br /&gt;
:That was exactly your problem.  A weapon does 0-200% of its listed damage, as explained on the [[Damage]] page.  So after subtracting the Sectoid&#039;s armor, you rolled a combined total on your first two shots of less than the 30 damage needed to kill it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
According to the X-COM: Interceptor booklet, the first official Sectoid sighting was in the Roswell incident, 1947: &#039;&#039;&amp;quot;Some reports claim that there were two objects and that one actualy housed three alien beings, two dead and one alive.&amp;quot;&#039;&#039; The question whether they were Sectoids or not, is answered by another fact: &#039;&#039;&amp;quot;A small colony of Sectoid-human hybrids was discovered last week, living in the sewers and catacombs beneath the ruins of the Roswell Urban Complex in New Mexico, NAA... Scientists say that the alien roots of the hybrid race might go back as far as 1947, when a craft of alien origin reportedly crash-landed in the desert near the then small town of Roswell. If found to be true, this find would completely contradict the government document &amp;quot;Roswell - The Absolute Last Report&amp;quot; published in 2047 on the one-hundredth anniversary of the incident.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And another line, this one&#039;s from Wikipedia:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Greys are intelligent, humanoid extraterrestrials that appear in claims of encounters with UFO-related phenomena, especially alien abduction. The study of these phenomena is considered pseudoscientific by mainstream scientists and by virtue of their close relationship with them, Greys are generally dismissed as non-existent. Some have also criticized Greys as being too excessively anthropomorphic to be a likely candidate for real extraterrestrial life forms.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Greys hold a prominent place in the popular imagination. Reports of close encounters of the third kind and alien abductions involving Grey-type beings continue to be made in many countries and ufologists still search for confirmation of their existence.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Well, that&#039;s a bit scary... Given that the so-called Greys are very similar to Sectoids (in fact, Sectoids were modelled after the Greys), is it possible that the events of X-COM will come true?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Not if you buy a tinfoil hat from me.  Only $120,000 or I&#039;ll trade for an Avenger or two. :)&lt;br /&gt;
&lt;br /&gt;
Seriously though, I would be more worried about an asteroid hitting the earth than aliens invading us.  X-COM&#039;s just a story and it was written using the current UFO mythology we have.  And besides, conflict is interesting.  After all, who would write a game about aliens who are only interested in peaceful co-existence with humans?&lt;br /&gt;
--[[User:Captain Foo|Captain Foo]] 10:46, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn&#039;t be an impossible idea. And could even work, if the story were right.&lt;br /&gt;
::-[[User:Karpatius|Karp]] 03:30, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Wasn&#039;t there an X-COM game in the making at some point which told of a squad going MIA during transfer through a dimensional portal and crash-landing in another alien dimension or something?&lt;br /&gt;
:::--[[User:Karpatius|Karp]] 02:09, 9 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::You&#039;re thinking of [http://en.wikipedia.org/wiki/X-COM:_Alliance X-COM: Alliance], where the X-COM starship Patton fell through a warp rift and ended up far from Earth and the crew allied with an alien group which was under attack from the aliens from the First Alien War for the purposes of mutual survival.  It was a First Person Shooter with squad based elements.  X-COM:Alliance was canned when Hasbro, who at the time owned the rights to X-COM through various buyouts, shut down the entire Hasbro Interactive division from 1999 to 2001.  It&#039;s never been completed, (aside from its half-sibling, X-COM:Enforcer which was hacked together quickly to produce something and it shows).  Also, I&#039;d request you don&#039;t indent your signature further than your original post; it really makes the page confusing to read.  :) [[User:Arrow Quivershaft|Arrow Quivershaft]] 09:42, 9 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::::Will correct in the future. Sorry &#039;bout that.&lt;br /&gt;
:::::If I remember correctly, Enforcer got pretty poor reviews. Shame, as a decent multiplayer UFO would be cool, especially as a squad-based game.&lt;br /&gt;
:::::-[[User:Karpatius|Karp]] 02:54, 10 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Category_talk:Data_Canisters&amp;diff=16876</id>
		<title>Category talk:Data Canisters</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Category_talk:Data_Canisters&amp;diff=16876"/>
		<updated>2008-09-09T09:17:48Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Thanks for Data Canisters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are great. Had a lot of fun reading these, so thanks for the writers.&lt;br /&gt;
:-[[User:Karpatius|Karp]] 02:17, 9 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sectoid&amp;diff=16875</id>
		<title>Talk:Sectoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sectoid&amp;diff=16875"/>
		<updated>2008-09-09T09:09:35Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: In the making?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One important point on Sectoids. Their small stature gives them a serious advantage when behind certain kinds of cover. For instance, to see them behind standard fences in the rural areas you have to duck and I think they are definitely harder to spot in wheat fields and smoke. I personally think they are much more dangerous than floaters and am usually relieved when aliens &amp;quot;upgrade&amp;quot; to the silly purple guys.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
That&#039;s a good point, Pherd. If somebody wanted, they could run numbers on how often higher terrain appears, and how often various aliens appear. We hardcore have looked at terrain data e.g. [[TERRAIN|here]]. But I don&#039;t think anyone&#039;s talked about how often particular terrains appear. Also, height of aliens is [[Height|here]]. If you or anyone else wants to do an analysis, you can find the height of every object using MapView as mentioned [[Explosions#Tile_Characteristics|here]].&lt;br /&gt;
&lt;br /&gt;
I had not thought about your concept but it suddenly makes perfect sense - more than once, I&#039;ve had real trouble with sectoids being hard to see. Until I got Flying Armor, anyway. :P&lt;br /&gt;
&lt;br /&gt;
Good to have you aboard, commander. Earth needs good X-COM unit commanders in this time of grave crisis! ---[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
P.S. Why not take a look at &amp;quot;Community Portal&amp;quot; at the bottom of the Main Page. ALL newcomers welcomed! But sign your name to comments, and use four dashes (----) to separate them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I hate these little critters.Always shooting from cover.Or I am unlucky.Yes,they do annoy in city-fights.The Opposite of Snakemen,I would say.Bug-Eyed motherf***ers.--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 08:32, 16 April 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
By the way,is it my imagination or is it just that they faint very rapidly in smoke?--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 10:48, 22 April 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:How much stun damage a unit takes while in smoke is variable. It generally depends on the unit&#039;s armour, rank, remaining health, and possibly the unit&#039;s susceptability to stun damage. (Rank and difficulty level influences the unit&#039;s armour - so it&#039;s probably just armour) &lt;br /&gt;
&lt;br /&gt;
:Beginner difficulty sectoid soldiers are very low ranked and have almost no armour, so it&#039;s not surprising to see them drop when over saturated with smoke. Superhuman difficulty sectoid commanders cannot be stunned, just as a X-Com soldier in a power suit cannot be stunned. &lt;br /&gt;
&lt;br /&gt;
:We need to create a whole section detailing Stun effects some day. &lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
How is it possible for a sectoid to take three heavy plasma hits before going down? Was I just really unlucky? [[User:SirBob42|SirBob42]] 21:38, 16 October 2007 (PDT)&lt;br /&gt;
:That was exactly your problem.  A weapon does 0-200% of its listed damage, as explained on the [[Damage]] page.  So after subtracting the Sectoid&#039;s armor, you rolled a combined total on your first two shots of less than the 30 damage needed to kill it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
According to the X-COM: Interceptor booklet, the first official Sectoid sighting was in the Roswell incident, 1947: &#039;&#039;&amp;quot;Some reports claim that there were two objects and that one actualy housed three alien beings, two dead and one alive.&amp;quot;&#039;&#039; The question whether they were Sectoids or not, is answered by another fact: &#039;&#039;&amp;quot;A small colony of Sectoid-human hybrids was discovered last week, living in the sewers and catacombs beneath the ruins of the Roswell Urban Complex in New Mexico, NAA... Scientists say that the alien roots of the hybrid race might go back as far as 1947, when a craft of alien origin reportedly crash-landed in the desert near the then small town of Roswell. If found to be true, this find would completely contradict the government document &amp;quot;Roswell - The Absolute Last Report&amp;quot; published in 2047 on the one-hundredth anniversary of the incident.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And another line, this one&#039;s from Wikipedia:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Greys are intelligent, humanoid extraterrestrials that appear in claims of encounters with UFO-related phenomena, especially alien abduction. The study of these phenomena is considered pseudoscientific by mainstream scientists and by virtue of their close relationship with them, Greys are generally dismissed as non-existent. Some have also criticized Greys as being too excessively anthropomorphic to be a likely candidate for real extraterrestrial life forms.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Greys hold a prominent place in the popular imagination. Reports of close encounters of the third kind and alien abductions involving Grey-type beings continue to be made in many countries and ufologists still search for confirmation of their existence.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Well, that&#039;s a bit scary... Given that the so-called Greys are very similar to Sectoids (in fact, Sectoids were modelled after the Greys), is it possible that the events of X-COM will come true?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Not if you buy a tinfoil hat from me.  Only $120,000 or I&#039;ll trade for an Avenger or two. :)&lt;br /&gt;
&lt;br /&gt;
Seriously though, I would be more worried about an asteroid hitting the earth than aliens invading us.  X-COM&#039;s just a story and it was written using the current UFO mythology we have.  And besides, conflict is interesting.  After all, who would write a game about aliens who are only interested in peaceful co-existence with humans?&lt;br /&gt;
--[[User:Captain Foo|Captain Foo]] 10:46, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn&#039;t be an impossible idea. And could even work, if the story were right.&lt;br /&gt;
::-[[User:Karpatius|Karp]] 03:30, 3 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Wasn&#039;t there an X-COM game in the making at some point which told of a squad going MIA during transfer through a dimensional portal and crash-landing in another alien dimension or something?&lt;br /&gt;
:::--[[User:Karpatius|Karp]] 02:09, 9 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=16874</id>
		<title>User talk:Muton commander</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Muton_commander&amp;diff=16874"/>
		<updated>2008-09-09T06:15:33Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Reply about Apocalypse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I need some help on how to create/edit any articles, as I would like to contribute to the XCom Apocalypse Sections. I am slightly troubled at the amount of non-existance links, and would like to help. Please add another post on this page with helpful info. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
: Well, you&#039;re already half way there! To create a new page, just click on the dead link and you&#039;ll bring up a blank page to work with. Make your edits and save, and a new article will be made.&lt;br /&gt;
&lt;br /&gt;
: In general, for formatting and whatnot, the quickest way to learn to just edit a page and check the source to see how the effect was accomplished. Also check the Community Port section in the left navigation bar. It has lots of helpful bits and pieces that can get you started. -[[User:NKF|NKF]] 23:24, 2 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks, this should be helpful! I&#039;ll look at the edited versions of pages to learn the special keys so I won&#039;t leave out any useful functions. [[User:Muton commander|Muton commander]]&lt;br /&gt;
&lt;br /&gt;
Soon, I will start to record the events in an Apocalypse game and try to make a story out of it. I will post the raw events in my talk page, then change it into a true story and post it on my main page. Please respond if you like the idea. [[User:Muton commander|Muton commander]] 12:14, 6 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:There is some debate on whether we should be posting &amp;quot;fiction&amp;quot; on the Ufopaedia. But no one would object to posting a &amp;quot;campaign log&amp;quot;. I for one would like to read it (though I know nothing about Apocalypse). Anyway, on your User Talk page I guess you can post pretty much whatever you want! Good luck with the game and the writing. [[User:Spike|Spike]] 03:04, 7 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Thanks for the help in  advance. I did quite an amount of fixing and put in lots of info for Apocalypse pages, but can&#039;t do everything myself. If you want any help, just ask.&lt;br /&gt;
&lt;br /&gt;
And put any fiction onto your user page. No trouble for you that way, as it is on your &amp;quot;own&amp;quot; page. Not in the way of anyone, unless someone is looking for trouble.&lt;br /&gt;
:-[[User:Karpatius|Karp]] 23:15, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
===Survivor Stories===&lt;br /&gt;
Always wanted to add this one. :)&lt;br /&gt;
Just add any super awesome stories of extreme heroism and/or surival against the odds. I&#039;ll add one now. [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:During a Battleship Assault, i had a Trooper take a Blster Bomb at ground zero. Just to say this now, I use X-Com Hack v2.5, but still this was incredible. He survived with 7 health remaining AND no fatal wounds. I promtly remained this soldier Rasputin, for the man who was shot, poisoned, beaten, shot again, then thrown 50 feet off a bridge into a river. Cause of death? Drowning [[User:Muton commander|Muton commander]] 20:45, 8 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Ok...if he took a Blaster Bomb and they rolled low on damage, that&#039;s possible(100 could be mostly absorbed by under armor on [[Power Suit|Power]] or [[Flying Suit|Flying]] suits) but if he [[Fatal_Wounds#Probability_of_Fatal_Wounds|took more than 10 damage]] he should&#039;ve had some Fatal Wounds.  Interesting... [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:59, 8 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sectoid&amp;diff=16760</id>
		<title>Talk:Sectoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sectoid&amp;diff=16760"/>
		<updated>2008-09-03T10:30:20Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One important point on Sectoids. Their small stature gives them a serious advantage when behind certain kinds of cover. For instance, to see them behind standard fences in the rural areas you have to duck and I think they are definitely harder to spot in wheat fields and smoke. I personally think they are much more dangerous than floaters and am usually relieved when aliens &amp;quot;upgrade&amp;quot; to the silly purple guys.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
That&#039;s a good point, Pherd. If somebody wanted, they could run numbers on how often higher terrain appears, and how often various aliens appear. We hardcore have looked at terrain data e.g. [[TERRAIN|here]]. But I don&#039;t think anyone&#039;s talked about how often particular terrains appear. Also, height of aliens is [[Height|here]]. If you or anyone else wants to do an analysis, you can find the height of every object using MapView as mentioned [[Explosions#Tile_Characteristics|here]].&lt;br /&gt;
&lt;br /&gt;
I had not thought about your concept but it suddenly makes perfect sense - more than once, I&#039;ve had real trouble with sectoids being hard to see. Until I got Flying Armor, anyway. :P&lt;br /&gt;
&lt;br /&gt;
Good to have you aboard, commander. Earth needs good X-COM unit commanders in this time of grave crisis! ---[[User:MikeTheRed|MikeTheRed]]&lt;br /&gt;
&lt;br /&gt;
P.S. Why not take a look at &amp;quot;Community Portal&amp;quot; at the bottom of the Main Page. ALL newcomers welcomed! But sign your name to comments, and use four dashes (----) to separate them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I hate these little critters.Always shooting from cover.Or I am unlucky.Yes,they do annoy in city-fights.The Opposite of Snakemen,I would say.Bug-Eyed motherf***ers.--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 08:32, 16 April 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
By the way,is it my imagination or is it just that they faint very rapidly in smoke?--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 10:48, 22 April 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:How much stun damage a unit takes while in smoke is variable. It generally depends on the unit&#039;s armour, rank, remaining health, and possibly the unit&#039;s susceptability to stun damage. (Rank and difficulty level influences the unit&#039;s armour - so it&#039;s probably just armour) &lt;br /&gt;
&lt;br /&gt;
:Beginner difficulty sectoid soldiers are very low ranked and have almost no armour, so it&#039;s not surprising to see them drop when over saturated with smoke. Superhuman difficulty sectoid commanders cannot be stunned, just as a X-Com soldier in a power suit cannot be stunned. &lt;br /&gt;
&lt;br /&gt;
:We need to create a whole section detailing Stun effects some day. &lt;br /&gt;
&lt;br /&gt;
:- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
How is it possible for a sectoid to take three heavy plasma hits before going down? Was I just really unlucky? [[User:SirBob42|SirBob42]] 21:38, 16 October 2007 (PDT)&lt;br /&gt;
:That was exactly your problem.  A weapon does 0-200% of its listed damage, as explained on the [[Damage]] page.  So after subtracting the Sectoid&#039;s armor, you rolled a combined total on your first two shots of less than the 30 damage needed to kill it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
According to the X-COM: Interceptor booklet, the first official Sectoid sighting was in the Roswell incident, 1947: &#039;&#039;&amp;quot;Some reports claim that there were two objects and that one actualy housed three alien beings, two dead and one alive.&amp;quot;&#039;&#039; The question whether they were Sectoids or not, is answered by another fact: &#039;&#039;&amp;quot;A small colony of Sectoid-human hybrids was discovered last week, living in the sewers and catacombs beneath the ruins of the Roswell Urban Complex in New Mexico, NAA... Scientists say that the alien roots of the hybrid race might go back as far as 1947, when a craft of alien origin reportedly crash-landed in the desert near the then small town of Roswell. If found to be true, this find would completely contradict the government document &amp;quot;Roswell - The Absolute Last Report&amp;quot; published in 2047 on the one-hundredth anniversary of the incident.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And another line, this one&#039;s from Wikipedia:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Greys are intelligent, humanoid extraterrestrials that appear in claims of encounters with UFO-related phenomena, especially alien abduction. The study of these phenomena is considered pseudoscientific by mainstream scientists and by virtue of their close relationship with them, Greys are generally dismissed as non-existent. Some have also criticized Greys as being too excessively anthropomorphic to be a likely candidate for real extraterrestrial life forms.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, Greys hold a prominent place in the popular imagination. Reports of close encounters of the third kind and alien abductions involving Grey-type beings continue to be made in many countries and ufologists still search for confirmation of their existence.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Well, that&#039;s a bit scary... Given that the so-called Greys are very similar to Sectoids (in fact, Sectoids were modelled after the Greys), is it possible that the events of X-COM will come true?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Not if you buy a tinfoil hat from me.  Only $120,000 or I&#039;ll trade for an Avenger or two. :)&lt;br /&gt;
&lt;br /&gt;
Seriously though, I would be more worried about an asteroid hitting the earth than aliens invading us.  X-COM&#039;s just a story and it was written using the current UFO mythology we have.  And besides, conflict is interesting.  After all, who would write a game about aliens who are only interested in peaceful co-existence with humans?&lt;br /&gt;
--[[User:Captain Foo|Captain Foo]] 10:46, 31 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn&#039;t be an impossible idea. And could even work, if the story were right.&lt;br /&gt;
::-[[User:Karpatius|Karp]] 03:30, 3 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:X-COM_Hybrid_Aircraft_(Apocalypse)&amp;diff=16751</id>
		<title>Talk:X-COM Hybrid Aircraft (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:X-COM_Hybrid_Aircraft_(Apocalypse)&amp;diff=16751"/>
		<updated>2008-09-02T05:16:29Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Extended the reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Descriptions == &lt;br /&gt;
&lt;br /&gt;
I was thinking, most of the descriptions in this page (and the other pages for standard vehicles) would better go into the main articles themselves - and instead get replaced with a very brief overview of what you&#039;re getting, such as a description of the hard point numbers and shapes and the amount of mod space, etc. &lt;br /&gt;
&lt;br /&gt;
Any thoughts? &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 23:02, 22 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds appropriate. I&#039;ll start when I can.&lt;br /&gt;
::-[[User:Karpatius|Karp]] 22:15, 1 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:X-COM_Hybrid_Aircraft_(Apocalypse)&amp;diff=16750</id>
		<title>Talk:X-COM Hybrid Aircraft (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:X-COM_Hybrid_Aircraft_(Apocalypse)&amp;diff=16750"/>
		<updated>2008-09-02T05:15:20Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Late reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Descriptions == &lt;br /&gt;
&lt;br /&gt;
I was thinking, most of the descriptions in this page (and the other pages for standard vehicles) would better go into the main articles themselves - and instead get replaced with a very brief overview of what you&#039;re getting, such as a description of the hard point numbers and shapes and the amount of mod space, etc. &lt;br /&gt;
&lt;br /&gt;
Any thoughts? &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 23:02, 22 May 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds appropriate.&lt;br /&gt;
::-[[User:Karpatius|Karp]] 22:15, 1 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Wolfhound_APC_(Apocalypse)&amp;diff=16749</id>
		<title>Talk:Wolfhound APC (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Wolfhound_APC_(Apocalypse)&amp;diff=16749"/>
		<updated>2008-09-02T04:57:30Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Have some people had success with storing their extra troops inside an APC to protect them in case the roof collapses on them?  That&#039;s about the only use I can think of for the APC unless someone else has clever ideas for it.&lt;br /&gt;
&lt;br /&gt;
But doesn&#039;t the vehicle get destroyed if the building collapses, o&#039; Nameless one, or do I remember incorrectly? And don&#039;t agents still count as being inside a building if they are in a vehicle inside the building, although it wouldn&#039;t matter if the collapse kills the vehicle...&lt;br /&gt;
:-[[User:Karpatius|Karp]] 21:57, 1 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hoverbike_(Apocalypse)&amp;diff=16748</id>
		<title>Talk:Hoverbike (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hoverbike_(Apocalypse)&amp;diff=16748"/>
		<updated>2008-09-02T04:53:59Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The official entry says &amp;quot;The Hoverbike can be a valuable means of transport for the Agent on investigative missions where speed of response is essential.&amp;quot; Is there ever such a situation though?  It seems waiting another minute for the Valkyrie to arrive with 8-12 agents is usually more practical, unless you are roleplaying.&lt;br /&gt;
&lt;br /&gt;
The hoverbike can be useful if you want to send an agent or two to stun raid the slums for psiclone though.&lt;br /&gt;
--[[User:Captain Foo|Captain Foo]] 09:13, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Well it&#039;s just fluff text, but I always kinda assumed it referred to the stripped out VIP part of the game, where speed&amp;amp;stealth (tracker gun) might have been more important than squad size? [[User:J&#039;ordos|J&amp;amp;#39;ordos]] 09:41, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
There was a VIP part of the game?  Also, what is the tracker gun?  It sounds like a cool idea, though too bad it didn&#039;t actually get implemented. --[[User:Captain Foo|Captain Foo]] 10:26, 1 September 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
The tracker gun shoots a transmitter, that can be used to tell where a person stuck with the tracking beacon is. But unless you want to follow a certain Cult of Sirius security officer around, there aren&#039;t many useful targets. VIP&#039;s meeting with aliens or something would have been interesting.&lt;br /&gt;
:-[[User:Karpatius|Karp]] 21:53, 1 September 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Micronoid_Aggregate_(Apocalypse)&amp;diff=16478</id>
		<title>Talk:Micronoid Aggregate (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Micronoid_Aggregate_(Apocalypse)&amp;diff=16478"/>
		<updated>2008-08-29T05:35:00Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do the pools of blood from dead aliens mean, that a huge micronoid is hiding somewhere in the city, composed of thousands small micronoids escaped from the pools before the cleanerbots arrived? Waiting to burst out when it is strong enough or when X-Com have advanced enough?&lt;br /&gt;
:--[[User:Karpatius|Karp]] 04:28, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Technically speaking?&lt;br /&gt;
&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
Yes, they do.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:05, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Then again, they probably don&#039;t live for very long outside of a host or in an ideal environment that is suited to them (first alien building or inside the Bomber UFO).   -[[User:NKF|NKF]] 22:23, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Don&#039;t listen to him, the Micronoid already have him under their control! That&#039;s just what they WANT you to think!!&lt;br /&gt;
&lt;br /&gt;
Run! Run, while you still can!!!&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 02:09, 27 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
NFK, check the biochemistry section; micronoids aren&#039;t as inept at Earth environment survival unlike other aliens. They just need a host, like an unsuspecting civilian or someone from the cleaner crew to negate poor conditions.&lt;br /&gt;
&lt;br /&gt;
And Bomb: you are being observed... not watched, but observed...&lt;br /&gt;
:--[[User:Karpatius|Karp]] 02:29, 27 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
It&#039;s a good thing mega primus has robot cleaners.--[[User:(name here)|(name here)]] 08:56, 27 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I said &amp;quot;someone&amp;quot; as in a technician or something.&lt;br /&gt;
:--[[User:Karpatius|Karp]] 09:23, 27 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the muckier and more tedious jobs get given to bots or androids. Cleaners, technicians, mobile footstools, etc. But I suppose there&#039;s always one of those hapless rent-a-cops wandering around the building that everyone employs. &lt;br /&gt;
&lt;br /&gt;
How would each individual or very small groups of micronoid cell organisms fare in earth&#039;s atmosphere though? They might survive well enough if they&#039;re able to band together into their puddle form if they&#039;re outside a host. Or do they die (via sympathetic reaction or some such) when their host dies? &lt;br /&gt;
&lt;br /&gt;
When the aliens do their micronoid rain attack on a building, I&#039;m guessing they&#039;re air-dropping micronoids onto the building. There would be lots of micronoids that end up splashing onto potential hosts who haven&#039;t got umbrellas or their handy dandy nuclear rain deflectors. Then there&#039;d be enough to meld into a lots of puddles, and with their incredible psi powers when combined end up taking over the occupants of the building. It&#039;s hard to think of their plans being foiled by an excellent drainage and gutter system or even disinfectant. &lt;br /&gt;
&lt;br /&gt;
And by the way we - yes - we are merely inebriated. We are not suspicious. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]] 22:51, 27 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Kinda guessed. &lt;br /&gt;
&lt;br /&gt;
Good. It&#039;s just a game. Remember... just a game.&lt;br /&gt;
:-[[User:Karpatius|Karp]] 22:35, 28 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Micronoid_Aggregate_(Apocalypse)&amp;diff=16443</id>
		<title>Talk:Micronoid Aggregate (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Micronoid_Aggregate_(Apocalypse)&amp;diff=16443"/>
		<updated>2008-08-27T16:23:30Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do the pools of blood from dead aliens mean, that a huge micronoid is hiding somewhere in the city, composed of thousands small micronoids escaped from the pools before the cleanerbots arrived? Waiting to burst out when it is strong enough or when X-Com have advanced enough?&lt;br /&gt;
:--[[User:Karpatius|Karp]] 04:28, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Technically speaking?&lt;br /&gt;
&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
Yes, they do.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:05, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Then again, they probably don&#039;t live for very long outside of a host or in an ideal environment that is suited to them (first alien building or inside the Bomber UFO).   -[[User:NKF|NKF]] 22:23, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Don&#039;t listen to him, the Micronoid already have him under their control! That&#039;s just what they WANT you to think!!&lt;br /&gt;
&lt;br /&gt;
Run! Run, while you still can!!!&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 02:09, 27 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
NFK, check the biochemistry section; micronoids aren&#039;t as inept at Earth environment survival unlike other aliens. They just need a host, like an unsuspecting civilian or someone from the cleaner crew to negate poor conditions.&lt;br /&gt;
&lt;br /&gt;
And Bomb: you are being observed... not watched, but observed...&lt;br /&gt;
:--[[User:Karpatius|Karp]] 02:29, 27 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
It&#039;s a good thing mega primus has robot cleaners.--[[User:(name here)|(name here)]] 08:56, 27 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I said &amp;quot;someone&amp;quot; as in a technician or something.&lt;br /&gt;
:--[[User:Karpatius|Karp]] 09:23, 27 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Micronoid_Aggregate_(Apocalypse)&amp;diff=16439</id>
		<title>Talk:Micronoid Aggregate (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Micronoid_Aggregate_(Apocalypse)&amp;diff=16439"/>
		<updated>2008-08-27T09:29:24Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do the pools of blood from dead aliens mean, that a huge micronoid is hiding somewhere in the city, composed of thousands small micronoids escaped from the pools before the cleanerbots arrived? Waiting to burst out when it is strong enough or when X-Com have advanced enough?&lt;br /&gt;
:--[[User:Karpatius|Karp]] 04:28, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Technically speaking?&lt;br /&gt;
&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
Yes, they do.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:05, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Then again, they probably don&#039;t live for very long outside of a host or in an ideal environment that is suited to them (first alien building or inside the Bomber UFO).   -[[User:NKF|NKF]] 22:23, 26 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Don&#039;t listen to him, the Micronoid already have him under their control! That&#039;s just what they WANT you to think!!&lt;br /&gt;
&lt;br /&gt;
Run! Run, while you still can!!!&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 02:09, 27 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
NFK, check the biochemistry section; micronoids aren&#039;t as inept at Earth environment survival unlike other aliens. They just need a host, like an unsuspecting civilian or someone from the cleaner crew to negate poor conditions.&lt;br /&gt;
&lt;br /&gt;
And Bomb: you are being observed... not watched, but observed...&lt;br /&gt;
:--[[User:Karpatius|Karp]] 02:29, 27 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Brainsucker_Launcher&amp;diff=16434</id>
		<title>Talk:Brainsucker Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Brainsucker_Launcher&amp;diff=16434"/>
		<updated>2008-08-26T11:51:03Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Poor idea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If only X-Com had the idea of putting bombs into brainsucker pods. Or develope their own biological pet or something.&lt;br /&gt;
:--[[User:Karpatius|Karp]] 04:51, 26 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Alien_Genetic_Structure_(Apocalypse)&amp;diff=16433</id>
		<title>The Alien Genetic Structure (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Alien_Genetic_Structure_(Apocalypse)&amp;diff=16433"/>
		<updated>2008-08-26T11:48:22Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Links added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_Alien_Genetic_Structure.jpg|thumb|right|The Alien Genetic Structure entry in the UFOpaedia.]]&lt;br /&gt;
This is it! The reason for why you&#039;ve been capturing these aliens alive and researching them and, later, their corpses. The prerequisites for this research are Multiworm Egg Autopsy, Multiworm Autopsy, and the Hyperworm Autopsy. Notice that these are all autopsies, meaning that you don&#039;t need to bring them back alive. Still, it&#039;s useful for the next researchable item... Anyway, this leads directly to BIOLOGICAL WARFARE!! Yes, the toxins you&#039;ve been waiting for have finally come! This gives you the research option of [[Biological Warfare (Apocalypse)|Biological Warfare]], which gives you both the [[Biological Warfare (Apocalypse)|Toxigun]] and [[Biological Warfare (Apocalypse)|Toxin A]], which is a pretty weak toxin. Hold out for the better toxins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry (Captured Alive):&#039;&#039;&#039;&#039;&#039; &amp;quot;Our initial results show that the distinct Alien life forms are related genetically and form part of a complex life cycle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aliens (Apocalypse)|Aliens]]&lt;br /&gt;
* [[Biochemistry]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Overspawn_(Apocalypse)&amp;diff=16432</id>
		<title>Overspawn (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Overspawn_(Apocalypse)&amp;diff=16432"/>
		<updated>2008-08-26T11:40:46Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Self-damage note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Overspawn_(Alive).jpg|thumb|right|The Overspawn UFOpaedia entry, if captured alive. Is this even possible?!?]]&lt;br /&gt;
[[Image:Overspawn_Autopsy.jpg|thumb|right|The Overspawn Autopsy report fromt the UFOpaedia.]]&lt;br /&gt;
Ok, we are looking at a two story tall creature which has the brain of a pea and melee weapons, on the main [[Cityscape (Apocalypse)|Cityscape]], fighting against spacecraft in the forms of Retaliators, Annihilators, Hawk Air Warriors, and Valkyrie Interceptors... Yeah, this guy is pathetic. His only good point is that he makes your enemies hate the Aliens, though that&#039;s not much good if they hate you, too. Oh well. You can either take it out, so that it can&#039;t do more property damage, effectively eliminating any chances of a raise, or you can take it out, damaging a little property and pissing corporations off. I usually shoot it to death. You can choose whichever. It&#039;s a pretty pathetic unit, considering it causes buildings to sometimes fall onto itself, becoming injured in the process.&lt;br /&gt;
&lt;br /&gt;
To Capture: Is this even possible? You can&#039;t exactly store an Overspawn in your base, you know. It&#039;s a little... BIG, perhaps? I haven&#039;t found a way to capture it alive, but it apparently is possible. Maybe shoot down the Mothership before it drops off an Overspawn and kill the troops inside? I can&#039;t think of anyways to capture an Overspawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry (Captured Alive):&#039;&#039;&#039;&#039;&#039; &amp;quot;This enormous creature is deposited by an Alien Mothership. Its primary objective appears to be destruction of the city and annihilation of X-COM bases. The terror and panic that it causes amongst the population indicates a change in Alien strategy. It is possible that they have abandoned their attempts at infiltration and are now only concerned with revenge and retribution against X-COM.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry (Autopsy):&#039;&#039;&#039;&#039;&#039; &amp;quot;The Overspawn is a hybrid creature, derived from the Megaspawn genetic pool. It is difficult to kill, but will eventually succumb to bombardment by Disruptor Beams and other powerful weapons. Fortunately it has no ranged combat capability.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aliens (Apocalypse)|Aliens]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Micronoid_Aggregate_(Apocalypse)&amp;diff=16431</id>
		<title>Talk:Micronoid Aggregate (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Micronoid_Aggregate_(Apocalypse)&amp;diff=16431"/>
		<updated>2008-08-26T11:28:28Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Horrible scenario&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do the pools of blood from dead aliens mean, that a huge micronoid is hiding somewhere in the city, composed of thousands small micronoids escaped from the pools before the cleanerbots arrived? Waiting to burst out when it is strong enough or when X-Com have advanced enough?&lt;br /&gt;
:--[[User:Karpatius|Karp]] 04:28, 26 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions&amp;diff=16430</id>
		<title>Alien Missions</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions&amp;diff=16430"/>
		<updated>2008-08-26T11:11:02Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Language fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs are sent out periodically to conduct a number of types of &#039;&#039;&#039;Alien Missions&#039;&#039;&#039;, some of whom the purpose is fairly inscrutable, others are fairly obvious in their reasoning. Especially once the [[Hyper-Wave Decoder]] is deployed knowing the mission of the aliens can help make strategic plans for further actions that the aliens may attempt in the near future.&lt;br /&gt;
&lt;br /&gt;
==Alien Research==&lt;br /&gt;
The Alien research mission is used for collecting basic data on Earth and its inhabitants. Small vehicles are predominantly used, with occasional landings in deserted areas. This type of Alien activity poses the least threat to X-COM, with little concern from governments or the public.&lt;br /&gt;
&lt;br /&gt;
Aliens do not directly [[Scoring#Alien_Scoring|score]] for this mission.&lt;br /&gt;
&lt;br /&gt;
==Alien Harvest==&lt;br /&gt;
The Aliens have many uses for Earth&#039;s fauna. Animals are abducted secretly, and returned with various organs removed. Cattle mutilations are predominantly reported along with [[UFOs|UFO]] sightings. This type of Alien activity causes great concern by governments and considerable anxiety amongst the population. This type of activity occurs mainly in farming land. The theory behind the &#039;Alien Harvest&#039; suggests that Alien races originally &amp;quot;seeded&amp;quot; the planet with its flora and fauna, and now they have returned to reap the harvest they have sown.&lt;br /&gt;
&lt;br /&gt;
If successful the aliens will [[Scoring#Alien_Scoring|score]] 30 points, which is eventually subtracted from your score.&lt;br /&gt;
&lt;br /&gt;
==Alien Abduction==&lt;br /&gt;
This is the most insidious form of Alien activity. The abduction by Aliens is widely reported, despite the Aliens&#039; attempts to erase the experience from their victims&#039; memories. Abductees report being subject to humiliating physical examinations, including impregnation of alien foetuses and bizarre genetic experiments. The purpose behind this activity appears to be linked to genetic mutation and manipulation of the Aliens own genetic material. This activity causes great alarm, and occurs in populated areas or cities.&lt;br /&gt;
&lt;br /&gt;
If successful the aliens will [[Scoring#Alien_Scoring|score]] 50 points, which is eventually subtracted from your score.&lt;br /&gt;
&lt;br /&gt;
==Alien Infiltration==&lt;br /&gt;
This Alien mission represents the worst threat to X-COM. Earth governments can be infiltrated by Alien agents which are Human in appearance. This can result in official contact between Aliens and governments at the highest level. The climax of this activity is characterised by intense [[UFOs|UFO]] activity in the vicinity of major cities. The aliens will attempt to sign a [[pact]] with an earth government by offering knowledge of their superior technology. In return, the government will allow the Aliens to conduct their activity unhindered. &lt;br /&gt;
&lt;br /&gt;
If a government agrees to a pact then its funding will cease. If successful the aliens will [[Scoring#Alien_Scoring|score]] 150 points, which is eventually subtracted from your score.&lt;br /&gt;
&lt;br /&gt;
Five UFOs take part in an Infiltration mission, landing in both the target and neighboring countries. Two of these are often [[Battleship]]s. It has not been conclusively shown that shooting down the Battleships or [[UFO Ground Assault|assaulting the landed ships]] will stop the infiltration from succeeding.  See the [[Talk:Alien_Missions|talk page]] for discussion on this matter.&lt;br /&gt;
&lt;br /&gt;
When a country is successfully infiltrated an alien base will be created in or near the country. Always check for alien bases after infiltration missions. This way you can get points by destroying it and know how much money you will lose at the end of the month.&lt;br /&gt;
&lt;br /&gt;
==Alien Base==&lt;br /&gt;
Aliens will construct secret underground bases in remote locations. After some initial reconnaissance flights some intense [[UFOs|UFO]] activity will occur as the base is being built. These bases are known to contain experimental labs for human abductees, and supplies for further activity in the region. The presence of Alien bases will generate a large amount of reported Alien activity without the presence of UFOs. In order to locate a base, an [[Craft|X-COM craft]] must patrol an area for a few hours to stand some chance of detection. An [[Alien Base Assault]] will remove the threat but should never be taken lightly.&lt;br /&gt;
&lt;br /&gt;
If successful the aliens will [[Scoring#Alien_Scoring|score]] 50 points, and an extra 5 points per day which is eventually subtracted from your score.&lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of alien bases that can be built, but there is a limit as to how many can exist on the globe at the same time. Only fifty Geoscape Tokens (bases, waypoints, ships, etc) that can exist on the globe at any given time, and because you have to share this space with pretty much everything that you can interact with on the Geoscape, you can only have as many Alien bases as there are unused slots.&lt;br /&gt;
&lt;br /&gt;
==Alien Terror==&lt;br /&gt;
When the Aliens [[Terror Mission|terrorise]] a city, they will deploy some [[Terror Units|special forces]] with awesome powers. [[Civilian]]s will be directly threatened, and governments will be forced to evacuate whole areas. The main purpose behind this activity is to generate sufficient public hysteria so that governments will threaten the X-COM project.&lt;br /&gt;
&lt;br /&gt;
If successful the aliens will [[Scoring#Alien_Scoring|score]] 1000 points, which is eventually subtracted from your score.&lt;br /&gt;
&lt;br /&gt;
==Alien Retaliation==&lt;br /&gt;
If X-COM [[Interceptor]]s are being particularly successful in shooting down [[UFOs]] then the Aliens may take some [[Alien Retaliation|retaliatory]] action. This could result in a direct attack against an [[Base Defense|X-COM base]]. However, the aliens have to find an X-COM base in order to attack it, and provided UFOs are kept away then there should be little danger of an assault.&lt;br /&gt;
&lt;br /&gt;
Aliens do not directly [[Scoring#Alien_Scoring|score]] for this mission. Losing a base will give you negative points depending on what was in the base.&lt;br /&gt;
&lt;br /&gt;
==Alien Supply==&lt;br /&gt;
Once an Alien base is constructed, it is resupplied on a regular basis by special [[Supply Ship|supply vessels]]. If one of these vessels is detected while landing then it is certain that an Alien base is nearby.&lt;br /&gt;
&lt;br /&gt;
Aliens do not directly [[Scoring#Alien_Scoring|score]] for this mission.&lt;br /&gt;
&lt;br /&gt;
Note that supply ships on supply missions are always at a speed that makes them impossible to shoot down by interceptors, even shortly before landing or after taking off. This means they can only be attacked while landed unless new aircrafts have been researched and built. Since they will certainly land this would be a waste of [[Elerium]] since your craft will need some for the interception and the Elerium in the ship might be destroyed.&lt;br /&gt;
&lt;br /&gt;
Piracy time. You may want to let the Alien base exist, just for millions of dollars plundered from the Supply &amp;quot;Blimps&amp;quot;. Arrrrrr, avast ye Space-Lubbers!&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Alien Life Forms]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16429</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16429"/>
		<updated>2008-08-26T08:06:54Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Attack type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, the threat ratings for some aliens will differ against Androids or hybrids. These will be duly noted. Also the Overspawn is not a battlescape alien so is not included in the analysis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Low threat =&lt;br /&gt;
&lt;br /&gt;
== Multiworm Egg ==&lt;br /&gt;
The mutliworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack that allows it to defend itself against any would be attackers.&lt;br /&gt;
&lt;br /&gt;
== Chryssalis == &lt;br /&gt;
The chryssalis is the second stage of the multiworm after its egg phase, and is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.&lt;br /&gt;
&lt;br /&gt;
== Spitter== &lt;br /&gt;
Spitters are pink humanoids with a funnel instead of a head. They spit acid from their funnel towards their targets. &lt;br /&gt;
&lt;br /&gt;
Spitters are relatively easy enemies to fight, but their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=Medium threat =&lt;br /&gt;
&lt;br /&gt;
== Brainsuckers == &lt;br /&gt;
Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great hights. They are transported in an inert state in small pods. &lt;br /&gt;
&lt;br /&gt;
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids into a host&#039;s throat in order to seize complete control. They generally latch their proboscis onto the host&#039;s face and inject the micronoid directly into the host. The brainsucker dies immediately after the micronoid aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant. &lt;br /&gt;
&lt;br /&gt;
Brainsuckers also have a small mental flaw that causes them to stun themselves if they attempt to jump on an agent that is lying prone on the ground. &lt;br /&gt;
&lt;br /&gt;
Against Androids, Brainsuckers are a non-existent threat since they are not capable of actively targeting androids - unless they somehow land on the android by mistake.&lt;br /&gt;
&lt;br /&gt;
== Psimorph == &lt;br /&gt;
Primorphs are a psionic being that resemble a large bunch of green tentacles the size of a Megaspawn. They float slowly through the air. &lt;br /&gt;
&lt;br /&gt;
By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt your agents and turn them against themselves. &lt;br /&gt;
&lt;br /&gt;
Against androids and skilled hybrids, the psimorph poses a non-existent threat.&lt;br /&gt;
&lt;br /&gt;
== Micronoid Aggregate== &lt;br /&gt;
The masterminds behind the alien threat. They are a minute species of psionic alien that resemble a puddle of slime. Their only means of attack is through powerful psionic attacks. &lt;br /&gt;
&lt;br /&gt;
As with the Psimorph, the micronoid is a non-existent threat to androids and well trained hybrids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hyperworm== &lt;br /&gt;
The hyperworm is the small offspring of a deceased multiworm. When the multiworm dies, four hyperworms spring from its body to deal one last blow to the multiworm&#039;s attackers. &lt;br /&gt;
&lt;br /&gt;
Hyperworms are relatively weak and have a short ranged bite attack that does minor to moderate damage. They can do significant damage when they fight in swarms. Setting fire to the multiworm just before it dies ensures that the hyperworms get fried almost the moment they appear. Any explosives are capable of dealing with one or several hyperworms fairly easily, especially when they emerge from the dying multiworm in a small group.&lt;br /&gt;
&lt;br /&gt;
=High threat=&lt;br /&gt;
&lt;br /&gt;
== Multiworm== &lt;br /&gt;
&lt;br /&gt;
The multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a rapid fire spit attack against nearby agents. This short to medium ranged attack is very powerful, and the massive amount of health that the multiworm has allows it withstand a fair beating before it goes down. On its death it releases four hyperworms that attempt to swarm towards the nearest attacker. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Popper== &lt;br /&gt;
The popper is a bomb with legs. It&#039;s a sad looking blue veiny creature that lives its life carrying a veritable chemical plant inside of its body. As soon as it finds its prey, it gets excited and the chemicals react and cause a powerful explosion. This blows the popper away and everything near it. &lt;br /&gt;
&lt;br /&gt;
The popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. &lt;br /&gt;
&lt;br /&gt;
Other explosions or hard bullets from any conventional firearm will  cause the popper to explode. Gas and energy weapons like the stun grapple, power sword, plasma gun or disrupter gun are able to safely disable the popper without causing it to explode. A popper dying from blood loss will also explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anthropod == &lt;br /&gt;
The anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs with elephant limbs. Despite their almost comical appearance, they are very deadly depending on their armament. &lt;br /&gt;
&lt;br /&gt;
The anthropod is one of the two aliens available to the aliens that are capable of wielding tools. Depending on their equipment, their threat rating will vary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skeletoid== &lt;br /&gt;
The skeletoid is a patchwork man that looks like yellow material stretched across a framework of bones stuck together in a very haphazard manner. Some form of mechanism inside them allows them to hover in the air. &lt;br /&gt;
&lt;br /&gt;
In addition to their hovering ability, they are only slightly more capable compared to the anthropod in threat and function.&lt;br /&gt;
&lt;br /&gt;
== Queenspawn == &lt;br /&gt;
The ultimate form and mother of the multiworms. It is the largest creature that you will face. Due to its size, it is immobile. It makes up for this by having an incredibly corrosive long ranged acid attack that can  kill even the most heavily protected agent. &lt;br /&gt;
&lt;br /&gt;
Although the queenspawn can only attack forwards, it is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to prevent the dais from being flanked. This means that is impossible for any enemy to approach it from its blind sides. Four reenforcement teleport teleport pads provide additional troops for it. &lt;br /&gt;
&lt;br /&gt;
Capture of this alien allows for progression of the anti-alien toxin weapon research.&lt;br /&gt;
&lt;br /&gt;
== Megaspawn == &lt;br /&gt;
&lt;br /&gt;
The Megaspawn is an alien built like a tank that is armed with a  built-in disrupter beam that is as powerful as a Devestator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents. &lt;br /&gt;
&lt;br /&gt;
They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they  appear to have some reluctance to fight agents that are right up next to them and will turn and run.&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16428</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16428"/>
		<updated>2008-08-26T08:05:26Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Language again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, the threat ratings for some aliens will differ against Androids or hybrids. These will be duly noted. Also the Overspawn is not a battlescape alien so is not included in the analysis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Low threat =&lt;br /&gt;
&lt;br /&gt;
== Multiworm Egg ==&lt;br /&gt;
The mutliworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack that allows it to defend itself against any would be attackers.&lt;br /&gt;
&lt;br /&gt;
== Chryssalis == &lt;br /&gt;
The chryssalis is the second stage of the multiworm after its egg phase, and is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.&lt;br /&gt;
&lt;br /&gt;
== Spitter== &lt;br /&gt;
Spitters are pink humanoids with a funnel instead of a head. They spit acid from their funnel towards their targets. &lt;br /&gt;
&lt;br /&gt;
Spitters are relatively easy enemies to fight, but their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=Medium threat =&lt;br /&gt;
&lt;br /&gt;
== Brainsuckers == &lt;br /&gt;
Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great hights. They are transported in an inert state in small pods. &lt;br /&gt;
&lt;br /&gt;
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids into a host&#039;s throat in order to seize complete control. They generally latch their proboscis onto the host&#039;s face and inject the micronoid directly into the host. The brainsucker dies immediately after the micronoid aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant. &lt;br /&gt;
&lt;br /&gt;
Brainsuckers also have a small mental flaw that causes them to stun themselves if they attempt to jump on an agent that is lying prone on the ground. &lt;br /&gt;
&lt;br /&gt;
Against Androids, Brainsuckers are a non-existent threat since they are not capable of actively targeting androids - unless they somehow land on the android by mistake.&lt;br /&gt;
&lt;br /&gt;
== Psimorph == &lt;br /&gt;
Primorphs are a psionic being that resemble a large bunch of green tentacles the size of a Megaspawn. They float slowly through the air. &lt;br /&gt;
&lt;br /&gt;
By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt your agents and turn them against themselves. &lt;br /&gt;
&lt;br /&gt;
Against androids and skilled hybrids, the psimorph poses a non-existent threat.&lt;br /&gt;
&lt;br /&gt;
== Micronoid Aggregate== &lt;br /&gt;
The masterminds behind the alien threat. They are a minute species of psionic alien that resemble a puddle of slime. Their only means of attack is through powerful psionic attacks. &lt;br /&gt;
&lt;br /&gt;
As with the Psimorph, the micronoid is a non-existent threat to androids and well trained hybrids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hyperworm== &lt;br /&gt;
The hyperworm is the small offspring of a deceased multiworm. When the multiworm dies, four hyperworms spring from its body to deal one last blow to the multiworm&#039;s attackers. &lt;br /&gt;
&lt;br /&gt;
Hyperworms are relatively weak and have a short ranged spit attack that does minor damage. They can do significant damage when they fight in swarms. Setting fire to the multiworm just before it dies ensures that the hyperworms get fried almost the moment they appear. Any explosives are capable of dealing with one or several hyperworms fairly easily.&lt;br /&gt;
&lt;br /&gt;
=High threat=&lt;br /&gt;
&lt;br /&gt;
== Multiworm== &lt;br /&gt;
&lt;br /&gt;
The multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a rapid fire spit attack against nearby agents. This short to medium ranged attack is very powerful, and the massive amount of health that the multiworm has allows it withstand a fair beating before it goes down. On its death it releases four hyperworms that attempt to swarm towards the nearest attacker. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Popper== &lt;br /&gt;
The popper is a bomb with legs. It&#039;s a sad looking blue veiny creature that lives its life carrying a veritable chemical plant inside of its body. As soon as it finds its prey, it gets excited and the chemicals react and cause a powerful explosion. This blows the popper away and everything near it. &lt;br /&gt;
&lt;br /&gt;
The popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. &lt;br /&gt;
&lt;br /&gt;
Other explosions or hard bullets from any conventional firearm will  cause the popper to explode. Gas and energy weapons like the stun grapple, power sword, plasma gun or disrupter gun are able to safely disable the popper without causing it to explode. A popper dying from blood loss will also explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anthropod == &lt;br /&gt;
The anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs with elephant limbs. Despite their almost comical appearance, they are very deadly depending on their armament. &lt;br /&gt;
&lt;br /&gt;
The anthropod is one of the two aliens available to the aliens that are capable of wielding tools. Depending on their equipment, their threat rating will vary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skeletoid== &lt;br /&gt;
The skeletoid is a patchwork man that looks like yellow material stretched across a framework of bones stuck together in a very haphazard manner. Some form of mechanism inside them allows them to hover in the air. &lt;br /&gt;
&lt;br /&gt;
In addition to their hovering ability, they are only slightly more capable compared to the anthropod in threat and function.&lt;br /&gt;
&lt;br /&gt;
== Queenspawn == &lt;br /&gt;
The ultimate form and mother of the multiworms. It is the largest creature that you will face. Due to its size, it is immobile. It makes up for this by having an incredibly corrosive long ranged acid attack that can  kill even the most heavily protected agent. &lt;br /&gt;
&lt;br /&gt;
Although the queenspawn can only attack forwards, it is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to prevent the dais from being flanked. This means that is impossible for any enemy to approach it from its blind sides. Four reenforcement teleport teleport pads provide additional troops for it. &lt;br /&gt;
&lt;br /&gt;
Capture of this alien allows for progression of the anti-alien toxin weapon research.&lt;br /&gt;
&lt;br /&gt;
== Megaspawn == &lt;br /&gt;
&lt;br /&gt;
The Megaspawn is an alien built like a tank that is armed with a  built-in disrupter beam that is as powerful as a Devestator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents. &lt;br /&gt;
&lt;br /&gt;
They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they  appear to have some reluctance to fight agents that are right up next to them and will turn and run.&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16427</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16427"/>
		<updated>2008-08-26T07:51:34Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: More language and fact fix until the matter is fully solved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, the threat ratings for some aliens will differ against Androids or hybrids. These will be duly noted. Also the Overspawn is not a battlescape alien so is not included in the analysis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Low threat =&lt;br /&gt;
&lt;br /&gt;
== Multiworm Egg ==&lt;br /&gt;
The mutliworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack that allows it to defend itself against any would be attackers.&lt;br /&gt;
&lt;br /&gt;
== Chryssalis == &lt;br /&gt;
The chryssalis is the second stage of the multiworm after its egg phase, and is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.&lt;br /&gt;
&lt;br /&gt;
== Spitter== &lt;br /&gt;
Spitters are pink humanoids with a funnel instead of a head. They spit acid from their funnel towards their targets. &lt;br /&gt;
&lt;br /&gt;
Spitters are relatively easy enemies to fight, but their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=Medium threat =&lt;br /&gt;
&lt;br /&gt;
== Brainsuckers == &lt;br /&gt;
Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great hights. They are transported in an inert state in small pods. &lt;br /&gt;
&lt;br /&gt;
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids into a host&#039;s throat in order to seize complete control. They generally latch their proboscis onto the host&#039;s face and inject the micronoid directly into the host. The brainsucker dies immediately after the micronoid aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant. &lt;br /&gt;
&lt;br /&gt;
Brainsuckers also have a small mental flaw that causes them to stun themselves if they attempt to jump on an agent that is lying prone on the ground. &lt;br /&gt;
&lt;br /&gt;
Against Androids, Brainsuckers are a non-existent threat since they are not capable of actively targeting androids - unless they somehow land on the android by mistake.&lt;br /&gt;
&lt;br /&gt;
== Psimorph == &lt;br /&gt;
Primorphs are a psionic being that resemble a large bunch of green tentacles the size of a Megaspawn. They floats freely through the air. &lt;br /&gt;
&lt;br /&gt;
By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt your agents and turn them against themselves. &lt;br /&gt;
&lt;br /&gt;
Against androids and skilled hybrids, the psimorph poses a non-existent threat. &lt;br /&gt;
&lt;br /&gt;
== Micronoid Aggregate== &lt;br /&gt;
The masterminds behind the alien threat. They are a minute species of psionic alien that resemble a puddle of slime. Their only means of attack is through powerful psionic attacks. &lt;br /&gt;
&lt;br /&gt;
As with the Psimorph, the micronoid is a non-existent threat to androids and well trained hybrids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hyperworm== &lt;br /&gt;
The hyperworm is the small offspring of a deceased multiworm. When the multiworm dies, four hyperworms spring from its body to deal one last blow to the multiworm&#039;s attackers. &lt;br /&gt;
&lt;br /&gt;
Hyperworms are relatively weak and have a short ranged spit attack that does minor damage. They can do significant damage when they fight in swarms. Setting fire to the multiworm just before it dies ensures that the hyperworms get fried almost the moment they appear. Any explosives are capable of dealing with one or several hyperworms fairly easily.&lt;br /&gt;
&lt;br /&gt;
=High threat=&lt;br /&gt;
&lt;br /&gt;
== Multiworm== &lt;br /&gt;
&lt;br /&gt;
The multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a rapid fire spit attack against nearby agents. This short to medium ranged attack is very powerful, and the massive amount of health that the multiworm has allows it withstand a fair beating before it goes down. On its death it releases four hyperworms that attempt to swarm towards the nearest attacker. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Popper== &lt;br /&gt;
The popper is a bomb with legs. It&#039;s a sad looking blue veiny creature that lives its life carrying a veritable chemical plant inside of its body. As soon as it finds its prey, it gets excited and the chemicals react and cause a powerful explosion. This blows the popper away and everything near it. &lt;br /&gt;
&lt;br /&gt;
The popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. &lt;br /&gt;
&lt;br /&gt;
Other explosions or hard bullets from any conventional firearm will  cause the popper to explode. Gas and energy weapons like the stun grapple, power sword, plasma gun or disrupter gun are able to safely disable the popper without causing it to explode. A popper dying from blood loss will also explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anthropod == &lt;br /&gt;
The anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs with elephant limbs. Despite their almost comical appearance, they are very deadly depending on their armament. &lt;br /&gt;
&lt;br /&gt;
The anthropod is one of the two aliens available to the aliens that are capable of wielding tools. Depending on their equipment, their threat rating will vary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skeletoid== &lt;br /&gt;
The skeletoid is a patchwork man that looks like yellow material stretched across a framework of bones stuck together in a very haphazard manner. Some form of mechanism inside them allows them to hover in the air. &lt;br /&gt;
&lt;br /&gt;
In addition to their hovering ability, they are only slightly more capable compared to the anthropod in threat and function.&lt;br /&gt;
&lt;br /&gt;
== Queenspawn == &lt;br /&gt;
The ultimate form and mother of the multiworms. It is the largest creature that you will face. Due to its size, it is immobile. It makes up for this by having an incredibly corrosive long ranged acid attack that can  kill even the most heavily protected agent. &lt;br /&gt;
&lt;br /&gt;
Although the queenspawn can only attack forwards, it is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to prevent the dais from being flanked. This means that is impossible for any enemy to approach it from its blind sides. Four reenforcement teleport teleport pads provide additional troops for it. &lt;br /&gt;
&lt;br /&gt;
Capture of this alien allows for progression of the anti-alien toxin weapon research.&lt;br /&gt;
&lt;br /&gt;
== Megaspawn == &lt;br /&gt;
&lt;br /&gt;
The Megaspawn is an alien built like a tank that is armed with a  built-in disrupter beam that is as powerful as a Devestator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents. &lt;br /&gt;
&lt;br /&gt;
They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they  appear to have some reluctance to fight agents that are right up next to them and will turn and run.&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16426</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16426"/>
		<updated>2008-08-26T07:48:55Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Another language fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, the threat ratings for some aliens will differ against Androids or hybrids. These will be duly noted. Also the Overspawn is not a battlescape alien so is not included in the analysis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Low threat =&lt;br /&gt;
&lt;br /&gt;
== Multiworm Egg ==&lt;br /&gt;
The mutliworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack that allows it to defend itself against any would be attackers.&lt;br /&gt;
&lt;br /&gt;
== Chryssalis == &lt;br /&gt;
The chryssalis is the second stage of the multiworm after its egg phase, and is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.&lt;br /&gt;
&lt;br /&gt;
== Spitter== &lt;br /&gt;
Spitters are pink humanoids with a funnel instead of a head. They spit acid from their funnel towards their targets. &lt;br /&gt;
&lt;br /&gt;
Spitters are relatively easy enemies to fight, but their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=Medium threat =&lt;br /&gt;
&lt;br /&gt;
== Brainsuckers == &lt;br /&gt;
Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great hights. They are transported in an inert state in small pods. &lt;br /&gt;
&lt;br /&gt;
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids directly into a host&#039;s brain in order to seize complete control. They generally latch their proboscis onto the host&#039;s neck and inject the micronoid directly into the host. The brainsucker dies immediately after the micronoid aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant. &lt;br /&gt;
&lt;br /&gt;
Brainsuckers also have a small mental flaw that causes them to stun themselves if they attempt to jump on an agent that is lying prone on the ground. &lt;br /&gt;
&lt;br /&gt;
Against Androids, Brainsuckers are a non-existent threat since they are not capable of actively targeting androids - unless they somehow land on the android by mistake. &lt;br /&gt;
&lt;br /&gt;
== Psimorph == &lt;br /&gt;
Primorphs are a psionic being that resemble a large bunch of green tentacles the size of a Megaspawn. They floats freely through the air. &lt;br /&gt;
&lt;br /&gt;
By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt your agents and turn them against themselves. &lt;br /&gt;
&lt;br /&gt;
Against androids and skilled hybrids, the psimorph poses a non-existent threat. &lt;br /&gt;
&lt;br /&gt;
== Micronoid Aggregate== &lt;br /&gt;
The masterminds behind the alien threat. They are a minute species of psionic alien that resemble a puddle of slime. Their only means of attack is through powerful psionic attacks. &lt;br /&gt;
&lt;br /&gt;
As with the Psimorph, the micronoid is a non-existent threat to androids and well trained hybrids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hyperworm== &lt;br /&gt;
The hyperworm is the small offspring of a deceased multiworm. When the multiworm dies, four hyperworms spring from its body to deal one last blow to the multiworm&#039;s attackers. &lt;br /&gt;
&lt;br /&gt;
Hyperworms are relatively weak and have a short ranged spit attack that does minor damage. They can do significant damage when they fight in swarms. Setting fire to the multiworm just before it dies ensures that the hyperworms get fried almost the moment they appear. Any explosives are capable of dealing with one or several hyperworms fairly easily.&lt;br /&gt;
&lt;br /&gt;
=High threat=&lt;br /&gt;
&lt;br /&gt;
== Multiworm== &lt;br /&gt;
&lt;br /&gt;
The multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a rapid fire spit attack against nearby agents. This short to medium ranged attack is very powerful, and the massive amount of health that the multiworm has allows it withstand a fair beating before it goes down. On its death it releases four hyperworms that attempt to swarm towards the nearest attacker. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Popper== &lt;br /&gt;
The popper is a bomb with legs. It&#039;s a sad looking blue veiny creature that lives its life carrying a veritable chemical plant inside of its body. As soon as it finds its prey, it gets excited and the chemicals react and cause a powerful explosion. This blows the popper away and everything near it. &lt;br /&gt;
&lt;br /&gt;
The popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. &lt;br /&gt;
&lt;br /&gt;
Other explosions or hard bullets from any conventional firearm will  cause the popper to explode. Gas and energy weapons like the stun grapple, power sword, plasma gun or disrupter gun are able to safely disable the popper without causing it to explode. A popper dying from blood loss will also explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anthropod == &lt;br /&gt;
The anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs with elephant limbs. Despite their almost comical appearance, they are very deadly depending on their armament. &lt;br /&gt;
&lt;br /&gt;
The anthropod is one of the two aliens available to the aliens that are capable of wielding tools. Depending on their equipment, their threat rating will vary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skeletoid== &lt;br /&gt;
The skeletoid is a patchwork man that looks like yellow material stretched across a framework of bones stuck together in a very haphazard manner. Some form of mechanism inside them allows them to hover in the air. &lt;br /&gt;
&lt;br /&gt;
In addition to their hovering ability, they are only slightly more capable compared to the anthropod in threat and function.&lt;br /&gt;
&lt;br /&gt;
== Queenspawn == &lt;br /&gt;
The ultimate form and mother of the multiworms. It is the largest creature that you will face. Due to its size, it is immobile. It makes up for this by having an incredibly corrosive long ranged acid attack that can  kill even the most heavily protected agent. &lt;br /&gt;
&lt;br /&gt;
Although the queenspawn can only attack forwards, it is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to prevent the dais from being flanked. This means that is impossible for any enemy to approach it from its blind sides. Four reenforcement teleport teleport pads provide additional troops for it. &lt;br /&gt;
&lt;br /&gt;
Capture of this alien allows for progression of the anti-alien toxin weapon research.&lt;br /&gt;
&lt;br /&gt;
== Megaspawn == &lt;br /&gt;
&lt;br /&gt;
The Megaspawn is an alien built like a tank that is armed with a  built-in disrupter beam that is as powerful as a Devestator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents. &lt;br /&gt;
&lt;br /&gt;
They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they  appear to have some reluctance to fight agents that are right up next to them and will turn and run.&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16425</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16425"/>
		<updated>2008-08-26T07:47:18Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Language fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, the threat ratings for some aliens will differ against Androids or hybrids. These will be duly noted. Also the Overspawn is not a battlescape alien so is not included in the analysis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Low threat =&lt;br /&gt;
&lt;br /&gt;
== Multiworm Egg ==&lt;br /&gt;
The mutliworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack that allows it to defend itself against any would be attackers.&lt;br /&gt;
&lt;br /&gt;
== Chryssalis == &lt;br /&gt;
The chryssalis is the second stage of the multiworm after its egg phase, and is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.&lt;br /&gt;
&lt;br /&gt;
== Spitter== &lt;br /&gt;
Spitters are pink humanoids with no heads. Instead, they spit acid from their necks towards their targets. &lt;br /&gt;
&lt;br /&gt;
Spitters are relatively easy enemies to fight, however their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Medium threat =&lt;br /&gt;
&lt;br /&gt;
== Brainsuckers == &lt;br /&gt;
Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great hights. They are transported in an inert state in small pods. &lt;br /&gt;
&lt;br /&gt;
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids directly into a host&#039;s brain in order to seize complete control. They generally latch their proboscis onto the host&#039;s neck and inject the micronoid directly into the host. The brainsucker dies immediately after the micronoid aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant. &lt;br /&gt;
&lt;br /&gt;
Brainsuckers also have a small mental flaw that causes them to stun themselves if they attempt to jump on an agent that is lying prone on the ground. &lt;br /&gt;
&lt;br /&gt;
Against Androids, Brainsuckers are a non-existent threat since they are not capable of actively targeting androids - unless they somehow land on the android by mistake. &lt;br /&gt;
&lt;br /&gt;
== Psimorph == &lt;br /&gt;
Primorphs are a psionic being that resemble a large bunch of green tentacles the size of a Megaspawn. They floats freely through the air. &lt;br /&gt;
&lt;br /&gt;
By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt your agents and turn them against themselves. &lt;br /&gt;
&lt;br /&gt;
Against androids and skilled hybrids, the psimorph poses a non-existent threat. &lt;br /&gt;
&lt;br /&gt;
== Micronoid Aggregate== &lt;br /&gt;
The masterminds behind the alien threat. They are a minute species of psionic alien that resemble a puddle of slime. Their only means of attack is through powerful psionic attacks. &lt;br /&gt;
&lt;br /&gt;
As with the Psimorph, the micronoid is a non-existent threat to androids and well trained hybrids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hyperworm== &lt;br /&gt;
The hyperworm is the small offspring of a deceased multiworm. When the multiworm dies, four hyperworms spring from its body to deal one last blow to the multiworm&#039;s attackers. &lt;br /&gt;
&lt;br /&gt;
Hyperworms are relatively weak and have a short ranged spit attack that does minor damage. They can do significant damage when they fight in swarms. Setting fire to the multiworm just before it dies ensures that the hyperworms get fried almost the moment they appear. Any explosives are capable of dealing with one or several hyperworms fairly easily.&lt;br /&gt;
&lt;br /&gt;
=High threat=&lt;br /&gt;
&lt;br /&gt;
== Multiworm== &lt;br /&gt;
&lt;br /&gt;
The multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a rapid fire spit attack against nearby agents. This short to medium ranged attack is very powerful, and the massive amount of health that the multiworm has allows it withstand a fair beating before it goes down. On its death it releases four hyperworms that attempt to swarm towards the nearest attacker. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Popper== &lt;br /&gt;
The popper is a bomb with legs. It&#039;s a sad looking blue veiny creature that lives its life carrying a veritable chemical plant inside of its body. As soon as it finds its prey, it gets excited and the chemicals react and cause a powerful explosion. This blows the popper away and everything near it. &lt;br /&gt;
&lt;br /&gt;
The popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. &lt;br /&gt;
&lt;br /&gt;
Other explosions or hard bullets from any conventional firearm will  cause the popper to explode. Gas and energy weapons like the stun grapple, power sword, plasma gun or disrupter gun are able to safely disable the popper without causing it to explode. A popper dying from blood loss will also explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anthropod == &lt;br /&gt;
The anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs with elephant limbs. Despite their almost comical appearance, they are very deadly depending on their armament. &lt;br /&gt;
&lt;br /&gt;
The anthropod is one of the two aliens available to the aliens that are capable of wielding tools. Depending on their equipment, their threat rating will vary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skeletoid== &lt;br /&gt;
The skeletoid is a patchwork man that looks like yellow material stretched across a framework of bones stuck together in a very haphazard manner. Some form of mechanism inside them allows them to hover in the air. &lt;br /&gt;
&lt;br /&gt;
In addition to their hovering ability, they are only slightly more capable compared to the anthropod in threat and function.&lt;br /&gt;
&lt;br /&gt;
== Queenspawn == &lt;br /&gt;
The ultimate form and mother of the multiworms. It is the largest creature that you will face. Due to its size, it is immobile. It makes up for this by having an incredibly corrosive long ranged acid attack that can  kill even the most heavily protected agent. &lt;br /&gt;
&lt;br /&gt;
Although the queenspawn can only attack forwards, it is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to prevent the dais from being flanked. This means that is impossible for any enemy to approach it from its blind sides. Four reenforcement teleport teleport pads provide additional troops for it. &lt;br /&gt;
&lt;br /&gt;
Capture of this alien allows for progression of the anti-alien toxin weapon research.&lt;br /&gt;
&lt;br /&gt;
== Megaspawn == &lt;br /&gt;
&lt;br /&gt;
The Megaspawn is an alien built like a tank that is armed with a  built-in disrupter beam that is as powerful as a Devestator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents. &lt;br /&gt;
&lt;br /&gt;
They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they  appear to have some reluctance to fight agents that are right up next to them and will turn and run.&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16424</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=16424"/>
		<updated>2008-08-26T07:24:54Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Skeletoids are a little tougher than anthropods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, the threat ratings for some aliens will differ against Androids or hybrids. These will be duly noted. Also the Overspawn is not a battlescape alien so is not included in the analysis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Low threat =&lt;br /&gt;
&lt;br /&gt;
== Multiworm Egg ==&lt;br /&gt;
The mutliworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack that allows it to defend itself against any would be attackers.&lt;br /&gt;
&lt;br /&gt;
== Chryssalis == &lt;br /&gt;
The chryssalis is the second stage of the multiworm after its egg phase, and is completely defenceless. Apart from serving as ideal targets for shooting practice, they pose no threat and are automatically recovered by the mission&#039;s end. &lt;br /&gt;
&lt;br /&gt;
== Spitter== &lt;br /&gt;
Spitters are pink humanoids with no heads. Instead, they spit acid from their necks towards their targets. &lt;br /&gt;
&lt;br /&gt;
Spitters are relatively easy enemies to fight, however their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Medium threat =&lt;br /&gt;
&lt;br /&gt;
== Brainsuckers == &lt;br /&gt;
Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great hights. They are transported in an inert state in small pods. &lt;br /&gt;
&lt;br /&gt;
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids directly into a host&#039;s brain in order to seize complete control. They generally latch their proboscis onto the host&#039;s neck and inject the micronoid directly into the host. The brainsucker dies immediately after the micronoid aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant. &lt;br /&gt;
&lt;br /&gt;
Brainsuckers also have a small mental flaw that causes them to stun themselves if they attempt to jump on an agent that is lying prone on the ground. &lt;br /&gt;
&lt;br /&gt;
Against Androids, Brainsuckers are a non-existent threat since they are not capable of actively targeting androids - unless they somehow land on the android by mistake. &lt;br /&gt;
&lt;br /&gt;
== Psimorph == &lt;br /&gt;
Primorphs are a psionic being that resemble a large bunch of green tentacles the size of a Megaspawn. They floats freely through the air. &lt;br /&gt;
&lt;br /&gt;
By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt your agents and turn them against themselves. &lt;br /&gt;
&lt;br /&gt;
Against androids and skilled hybrids, the psimorph poses a non-existent threat. &lt;br /&gt;
&lt;br /&gt;
== Micronoid Aggregate== &lt;br /&gt;
The masterminds behind the alien threat. They are a minute species of psionic alien that resemble a puddle of slime. Their only means of attack is through powerful psionic attacks. &lt;br /&gt;
&lt;br /&gt;
As with the Psimorph, the micronoid is a non-existent threat to androids and well trained hybrids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hyperworm== &lt;br /&gt;
The hyperworm is the small offspring of a deceased multiworm. When the multiworm dies, four hyperworms spring from its body to deal one last blow to the multiworm&#039;s attackers. &lt;br /&gt;
&lt;br /&gt;
Hyperworms are relatively weak and have a short ranged spit attack that does minor damage. They can do significant damage when they fight in swarms. Setting fire to the multiworm just before it dies ensures that the hyperworms get fried almost the moment they appear. Any explosives are capable of dealing with one or several hyperworms fairly easily.&lt;br /&gt;
&lt;br /&gt;
=High threat=&lt;br /&gt;
&lt;br /&gt;
== Multiworm== &lt;br /&gt;
&lt;br /&gt;
The multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a rapid fire spit attack against nearby agents. This short to medium ranged attack is very powerful, and the massive amount of health that the multiworm has allows it withstand a fair beating before it goes down. On its death it releases four hyperworms that attempt to swarm towards the nearest attacker. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Popper== &lt;br /&gt;
The popper is a bomb with legs. It&#039;s a sad looking blue veiny creature that lives its life carrying a veritable chemical plant inside of its body. As soon as it finds its prey, it gets excited and the chemicals react and cause a powerful explosion. This blows the popper away and everything near it. &lt;br /&gt;
&lt;br /&gt;
The popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. &lt;br /&gt;
&lt;br /&gt;
Other explosions or hard bullets from any conventional firearm will  cause the popper to explode. Gas and energy weapons like the stun grapple, power sword, plasma gun or disrupter gun are able to safely disable the popper without causing it to explode. A popper dying from blood loss will also explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anthropod == &lt;br /&gt;
The anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs with elephant limbs. Despite their almost comical appearance, they are very deadly depending on their armament. &lt;br /&gt;
&lt;br /&gt;
The anthropod is one of the two aliens available to the aliens that are capable of wielding tools. Depending on their equipment, their threat rating will vary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skeletoid== &lt;br /&gt;
The skeletoid is a patchwork man that looks like yellow material stretched across a framework of bones stuck together in a very haphazard manner. Some form of mechanism inside them allows them to hover in the air. &lt;br /&gt;
&lt;br /&gt;
In addition to their hovering ability, they are only slightly more capable compared to the anthropod in threat and function.&lt;br /&gt;
&lt;br /&gt;
== Queenspawn == &lt;br /&gt;
The ultimate form and mother of the multiworms. It is the largest creature that you will face. Due to its size, it is immobile. It makes up for this by having an incredibly corrosive long ranged acid attack that can  kill even the most heavily protected agent. &lt;br /&gt;
&lt;br /&gt;
Although the queenspawn can only attack forwards, it is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to prevent the dais from being flanked. This means that is impossible for any enemy to approach it from its blind sides. Four reenforcement teleport teleport pads provide additional troops for it. &lt;br /&gt;
&lt;br /&gt;
Capture of this alien allows for progression of the anti-alien toxin weapon research.&lt;br /&gt;
&lt;br /&gt;
== Megaspawn == &lt;br /&gt;
&lt;br /&gt;
The Megaspawn is an alien built like a tank that is armed with a  built-in disrupter beam that is as powerful as a Devestator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents. &lt;br /&gt;
&lt;br /&gt;
They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they  appear to have some reluctance to fight agents that are right up next to them and will turn and run.&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Nanotech&amp;diff=16419</id>
		<title>Nanotech</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Nanotech&amp;diff=16419"/>
		<updated>2008-08-25T12:03:13Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Benefits-section and link to medi-kits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Nanotech corporation has specialized in developing microscopic robots which are used in the medical and pharmaceutical industries.  The intelligence of these devices is limited, but they can be designed to perform a wide variety of tasks, such as killing bacteria or manufacturing chemicals.  Nanotech also produce the highly effective [[Medi-Kit (Apocalypse)|Medi-Kits]] used in military combat which use Nanobots to perform battlefield surgery and tissue repair.&lt;br /&gt;
&lt;br /&gt;
= Benefits =&lt;br /&gt;
Without Nanotech, X-Com agents will be left bleeding to death on the field of battle without life-saving medi-kits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Corporations]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=General_Metro&amp;diff=16418</id>
		<title>General Metro</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=General_Metro&amp;diff=16418"/>
		<updated>2008-08-25T12:00:42Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Ground vehicle notes added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The General Metro corporation designs and manufactures road vehicles.  Since the corporation installed an efficient anti-grav system inside the road structure it became possible to produce low powered anti-grav road vehicles which were cheap and efficient, despite being limited to the road system.  The vehicle designs were based on the exuberant styling of the 1950s according to the requirements of city planners.  General Metro is a major competitor to [[Superdynamics]], as both corporations provide transport systems.&lt;br /&gt;
&lt;br /&gt;
= Benefits =&lt;br /&gt;
Hostile terms with General Metro will disallow X-Com from buying ground vehicles. Hostile relations also prevent X-Com using some ground transport services.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Corporations]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missile_Evasion_Matrix_(Apocalypse)&amp;diff=16417</id>
		<title>Missile Evasion Matrix (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missile_Evasion_Matrix_(Apocalypse)&amp;diff=16417"/>
		<updated>2008-08-25T11:53:24Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: New entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An advanced system for sending out various radiation and signals to confuse incoming missiles.&lt;br /&gt;
&lt;br /&gt;
The matrix interferes with enemy missile turning rates, making them less accurate. The matrix is also designed not to interfere with friendly missiles and other vehicles&#039; systems. A [[Phoenix Hovercar (Apocalypse)|hovercar]] can have significantly increased effectiveness against alien missile-based UFO&#039;s when utilizing the evasion matrix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Vehicle Options (Apocalypse)|Vehicle Options]]&lt;br /&gt;
&lt;br /&gt;
[[Cyberweb]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Control_System_(Apocalypse)&amp;diff=16416</id>
		<title>Advanced Control System (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Control_System_(Apocalypse)&amp;diff=16416"/>
		<updated>2008-08-25T11:45:11Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An X-Com-developed accuracy module on (brain)steroids.&lt;br /&gt;
&lt;br /&gt;
A weapon control module can give extra accuracy to guided projectiles. The space requirement for the advanced weapon control is 2x2, so it&#039;s best suited for large vehicles.&lt;br /&gt;
&lt;br /&gt;
This is the most effective control system available.&lt;br /&gt;
&lt;br /&gt;
Weapon control modules &#039;&#039;&#039;are useless when using guns&#039;&#039;&#039;. It does not matter how accurate the attack is, you will still miss if the UFO is no longer where it was when the bullet was fired. Use them with missile weapons for best results. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039; Note, I&#039;m still not entirely sure on that last bit. Because missiles are auto-homing projectiles, would the accuracy mods affect the missile turn speed? Jammers definitely reduce the speed by making them fly off in a wider circle. Needs some way of testing. - [[User:NKF|NKF]] &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Weapon control modules can be stacked, however every additional module of the same type will decrease in effectiveness. &lt;br /&gt;
&lt;br /&gt;
eg: &#039;&#039;&#039;VERY rough estimate&#039;&#039;&#039;&lt;br /&gt;
* 1xmodule = 20% increase&lt;br /&gt;
* 2xmodule = 20 + (50% x 20) = 30% increase&lt;br /&gt;
* 3xmodule = 20 + (50% x 20) + (50%x(50%x20)) = 35% increase&lt;br /&gt;
* 4xmodule = 20 + (50% x 20) + (50%x(50%x(50%x20)))= 37.5% increase.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Return to ==&lt;br /&gt;
[[Vehicle Options (Apocalypse)|Vehicle Options]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Control_System_(Apocalypse)&amp;diff=16415</id>
		<title>Advanced Control System (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Control_System_(Apocalypse)&amp;diff=16415"/>
		<updated>2008-08-25T11:43:51Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: New entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An X-Com-developed accuracy module on (brain)steroids.&lt;br /&gt;
&lt;br /&gt;
A weapon control module can give extra accuracy to guided projectiles. The space requirement for the advanced weapon control is 2x2, so it&#039;s best suited for large vehicles.&lt;br /&gt;
&lt;br /&gt;
This is the most effective control system available.&lt;br /&gt;
&lt;br /&gt;
Weapon control modules &#039;&#039;&#039;are useless when using guns&#039;&#039;&#039;. It does not matter how accurate the attack is, you will still miss if the UFO is no longer where it was when the bullet was fired. Use them with missile weapons for best results. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039; Note, I&#039;m still not entirely sure on that last bit. Because missiles are auto-homing projectiles, would the accuracy mods affect the missile turn speed? Jammers definitely reduce the speed by making them fly off in a wider circle. Needs some way of testing. - [[User:NKF|NKF]] &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Weapon control modules can be stacked, however every additional module of the same type will decrease in effectiveness. &lt;br /&gt;
&lt;br /&gt;
eg: &#039;&#039;&#039;VERY rough estimate&#039;&#039;&#039;&lt;br /&gt;
* 1xmodule = 20% increase&lt;br /&gt;
* 2xmodule = 20 + (50% x 20) = 30% increase&lt;br /&gt;
* 3xmodule = 20 + (50% x 20) + (50%x(50%x20)) = 35% increase&lt;br /&gt;
* 4xmodule = 20 + (50% x 20) + (50%x(50%x(50%x20)))= 37.5% increase.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Vehicle Options (Apocalypse)|Vehicle Options]]&lt;br /&gt;
&lt;br /&gt;
[[Cyberweb]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Light_Weapons_Control_(Apocalypse)&amp;diff=16414</id>
		<title>Light Weapons Control (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Light_Weapons_Control_(Apocalypse)&amp;diff=16414"/>
		<updated>2008-08-25T11:41:59Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A weapon control module can give extra accuracy to guided projectiles. The space required for the light weapon control is 1x1, so it&#039;s best suited to the Hoverbike (actually its the only thing that will fit on it). &lt;br /&gt;
&lt;br /&gt;
Along with the medium module, they make efficient &amp;quot;space fillers&amp;quot; if you have empty utility module space. &lt;br /&gt;
&lt;br /&gt;
Weapon control modules &#039;&#039;&#039;are useless when using guns&#039;&#039;&#039;. It does not matter how accurate the attack is, you will still miss if the UFO is no longer where it was when the bullet was fired. Use them with missile weapons for best results. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039; Note, I&#039;m still not entirely sure on that last bit. Because missiles are auto-homing projectiles, would the accuracy mods affect the missile turn speed? Jammers definitely reduce the speed by making them fly off in a wider circle. Needs some way of testing. - [[User:NKF|NKF]] &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Weapon control modules can be stacked, however every additional module of the same type will decrease in effectiveness. &lt;br /&gt;
&lt;br /&gt;
eg: &#039;&#039;&#039;VERY rough estimate&#039;&#039;&#039;&lt;br /&gt;
* 1xmodule = 20% increase&lt;br /&gt;
* 2xmodule = 20 + (50% x 20) = 30% increase&lt;br /&gt;
* 3xmodule = 20 + (50% x 20) + (50%x(50%x20)) = 35% increase&lt;br /&gt;
* 4xmodule = 20 + (50% x 20) + (50%x(50%x(50%x20)))= 37.5% increase.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Vehicle Options (Apocalypse)|Vehicle Options]]&lt;br /&gt;
&lt;br /&gt;
[[Cyberweb]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medium_Weapons_Control_(Apocalypse)&amp;diff=16413</id>
		<title>Medium Weapons Control (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medium_Weapons_Control_(Apocalypse)&amp;diff=16413"/>
		<updated>2008-08-25T11:41:37Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A weapon control module can give extra accuracy to guided projectiles. The space required for the medium weapon control is 2x1.&lt;br /&gt;
Along with other modules, they make efficient &amp;quot;space fillers&amp;quot; if you have empty utility module space. &lt;br /&gt;
&lt;br /&gt;
Weapon control modules &#039;&#039;&#039;are useless when using guns&#039;&#039;&#039;. It does not matter how accurate the attack is, you will still miss if the UFO is no longer where it was when the bullet was fired. Use them with missile weapons for best results. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039; Note, I&#039;m still not entirely sure on that last bit. Because missiles are auto-homing projectiles, would the accuracy mods affect the missile turn speed? Jammers definitely reduce the speed by making them fly off in a wider circle. Needs some way of testing. - [[User:NKF|NKF]] &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Weapon control modules can be stacked, however every additional module of the same type will decrease in effectiveness. &lt;br /&gt;
&lt;br /&gt;
eg: &#039;&#039;&#039;VERY rough estimate&#039;&#039;&#039;&lt;br /&gt;
* 1xmodule = 20% increase&lt;br /&gt;
* 2xmodule = 20 + (50% x 20) = 30% increase&lt;br /&gt;
* 3xmodule = 20 + (50% x 20) + (50%x(50%x20)) = 35% increase&lt;br /&gt;
* 4xmodule = 20 + (50% x 20) + (50%x(50%x(50%x20)))= 37.5% increase.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Vehicle Options (Apocalypse)|Vehicle Options]]&lt;br /&gt;
&lt;br /&gt;
[[Cyberweb]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_Weapons_Control_(Apocalypse)&amp;diff=16412</id>
		<title>Heavy Weapons Control (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_Weapons_Control_(Apocalypse)&amp;diff=16412"/>
		<updated>2008-08-25T11:41:11Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: New page: A weapon control module can give extra accuracy to guided projectiles. The space required for the heavy weapon control is 2x2, so it&amp;#039;s best suited for larger vehicles.  Weapon control modu...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A weapon control module can give extra accuracy to guided projectiles. The space required for the heavy weapon control is 2x2, so it&#039;s best suited for larger vehicles.&lt;br /&gt;
&lt;br /&gt;
Weapon control modules &#039;&#039;&#039;are useless when using guns&#039;&#039;&#039;. It does not matter how accurate the attack is, you will still miss if the UFO is no longer where it was when the bullet was fired. Use them with missile weapons for best results. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039; Note, I&#039;m still not entirely sure on that last bit. Because missiles are auto-homing projectiles, would the accuracy mods affect the missile turn speed? Jammers definitely reduce the speed by making them fly off in a wider circle. Needs some way of testing. - [[User:NKF|NKF]] &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Weapon control modules can be stacked, however every additional module of the same type will decrease in effectiveness. &lt;br /&gt;
&lt;br /&gt;
eg: &#039;&#039;&#039;VERY rough estimate&#039;&#039;&#039;&lt;br /&gt;
* 1xmodule = 20% increase&lt;br /&gt;
* 2xmodule = 20 + (50% x 20) = 30% increase&lt;br /&gt;
* 3xmodule = 20 + (50% x 20) + (50%x(50%x20)) = 35% increase&lt;br /&gt;
* 4xmodule = 20 + (50% x 20) + (50%x(50%x(50%x20)))= 37.5% increase.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Vehicle Options (Apocalypse)|Vehicle Options]]&lt;br /&gt;
&lt;br /&gt;
[[Cyberweb]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medium_Weapons_Control_(Apocalypse)&amp;diff=16411</id>
		<title>Medium Weapons Control (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medium_Weapons_Control_(Apocalypse)&amp;diff=16411"/>
		<updated>2008-08-25T11:39:50Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: New page: A weapon control module can give extra accuracy to guided projectiles. The space requirement for the medium weapon control is 2x1. Along with other modules, they make efficient &amp;quot;space fill...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A weapon control module can give extra accuracy to guided projectiles. The space requirement for the medium weapon control is 2x1.&lt;br /&gt;
Along with other modules, they make efficient &amp;quot;space fillers&amp;quot; if you have empty utility module space. &lt;br /&gt;
&lt;br /&gt;
Weapon control modules &#039;&#039;&#039;are useless when using guns&#039;&#039;&#039;. It does not matter how accurate the attack is, you will still miss if the UFO is no longer where it was when the bullet was fired. Use them with missile weapons for best results. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039; Note, I&#039;m still not entirely sure on that last bit. Because missiles are auto-homing projectiles, would the accuracy mods affect the missile turn speed? Jammers definitely reduce the speed by making them fly off in a wider circle. Needs some way of testing. - [[User:NKF|NKF]] &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Weapon control modules can be stacked, however every additional module of the same type will decrease in effectiveness. &lt;br /&gt;
&lt;br /&gt;
eg: &#039;&#039;&#039;VERY rough estimate&#039;&#039;&#039;&lt;br /&gt;
* 1xmodule = 20% increase&lt;br /&gt;
* 2xmodule = 20 + (50% x 20) = 30% increase&lt;br /&gt;
* 3xmodule = 20 + (50% x 20) + (50%x(50%x20)) = 35% increase&lt;br /&gt;
* 4xmodule = 20 + (50% x 20) + (50%x(50%x(50%x20)))= 37.5% increase.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Vehicle Options (Apocalypse)|Vehicle Options]]&lt;br /&gt;
&lt;br /&gt;
[[Cyberweb]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Light_Weapons_Control_(Apocalypse)&amp;diff=16409</id>
		<title>Light Weapons Control (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Light_Weapons_Control_(Apocalypse)&amp;diff=16409"/>
		<updated>2008-08-25T11:30:38Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A weapon control module can give extra accuracy to guided projectiles. The space requirement for the light weapon control is 1x1, so it&#039;s best suited to the Hoverbike (actually its the only thing that will fit on it). &lt;br /&gt;
&lt;br /&gt;
Along with the medium module, they make efficient &amp;quot;space fillers&amp;quot; if you have empty utility module space. &lt;br /&gt;
&lt;br /&gt;
Weapon control modules &#039;&#039;&#039;are useless when using guns&#039;&#039;&#039;. It does not matter how accurate the attack is, you will still miss if the UFO is no longer where it was when the bullet was fired. Use them with missile weapons for best results. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039; Note, I&#039;m still not entirely sure on that last bit. Because missiles are auto-homing projectiles, would the accuracy mods affect the missile turn speed? Jammers definitely reduce the speed by making them fly off in a wider circle. Needs some way of testing. - [[User:NKF|NKF]] &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Weapon control modules can be stacked, however every additional module of the same type will decrease in effectiveness. &lt;br /&gt;
&lt;br /&gt;
eg: &#039;&#039;&#039;VERY rough estimate&#039;&#039;&#039;&lt;br /&gt;
* 1xmodule = 20% increase&lt;br /&gt;
* 2xmodule = 20 + (50% x 20) = 30% increase&lt;br /&gt;
* 3xmodule = 20 + (50% x 20) + (50%x(50%x20)) = 35% increase&lt;br /&gt;
* 4xmodule = 20 + (50% x 20) + (50%x(50%x(50%x20)))= 37.5% increase.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know the exact formula, but it seems that using more than two modules of ANY sort becomes almost pointless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Vehicle Options (Apocalypse)|Vehicle Options]]&lt;br /&gt;
&lt;br /&gt;
[[Cyberweb]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Stasis_Bomb_Launcher_(Apocalypse)&amp;diff=16408</id>
		<title>Talk:Stasis Bomb Launcher (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Stasis_Bomb_Launcher_(Apocalypse)&amp;diff=16408"/>
		<updated>2008-08-25T10:46:35Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don&#039;t have the game installed on my current (functional) PC, but could we check the in-game spelling for this missile? I get this feeling that it&#039;s spelled stassis (four s&#039;seseses). It clearly generates a stasis field and all, but it&#039;s best to get this cleared early on. -[[User:NKF|NKF]] 01:55, 25 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Stasis, with one s, is the correct spelling, I believe. It should be the same in-game, but cannot remember for the death of me.&lt;br /&gt;
:--[[User:Karpatius|Karp]] 03:08, 25 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Also, shouldn&#039;t we say that the weapon systems reboot almost instantaniously? The hull is caught in the field, and so should the weapons, but they can still be fired... and without anti-grav engine running, shouldn&#039;t the ship fall to it&#039;s demise? So this is clearly not just a reboot field or something... confusing.&lt;br /&gt;
:--[[User:Karpatius|Karp]] 03:46, 25 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Stasis_Bomb_Launcher_(Apocalypse)&amp;diff=16407</id>
		<title>Talk:Stasis Bomb Launcher (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Stasis_Bomb_Launcher_(Apocalypse)&amp;diff=16407"/>
		<updated>2008-08-25T10:08:49Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don&#039;t have the game installed on my current (functional) PC, but could we check the in-game spelling for this missile? I get this feeling that it&#039;s spelled stassis (four s&#039;seseses). It clearly generates a stasis field and all, but it&#039;s best to get this cleared early on. -[[User:NKF|NKF]] 01:55, 25 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Stasis, with one s, is the correct spelling, I believe. It should be the same in-game, but cannot remember for the death of me.&lt;br /&gt;
:--[[User:Karpatius|Karp]] 03:08, 25 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Stasis_Bomb_Launcher_(Apocalypse)&amp;diff=16404</id>
		<title>Stasis Bomb Launcher (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Stasis_Bomb_Launcher_(Apocalypse)&amp;diff=16404"/>
		<updated>2008-08-25T08:40:14Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: New entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An alien missile launcher, that fires missiles that create a stasis field upon impact.&lt;br /&gt;
&lt;br /&gt;
The field causes any target hit by the missile to become &amp;quot;frozen&amp;quot; for a few seconds, making the target very vulnerable to incoming fire and unable to avoid any attacks until the field breaks down. Frozen targets appear very pale for the duration of the stasis field.&lt;br /&gt;
&lt;br /&gt;
While the missile might not be able to track the most agile targets it is a severe threat to anything cumbersome enough not able to dodge the missiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Return to ==&lt;br /&gt;
&lt;br /&gt;
[[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Disruptor_Multi-Bomb_Launcher_(Apocalypse)&amp;diff=16403</id>
		<title>Disruptor Multi-Bomb Launcher (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Disruptor_Multi-Bomb_Launcher_(Apocalypse)&amp;diff=16403"/>
		<updated>2008-08-25T08:31:58Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: New entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An alien missile launcher firing missiles that split into several smaller warheads after a few seconds of flying time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Return to ==&lt;br /&gt;
&lt;br /&gt;
[[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Anthropod_(Apocalypse)&amp;diff=16402</id>
		<title>Talk:Anthropod (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Anthropod_(Apocalypse)&amp;diff=16402"/>
		<updated>2008-08-25T08:20:43Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Picture comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a few probings, the stats of anthropods suggest them being physically a little weaker than humans, and a further test confirms this; throwing a [[Devastator Cannon]] is very tough for anthropods.&lt;br /&gt;
&lt;br /&gt;
This makes them pretty pathetic in my opinion, as humans are pretty weak ( in real life ) naturally. Anthropods also have atrocious accuracy.&lt;br /&gt;
&lt;br /&gt;
I wonder if they are simply an economical &amp;quot;consumer soldier&amp;quot; for the alien masterminds...&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 23:14, 19 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Can&#039;t fault them there. Most of the aliens in Apoclaypse are mass produced consumer models - the anthropods moreso. Anthropods get away by luck most of the time, and the fact that they eventually get to carry powerful and very accurate weapons makes up for their shortcomings. - [[User:NKF|NKF]] 23:53, 19 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::But with accuracy ratings under 20 you indeed get only lucky shots from some myopic anthropods.&lt;br /&gt;
::Skeletoids are more at-par with humans but I do feel a little sorry for anthropods for being even more flimsy than humans.&lt;br /&gt;
::--[[User:Karpatius|Karp]] 23:59, 19 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Well, they are among the first enemies you meet. Wouldn&#039;t want them to be too good. Luck also plays a major factor in your own units&#039; abilities too, so you&#039;re pretty much even at the start of the game. As the game progresses, they compensate with better weapons and larger numbers. While you get better weapons and stat increases. By the way, what difficulty level were these anthropods tested on? You might want to see how the beginner level anthropods differ against their superhuman counterparts. - [[User:NKF|NKF]] 00:08, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, of course. Please forgive my brainsucked... uh... brain...&lt;br /&gt;
::Medium difficulty, whatever the name was. Can only imagine their frailty on beginner...&lt;br /&gt;
::--[[User:Karpatius|Karp]] 00:29, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm... just thought of something: the second alien dimension which wasn&#039;t implemented would then be the home to the &amp;quot;masterminds&amp;quot; of the entire invasion? Sudden jump from easy to horrifyingly unfair due to &amp;quot;new anthropods&amp;quot; as tough as megaspawns?&lt;br /&gt;
::Also, alien dimension X-COM base...?&lt;br /&gt;
::-[[User:Karpatius|Karp]] 00:32, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::i&#039;d imagine that you&#039;d be facing enemies about as tough as androids with terrifiying new weapons. like the un-implemented super disruptor cannon, only slightly more awesome. they&#039;d also have mightier shields which would grant you new armor if you researched them. and also more powerful unarmed combatents.--[[User:(name here)|(name here)]] 09:35, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::A popper with tons of health, two enhanced power swords and an even more powerful chemical coctail inside... with, of course, an inventory for shields... oh, don&#039;t forget the teleporter dampening field.&lt;br /&gt;
&lt;br /&gt;
::::Now every mission is a suicide mission.&lt;br /&gt;
::::--[[User:Karpatius|Karp]] 22:09, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::: You forgot the anti-air defense system. though a popper that detonates when killed by disruptors and is immune to toxin would be nasty by itself--[[User:(name here)|(name here)]] 10:03, 21 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::::No kidding. Or instead of/to complement an anti-air defence system, how about the überpopper has even greater jumping ability than brainsuckers and detonation does not need ground contact, unlike with grenades ( and even poppers; they do not explode during a fall, I think ), for an example? Add a vampire with distant bloodsucking, perhaps?&lt;br /&gt;
::::::--[[User:Karpatius|Karp]] 21:52, 21 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
What is that eye inside the brain of anthropods?&lt;br /&gt;
:--[[User:Karpatius|Karp]] 01:20, 25 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Ship_Combat_(Apocalypse)&amp;diff=16398</id>
		<title>Alien Ship Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Ship_Combat_(Apocalypse)&amp;diff=16398"/>
		<updated>2008-08-25T07:23:53Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Comma correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tactics in no particular order:&lt;br /&gt;
&lt;br /&gt;
*your craft DO NOT need to be at your own base building once you have equipped them! Spread you craft around the cityscape buildings (make them land at buildings which have multiple launch tubes). When you have an alien ship come through the gates, you&#039;ll have a little welcoming party very close nearby (if you have your craft based at a building with multiple launch tubes, they will launch in such a way to use all available tubes - even if the yellow craft icon doesn&#039;t appear over an actual tube. Try it at the Transtellar space port with its 12+ tubes using 10 Xcom vehicles). You&#039;ll have to fly back to base however once the engagement is over if you need to rearm. Send them out again afterwards.&lt;br /&gt;
* if you use hoverbikes, then three at the middle of each quadrant of the cityscape works best. (all sports engines with loadouts: 1xrendor, 1xbolter, 1xprophet+weapons control)&lt;br /&gt;
* if you use hovercars, then two work well. (all turbo engines with loadouts: 1xrendor+1xprophet+1xmeduim weapon control)&lt;br /&gt;
* one valkyrie can easily be overwhelmed. use more (6xhoverbikes per quadrant, or 4xhovercars, or 2x valkyries)if you can afford it.&lt;br /&gt;
*using agressive combat controls can sometimes be worthwhile when up against a difficult enemy because your ship(s) is concentrating on downing the enemy instead of trying to avoid its guns/missiles. It can get to the point where your ship rarely fires its armaments due to constant evasiveness. Be offensive not defensive.&lt;br /&gt;
*if your craft has sustained massive damage, try to land at the nearest building instead of trying to run back to base. Sometimes the best option, though, is a nearby and not the nearest building so that the enemy craft do not get a potshot at the landing vehicle, which are always easy targets. You&#039;ll have to judge this yourself.&lt;br /&gt;
*lower flying heights are important if you want to limit damage to the cityscape. Corporations get pissed more quickly if you hit the buildings when you miss in combat, relative to the aliens hitting them. The added bonus is that sometimes the corporation will launch its own craft to combat the alien menace. This also can make the corp hostile to the aliens. Use it to your advantage (Transellar and Cultists), but remember the city damage will lower your score that the end of the month. WHY?? when flying lower, you&#039;ll have to shoot upwards at the alein craft. If you miss, then the shots just go into space and not into a building.&lt;br /&gt;
*Running low on powerful engines? Giving lower powered engines to missile launching craft can help the overall battle because these craft will be slower to get to an engagement (if you have to fly long distances across the cityscape quadrant) hence, they will be able to lauch missles directly at the hostile craft instead of getting up close and personal and hoping that the missile can turn sharp enough to hit the hostiles. If you aren&#039;t lacking powerful engines then this could be an option you&#039;d may like to keep using.&lt;br /&gt;
*hoverbikes are very weak. Use them as a swarm. 2xbikes Vs 1xalienship only works in very early game. You&#039;ll need more.&lt;br /&gt;
*hovercars can mount small shields later on. Rememebr this when you think you should have used hoverbikes instead.&lt;br /&gt;
*a mixed force of hovercars and hoverbikes are best. It can work well either way! If you want quick evasive bikes up close and personal with the hostile craft, then give them guns and give the hovercars missile weapons. You don&#039;t need to give shield to the cars, just weapon control modules. since then should be near a standoff range. IF you want the opposite effect, give shields and guns to the hovercars for up close combat, and missiles to the bikes.&lt;br /&gt;
* changing combat attitudes of your attacking craft throughout the battle can help immensely. Fly to the alien craft using evasive control(don&#039;t waste missiles on hostile human cars), breifly switch to standard agressiveness so that everyone fires once (mainly for missile launching), change to full agression for craft with guns, change to cautious for craft with missiles. If a craft takes heavy damage, change to evasive control and disengage this craft. PAUSE BUTTON WORKS WELL!&lt;br /&gt;
*A good tactic, although slightly uninspired, is to buy as many hoverbikes as possible and attack in swarms of 5-8 bikes per alien craft, set them on the second lowest hight and set them to evasive. You Should expect to lose a one or two hoverbikes in each engagement in the early and middle stage battles, when fighting the larger alien craft its better to barrage them with guided missles to soften them up before the hoverbikes get there otherwise they will be dropping like flies.&lt;br /&gt;
*Also when employing the &amp;quot;Swarm&amp;quot; tactic try to break up the groups of hoverbikes so they dont all get destroyed by a hail of missiles and cannon. Try to have 3-4 max coming from any one direction. It may be a bit of work but it pays dividends in the end.&lt;br /&gt;
*This point cannot be stressed enough, make sure that you remove your agents from thier vehicles/aircraft before sending them to engage Alien ships, if your craft is destroyed the agent piloting it will perish too along with his/her equipment. Isn&#039;t that irritating?&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Ship_Combat_(Apocalypse)&amp;diff=16397</id>
		<title>Alien Ship Combat (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Ship_Combat_(Apocalypse)&amp;diff=16397"/>
		<updated>2008-08-25T07:23:01Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Landing vehicle note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tactics in no particular order:&lt;br /&gt;
&lt;br /&gt;
*your craft DO NOT need to be at your own base building once you have equipped them! Spread you craft around the cityscape buildings (make them land at buildings which have multiple launch tubes). When you have an alien ship come through the gates, you&#039;ll have a little welcoming party very close nearby (if you have your craft based at a building with multiple launch tubes, they will launch in such a way to use all available tubes - even if the yellow craft icon doesn&#039;t appear over an actual tube. Try it at the Transtellar space port with its 12+ tubes using 10 Xcom vehicles). You&#039;ll have to fly back to base however once the engagement is over if you need to rearm. Send them out again afterwards.&lt;br /&gt;
* if you use hoverbikes, then three at the middle of each quadrant of the cityscape works best. (all sports engines with loadouts: 1xrendor, 1xbolter, 1xprophet+weapons control)&lt;br /&gt;
* if you use hovercars, then two work well. (all turbo engines with loadouts: 1xrendor+1xprophet+1xmeduim weapon control)&lt;br /&gt;
* one valkyrie can easily be overwhelmed. use more (6xhoverbikes per quadrant, or 4xhovercars, or 2x valkyries)if you can afford it.&lt;br /&gt;
*using agressive combat controls can sometimes be worthwhile when up against a difficult enemy because your ship(s) is concentrating on downing the enemy instead of trying to avoid its guns/missiles. It can get to the point where your ship rarely fires its armaments due to constant evasiveness. Be offensive not defensive.&lt;br /&gt;
*if your craft has sustained massive damage, try to land at the nearest building instead of trying to run back to base. Sometimes the best option, though is a nearby, not the nearest building so that the enemy craft do not get a potshot at the landing vehicle, which are always easy targets. You&#039;ll have to judge this yourself.&lt;br /&gt;
*lower flying heights are important if you want to limit damage to the cityscape. Corporations get pissed more quickly if you hit the buildings when you miss in combat, relative to the aliens hitting them. The added bonus is that sometimes the corporation will launch its own craft to combat the alien menace. This also can make the corp hostile to the aliens. Use it to your advantage (Transellar and Cultists), but remember the city damage will lower your score that the end of the month. WHY?? when flying lower, you&#039;ll have to shoot upwards at the alein craft. If you miss, then the shots just go into space and not into a building.&lt;br /&gt;
*Running low on powerful engines? Giving lower powered engines to missile launching craft can help the overall battle because these craft will be slower to get to an engagement (if you have to fly long distances across the cityscape quadrant) hence, they will be able to lauch missles directly at the hostile craft instead of getting up close and personal and hoping that the missile can turn sharp enough to hit the hostiles. If you aren&#039;t lacking powerful engines then this could be an option you&#039;d may like to keep using.&lt;br /&gt;
*hoverbikes are very weak. Use them as a swarm. 2xbikes Vs 1xalienship only works in very early game. You&#039;ll need more.&lt;br /&gt;
*hovercars can mount small shields later on. Rememebr this when you think you should have used hoverbikes instead.&lt;br /&gt;
*a mixed force of hovercars and hoverbikes are best. It can work well either way! If you want quick evasive bikes up close and personal with the hostile craft, then give them guns and give the hovercars missile weapons. You don&#039;t need to give shield to the cars, just weapon control modules. since then should be near a standoff range. IF you want the opposite effect, give shields and guns to the hovercars for up close combat, and missiles to the bikes.&lt;br /&gt;
* changing combat attitudes of your attacking craft throughout the battle can help immensely. Fly to the alien craft using evasive control(don&#039;t waste missiles on hostile human cars), breifly switch to standard agressiveness so that everyone fires once (mainly for missile launching), change to full agression for craft with guns, change to cautious for craft with missiles. If a craft takes heavy damage, change to evasive control and disengage this craft. PAUSE BUTTON WORKS WELL!&lt;br /&gt;
*A good tactic, although slightly uninspired, is to buy as many hoverbikes as possible and attack in swarms of 5-8 bikes per alien craft, set them on the second lowest hight and set them to evasive. You Should expect to lose a one or two hoverbikes in each engagement in the early and middle stage battles, when fighting the larger alien craft its better to barrage them with guided missles to soften them up before the hoverbikes get there otherwise they will be dropping like flies.&lt;br /&gt;
*Also when employing the &amp;quot;Swarm&amp;quot; tactic try to break up the groups of hoverbikes so they dont all get destroyed by a hail of missiles and cannon. Try to have 3-4 max coming from any one direction. It may be a bit of work but it pays dividends in the end.&lt;br /&gt;
*This point cannot be stressed enough, make sure that you remove your agents from thier vehicles/aircraft before sending them to engage Alien ships, if your craft is destroyed the agent piloting it will perish too along with his/her equipment. Isn&#039;t that irritating?&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Overview_(Apocalypse)&amp;diff=16396</id>
		<title>Talk:Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Overview_(Apocalypse)&amp;diff=16396"/>
		<updated>2008-08-25T07:19:27Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Brainsucker talk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Brainsucker Attacks ==&lt;br /&gt;
Doesn&#039;t the Brainsucker stick it&#039;s proboscis down the victims throat, as the official entry says instead of the neck?&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 05:32, 22 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s hard to say exactly what they do. The problem with getting infected through the mouth is that the helmets aren&#039;t exposed around the mouth - although with the X-Com Disrupter helmet, we can always assume it can break through the glass. The neck on the other hand seems more likely because it&#039;s basically resting along the seam between the helmet and the torso and is much less protected. Perhaps all it needs to do is rip enough of the protection off to get the proboscis close enough to the nasal and mouth passages. At close proximity, the micronoids can then be sprayed into the host. I&#039;m just making this up as I&#039;m reminded of the micronoid rain, which is air dropped onto a building. - [[User:NKF|NKF]] 12:40, 22 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Looking at the in-game pictures, I can see the brainsucker either ripping the face-plate open or getting through the under-chin layer, which isn&#039;t actually plated. Also a prime place for infected agents to lift the pistol to while their friends try to help, not yet knowing that it&#039;s too late. I just didn&#039;t notice any way for the proboscis to penetrate bone or anything, unlike with Chryssalids.&lt;br /&gt;
::Could the micronoid slip through cracks in the plating and the lower layer ( fabric, synthetic materials or whatnot holding the plates in place ) of the armor? No need to rip the armor open.&lt;br /&gt;
::--[[User:Karpatius|Karp]] 22:53, 24 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Ooze through, eh? Could work, could work. Reaching down and slipping under the less protected under-chin of the helmet actually makes more sense. At least it sounds much better and much more plausible than biting through armour and bone, etc, so let&#039;s go with that. With the exception of the Marsec suit, I don&#039;t think any of the suits are meant to be air tight either, so there wouldn&#039;t be much stopping it. -[[User:NKF|NKF]] 23:58, 24 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
I also think that the brainsucker hangs &amp;quot;upside down&amp;quot; on the victims face, as the proboscis doesn&#039;t then have to bend as much and many times compared to being the &amp;quot;right side up&amp;quot; and would slip far easier and deeper into the mouth.&lt;br /&gt;
:--[[User:Karpatius|Karp]] 00:19, 25 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Overview_(Apocalypse)&amp;diff=16393</id>
		<title>Talk:Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Overview_(Apocalypse)&amp;diff=16393"/>
		<updated>2008-08-25T05:53:07Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Brainsucker Attacks ==&lt;br /&gt;
Doesn&#039;t the Brainsucker stick it&#039;s proboscis down the victims throat, as the official entry says instead of the neck?&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 05:32, 22 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s hard to say exactly what they do. The problem with getting infected through the mouth is that the helmets aren&#039;t exposed around the mouth - although with the X-Com Disrupter helmet, we can always assume it can break through the glass. The neck on the other hand seems more likely because it&#039;s basically resting along the seam between the helmet and the torso and is much less protected. Perhaps all it needs to do is rip enough of the protection off to get the proboscis close enough to the nasal and mouth passages. At close proximity, the micronoids can then be sprayed into the host. I&#039;m just making this up as I&#039;m reminded of the micronoid rain, which is air dropped onto a building. - [[User:NKF|NKF]] 12:40, 22 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Looking at the in-game pictures, I can see the brainsucker either ripping the face-plate open or getting through the under-chin layer, which isn&#039;t actually plated. Also a prime place for infected agents to lift the pistol to while their friends try to help, not yet knowing that it&#039;s too late. I just didn&#039;t notice any way for the proboscis to penetrate bone or anything, unlike with Chryssalids.&lt;br /&gt;
::Could the micronoid slip through cracks in the plating and the lower layer ( fabric, synthetic materials or whatnot holding the plates in place ) of the armor? No need to rip the armor open.&lt;br /&gt;
::--[[User:Karpatius|Karp]] 22:53, 24 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Karpatius&amp;diff=16392</id>
		<title>User talk:Karpatius</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Karpatius&amp;diff=16392"/>
		<updated>2008-08-25T05:44:02Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Signatures==&lt;br /&gt;
I&#039;ve been wondering about this since I first saw your sigs here.&lt;br /&gt;
&lt;br /&gt;
How have you been doing them?&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 02:35, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I just usually use the signature-button over the text window. It&#039;s the third to the right from the &amp;quot;trumpet&amp;quot; media link button. It just adds the three ~&#039;s to the message you are editing, which UFOpaedia/wiki transforms into a standard signature.&lt;br /&gt;
&lt;br /&gt;
Hope I didn&#039;t explain a familiar thing to you.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 03:31, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well you did, but that doesn&#039;t explain how that causes your name to come out as &amp;quot;Karp&amp;quot; instead of &amp;quot;Karpatius&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:08, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Simple, use a pipe and enter something different other than the default username: [[User:Bomb Bloke|Bomb]]. --[[User:Zombie|Zomb]] 21:47, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Edit: go to your preferences and add a Nickname to the field. That automatically adds the pipe and nickname. ;)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Aah, you mean the nickname, BB. That is displayed instead of your username when using sigs.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 21:53, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Aha! All becomes clear. Thanks guys. :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 03:28, 21 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
No prob. Hope to see a fun nickname soon.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 03:37, 21 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
And I believe Zombie meant a |-symbol ( alt gr and &amp;lt; on some keyboard layouts, don&#039;t know which you are using so cannot say what you need to press ). That changes the appearance of links and sigs, and allows links like [[Janitor Missile Array (Apocalypse)|Janitor missiles]] so you can fit them better into your text.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 21:57, 21 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Karp, thanks for adding to the Apocalypse info. I played most of the XCOM games back in the day... but when I found the wiki years later, I only have time for the original XCOM, now. Still, all of us here appreciate anybody who helps add info on anything that&#039;s XCOM! Just ask us if you have questions. Cool deal on the pipe, btw. -[[User:MikeTheRed|MikeTheRed]] 20:37, 23 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
No problem. Just glad most of the info is there now and that you actually like it. Always glad to help out.&lt;br /&gt;
&lt;br /&gt;
Again, here is the link format for those who do not yet know how to use it and tumbled here:&lt;br /&gt;
&lt;br /&gt;
=====((page title inside UFOpaedia|name for viewers))=====&lt;br /&gt;
=====...the ((Stun Rod|cattle prod)) can only be used in close combat but...=====&lt;br /&gt;
replacing ()&#039;s with []&#039;s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I enjoy Apocalypse most of the X-Com series, especially since yesterdays sectoid terror mission with a commander ( out of sight ) panicking my very few surviving troops, a soldier and three Cyberdisks left to my landing zone... at night. No armor, laser pistols and a few heavy weapons. Tank/cannon was no use at all. Medium ( veteran ) difficult.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t want to sound like a rookie and I&#039;m all up for a challenge, but not that kind of odds against me...&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 22:41, 24 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Karpatius&amp;diff=16391</id>
		<title>User talk:Karpatius</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Karpatius&amp;diff=16391"/>
		<updated>2008-08-25T05:41:42Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Ranting... oh, and reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Signatures==&lt;br /&gt;
I&#039;ve been wondering about this since I first saw your sigs here.&lt;br /&gt;
&lt;br /&gt;
How have you been doing them?&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 02:35, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I just usually use the signature-button over the text window. It&#039;s the third to the right from the &amp;quot;trumpet&amp;quot; media link button. It just adds the three ~&#039;s to the message you are editing, which UFOpaedia/wiki transforms into a standard signature.&lt;br /&gt;
&lt;br /&gt;
Hope I didn&#039;t explain a familiar thing to you.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 03:31, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well you did, but that doesn&#039;t explain how that causes your name to come out as &amp;quot;Karp&amp;quot; instead of &amp;quot;Karpatius&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 21:08, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Simple, use a pipe and enter something different other than the default username: [[User:Bomb Bloke|Bomb]]. --[[User:Zombie|Zomb]] 21:47, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
Edit: go to your preferences and add a Nickname to the field. That automatically adds the pipe and nickname. ;)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Aah, you mean the nickname, BB. That is displayed instead of your username when using sigs.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 21:53, 20 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Aha! All becomes clear. Thanks guys. :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 03:28, 21 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
No prob. Hope to see a fun nickname soon.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 03:37, 21 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
And I believe Zombie meant a |-symbol ( alt gr and &amp;lt; on some keyboard layouts, don&#039;t know which you are using so cannot say what you need to press ). That changes the appearance of links and sigs, and allows links like [[Janitor Missile Array (Apocalypse)|Janitor missiles]] so you can fit them better into your text.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 21:57, 21 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Karp, thanks for adding to the Apocalypse info. I played most of the XCOM games back in the day... but when I found the wiki years later, I only have time for the original XCOM, now. Still, all of us here appreciate anybody who helps add info on anything that&#039;s XCOM! Just ask us if you have questions. Cool deal on the pipe, btw. -[[User:MikeTheRed|MikeTheRed]] 20:37, 23 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
No problem. Just glad most of the info is there now and that you actually like it. Always glad to help out.&lt;br /&gt;
&lt;br /&gt;
Again, here is the link format for those who do not yet know how to use it and tumbled here:&lt;br /&gt;
&lt;br /&gt;
((page title inside UFOpaedia|name for viewers))&lt;br /&gt;
...the ((Stun Rod|cattle prod)) can only be used in close combat but...&lt;br /&gt;
replacing ()&#039;s with []&#039;s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I enjoy Apocalypse most of the X-Com series, especially since yesterdays sectoid terror mission with a commander ( out of sight ) panicking my very few surviving troops, a soldier and three Cyberdisks left to my landing zone... at night. No armor, laser pistols and a few heavy weapons. Tank/cannon was no use at all. Medium ( veteran ) difficult.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t want to sound like a whiner and I&#039;m all up for a challenge, but not that kind off odds against me.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 22:41, 24 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Karpatius&amp;diff=16369</id>
		<title>User:Karpatius</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Karpatius&amp;diff=16369"/>
		<updated>2008-08-22T13:04:12Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Writing club closed down temporarily&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Turn-based fanatic. Yes, both meanings apply...&lt;br /&gt;
&lt;br /&gt;
Hates the way sectoids/greys look like and does not like horses and loves the visual style of [[Mega Primus]] fanatically for some reason.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A finnish nice guy, who loves scifi and SVGA graphics.&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Karpatius&amp;diff=16368</id>
		<title>User:Karpatius</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Karpatius&amp;diff=16368"/>
		<updated>2008-08-22T12:39:25Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Starting my own writing club&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Turn-based fanatic. Yes, both meanings apply...&lt;br /&gt;
&lt;br /&gt;
Hates the way sectoids/greys look like and does not like horses and loves the visual style of [[Mega Primus]] fanatically for some reason.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A finnish nice guy, who loves scifi and SVGA graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Own articles===&lt;br /&gt;
&lt;br /&gt;
[[Mega Primus Data Canister: Brainsucker Autopsy]]&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Overview_(Apocalypse)&amp;diff=16367</id>
		<title>Talk:Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Overview_(Apocalypse)&amp;diff=16367"/>
		<updated>2008-08-22T12:32:38Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: New entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Brainsucker Attacks ==&lt;br /&gt;
Doesn&#039;t the Brainsucker stick it&#039;s proboscis down the victims throat, as the official entry says instead of the neck?&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 05:32, 22 August 2008 (PDT)&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Agents_Armor_(Apocalypse)&amp;diff=16365</id>
		<title>Agents Armor (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Agents_Armor_(Apocalypse)&amp;diff=16365"/>
		<updated>2008-08-22T05:39:36Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Big fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Soldier Armour=&lt;br /&gt;
&lt;br /&gt;
There are three types of armour available in Apocalypse. Two suits of terran design, one suit of X-COM origin.&lt;br /&gt;
There are five pieces for each set (helmet, chest, legs, left arm, right arm). Pieces can be mixed and matched. They do not need to be worn as a set, or even for complete coverage.&lt;br /&gt;
&lt;br /&gt;
===Megapol Armour===&lt;br /&gt;
The basic suit which is available at the start of the new game. It is the heaviest of the three types, and provides medium protection. Manufactured by Megapol.&lt;br /&gt;
&lt;br /&gt;
===Marsec Armour===&lt;br /&gt;
An advanced armour suit which is available after week one. It is lighter than Megapol armour, but at the disadvantage of providing less protection. The armour (the chest piece only) also contains anti-gravity equipment which enables the wearer to fly/hover in the tactical battlescape. If an agent is airborne then they receive an accuracy penalty. However, this is not really a disadvantage considering no other item in the game will let you fly. Manufactured by Marsec.&lt;br /&gt;
&lt;br /&gt;
===X-COM Armour===&lt;br /&gt;
An X-COM/alien hybrid armour suit which is available only after the necessary research has been completed. X-COM engineers must manufacture this suit in pieces. The armour is extremely light and provides approximately 33 to 50% more protection than Megpol armour. This armour is usually available mid to late game.&lt;br /&gt;
&lt;br /&gt;
=Mixing armor=&lt;br /&gt;
&lt;br /&gt;
====Early game====&lt;br /&gt;
One of the more useful setups early in the game is the Marsec body unit complemented with Megapol armor in other locations. This gives the agent the ability to fly coupled with decent protection.&lt;br /&gt;
&lt;br /&gt;
=Typical Use=&lt;br /&gt;
...to be continued&lt;br /&gt;
&lt;br /&gt;
quickie: partial wearing tactics, best mix&#039;n&#039;match, weights + protection, prices, typical avial. quantities, how each helemt filters gases (+ &amp;amp; - of it all).&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Controls_(Apocalypse)&amp;diff=16364</id>
		<title>Controls (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Controls_(Apocalypse)&amp;diff=16364"/>
		<updated>2008-08-22T05:23:15Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Removed a useless line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xcom agents can be controlled somewhat automatically in their actions and reactions to hostiles depending on the settings you choose. To see what each button does, please consult your manual.&lt;br /&gt;
&lt;br /&gt;
==Agent Attitude Settings and Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Safe Mode = Blue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The agent will seek cover first (even so far as to break line of sight with the foe) then engage in combat sporadically. This is a very similar attitude when panicking. Avoidance is paramount. This mode can sometimes be unhelpful because they will ignore your movement commands. &lt;br /&gt;
&lt;br /&gt;
This mode is primarily used if you want the unit to avoid combat. This mode may not be used often with agents, and is quite redundant even with non-combat units under your control. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cautious Mode = Green&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The agent will position themselves behind an object, if one is available, and start firing if allowed to do so. They will sometimes run from an explosive (which is VERY BAD if a Boomeroid is close by). Your agents are aware of enemy positions as they shuffle for a position to fire, but they won&#039;t try to break line of sight. The best aspect of using this mode is that its an equal balance of avoidance and offence. &lt;br /&gt;
&lt;br /&gt;
In real-time combat, if the agent is next to a corner and is under fire from an enemy, the agent will perform an automatic strafing manoeuvre. The agent will sidestep behind the wall for cover, and then sidestep out again every so often and return fire. This is extremely useful in places like wide doorways or when you are near any pillars. &lt;br /&gt;
&lt;br /&gt;
This mode is a good all-rounder that is probably used mainly for its real-time combat sidestepping feature near corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agressive Mode = Red&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your agents will not seek cover or from grenades, your agents will fire towards hostiles even though there might be neutral security forces in the vicinity, your agents will happily run through a swarm of gunfire. In short, they obey your every command. &lt;br /&gt;
&lt;br /&gt;
This is most common option which is used when fighting against enemy forces. You do not want your soldiers to stop firing when stationary. Offence is the best defence. If you have a defensive line outside the Alien craft on either side of the door, the last thing you want is for your Agents to get up and shuffle around for a position as the aliens bear down on them. This delay will get them killed. DON&#039;T do the blue chicken dance. &lt;br /&gt;
&lt;br /&gt;
The only time your agents will move of their own will is to escape fire or stun gas, but will shortly return to their original positions as soon as the gas or fire has cleared. It may help to move your troops to defensive positions manually instead of relying on the computer to do it for you. &lt;br /&gt;
&lt;br /&gt;
This mode is best used when you want full control over the units you&#039;re currently controlling. It is by far the most popular and most players select it automatically and do not change it for the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
== Agent Speed Settings and Tactics ==&lt;br /&gt;
Note: If set to walk or crawl, an agent that has no weapons will run if they see an enemy, but resume walking/crawling once any visual contact is lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Crawl===&lt;br /&gt;
The agent will drop to the ground and will start to crawl. You need at least 2 free tiles in order to crawl. If in a confined situation, the soldier will stand instead. &lt;br /&gt;
&lt;br /&gt;
Going prone reduces your size as a target and improves your weapon accuracy considerably. However you will move very slowly, and you will not be able to look over small obstacles like low walls. &lt;br /&gt;
&lt;br /&gt;
In Turn based, TU movement consumption will be at its highest.&lt;br /&gt;
&lt;br /&gt;
===Walk===&lt;br /&gt;
The agent will walk to your way point, or walk (usually, but will run sometimes) to a position when seeking cover. An agent is able to fire a weapon when walking but at reduced accuracy. Stamina drain and recovery is equal, so stamina is not consumed nor recovered while walking. &lt;br /&gt;
&lt;br /&gt;
The only two reasons to walk is to fire on the move and to conserve stamina.&lt;br /&gt;
&lt;br /&gt;
Your walking speed will vary depending on your speed and encumbrance levels. Single file formation and some disposition settings will override the walk and make the agent sprint in short bursts. &lt;br /&gt;
&lt;br /&gt;
In Turn based, TU consumption and Stamina are consumed at the normal rate. &lt;br /&gt;
&lt;br /&gt;
===Run===&lt;br /&gt;
The agent will run until tired. Your soldier cannot fire their weapons when moving. Running is very dependant on Stamina. The more your Agent has, the longer they can run. Once they run out of stamina, they will default to walking until they regain some stamina. &lt;br /&gt;
&lt;br /&gt;
In Turn Based, the TU consumption is reduced, while Stamina consumption is increased.&lt;br /&gt;
&lt;br /&gt;
===Kneel===&lt;br /&gt;
When ordered to kneel, agents will drop to a kneeling position as soon as they have no movement orders. Kneeling makes an agent a smaller target like crawling, but not as much and agents can peek over low objects with minimal exposure. Kneeling also makes aiming more steady so that agents get an accuracy bonus when kneeling, but again, not as much as when crawling.&lt;br /&gt;
&lt;br /&gt;
Agents cannot move when kneeling and any movement orders will make them stand up and kneel again when the orders have been finished or cleared. Turning is still allowed. Agents will keep kneeling ( and standing up when moving ) for as long as the kneeling button is active.&lt;br /&gt;
&lt;br /&gt;
In Turn Based, TU&#039;s are consumed whenever an agent has to stand up and kneel back down, so careless use can waste a lot of TU&#039;s as the agent kneels up and down between movement orders.&lt;br /&gt;
&lt;br /&gt;
== Formations ==&lt;br /&gt;
&lt;br /&gt;
There are two squad formations that you can use. Single file or Formation. &lt;br /&gt;
&lt;br /&gt;
===Formation===&lt;br /&gt;
&lt;br /&gt;
Formation is the default setting and positions your troops in a chequered pattern. &lt;br /&gt;
&lt;br /&gt;
===Single File==&lt;br /&gt;
&lt;br /&gt;
Single File is a very interesting formation mode that is rarely used by most players due to a small loss in control that it has over the squad.&lt;br /&gt;
&lt;br /&gt;
It causes a team of agents to dynamically coordinate amongst themselves, no matter how disarrayed they may seem, to fluidly form a single file formation, with the leader or point man always being the agent nearest the way point you specify. This restructuring of the single file chain always happens when you move the team as a group. &lt;br /&gt;
&lt;br /&gt;
Once a single file chain is set up, each agent will have a buddy that they&#039;ll always follow. If you were to deselect the team and select the current leader, all of the other agents will automatically wander after the leader. If you were to break the chain and pick an agent in the middle, that agent becomes the leader of his or her own smaller single file chain. All of the chained agents will keep following their lead unit until they are issued a move order. &lt;br /&gt;
&lt;br /&gt;
This chaining can be used on soldiers in other teams. With clever use of chaining small single-file formations of agents from others squads together, you could move two squads about the field by only controlling one squad in Formation, with each agent in a secondary squad attached to an agent in the first squad. &lt;br /&gt;
&lt;br /&gt;
Chains of agents have an irregular movement pattern. See the next section for details. This irregularity affects any agent that is part of a chain. Even if the lead unit is walking in Formation mode, this movement irregularity continues to hold true until the agent is removed from a Single File chain. &lt;br /&gt;
&lt;br /&gt;
While a very clever walking mode, this movement irregularity causes a small loss in control, thus making it less generally desirable to use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Walking and running in Single File ===&lt;br /&gt;
When walking in the single file mode, the agents may, for reasons unknown, vary their movement from a sluggish walk that is slower than the normal walk or may even sprint towards the nearest agent or (for the leading agent) way point in varying bursts. This is frustrating, therefore you cannot rely them to walk or run normally when in single file. &lt;br /&gt;
&lt;br /&gt;
If you must rush everyone to a particular location in a hurry, break out of single file and go to formation and either move in formation or manually order your troops one at at time.&lt;br /&gt;
&lt;br /&gt;
==Formation and Single File Squad movement modes==&lt;br /&gt;
&lt;br /&gt;
The formations control how groups of agents move in the battlescape. There are only two modes, formation and single file. &lt;br /&gt;
&lt;br /&gt;
===Formation===&lt;br /&gt;
&lt;br /&gt;
The selected agents will move to the next waypoint and stop in a chequered formation. They will attempt to move at their best possible speed depending on how tired they are and what movement modes have been set. This can cause faster soldiers to outdistance slower soldiers.&lt;br /&gt;
&lt;br /&gt;
This is the default setting and most players never switch away from this mode. &lt;br /&gt;
&lt;br /&gt;
===Single File===&lt;br /&gt;
&lt;br /&gt;
The group of selected agents will dynamically form a chain, no matter how jumbled up they are, and the unit closest to the waypoint will form the lead unit. This is a very clever manouvre that can show you how coordinated your agents can be. &lt;br /&gt;
&lt;br /&gt;
The biggest failure of this mode is that agents will move awkwardly at varying speeds, from sluggish crawls to quick sprints for no apparent reason, so the run and walk settings may not have much effect on these agents. Some players ignore this mode completely simply because of this. &lt;br /&gt;
&lt;br /&gt;
Note that once a group has been formed (after ordering a selected group to move), the chain will remain even after the group is unselected. If you select the leading agent, all units that are behind the lead will automatically follow without having to be given orders to do so. &lt;br /&gt;
 &lt;br /&gt;
You can break the chain in the middle by selecting an agent in the chain and then moving it off. In a way, this can be used to create mini chains of single-file squads. See the next section for a more practical use. &lt;br /&gt;
&lt;br /&gt;
This mode fails because of the awkward movement, but is a great way of micromanaging small groups. You can use it to make an agent from a different squad follow a member from another squad automatically. By walking and using aggressive, these units can walk around and automatically use reaction fire on any enemies attacking the leading unit. &lt;br /&gt;
&lt;br /&gt;
===Combining Single File and Formation Mode===&lt;br /&gt;
&lt;br /&gt;
By using single file mode, you can link agents from any group with agents with another. For example, you can get six agents from another squad individually attach themselves to members of the main squad of six agents by making the agents in the first squad the lead unit in mini single-file formations. &lt;br /&gt;
&lt;br /&gt;
Once the units are attached, you can select your main squad and then go back to formation mode. Your main squad will now be able to move about in formation, and the soldiers in the other squad will automatically follow the main squad and basically hover around the primary squad. Note however that because the soldiers are made up of mini single-file formations, your leading units may have their speed affected as if they were in single file. &lt;br /&gt;
&lt;br /&gt;
You can also make longer mini-chains, however this can lead to a big mass agents getting in each others&#039; way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 to be continued...&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Controls_(Apocalypse)&amp;diff=16363</id>
		<title>Controls (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Controls_(Apocalypse)&amp;diff=16363"/>
		<updated>2008-08-22T05:22:36Z</updated>

		<summary type="html">&lt;p&gt;Karpatius: Added kneeling to the movement section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Xcom agents can be controlled somewhat automatically in their actions and reactions to hostiles depending on the settings you choose. To see what each button does, please consult your manual.&lt;br /&gt;
&lt;br /&gt;
==Agent Attitude Settings and Tactics ==&lt;br /&gt;
&#039;&#039;&#039;Safe Mode = Blue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The agent will seek cover first (even so far as to break line of sight with the foe) then engage in combat sporadically. This is a very similar attitude when panicking. Avoidance is paramount. This mode can sometimes be unhelpful because they will ignore your movement commands. &lt;br /&gt;
&lt;br /&gt;
This mode is primarily used if you want the unit to avoid combat. This mode may not be used often with agents, and is quite redundant even with non-combat units under your control. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cautious Mode = Green&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The agent will position themselves behind an object, if one is available, and start firing if allowed to do so. They will sometimes run from an explosive (which is VERY BAD if a Boomeroid is close by). Your agents are aware of enemy positions as they shuffle for a position to fire, but they won&#039;t try to break line of sight. The best aspect of using this mode is that its an equal balance of avoidance and offence. &lt;br /&gt;
&lt;br /&gt;
In real-time combat, if the agent is next to a corner and is under fire from an enemy, the agent will perform an automatic strafing manoeuvre. The agent will sidestep behind the wall for cover, and then sidestep out again every so often and return fire. This is extremely useful in places like wide doorways or when you are near any pillars. &lt;br /&gt;
&lt;br /&gt;
This mode is a good all-rounder that is probably used mainly for its real-time combat sidestepping feature near corners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agressive Mode = Red&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your agents will not seek cover or from grenades, your agents will fire towards hostiles even though there might be neutral security forces in the vicinity, your agents will happily run through a swarm of gunfire. In short, they obey your every command. &lt;br /&gt;
&lt;br /&gt;
This is most common option which is used when fighting against enemy forces. You do not want your soldiers to stop firing when stationary. Offence is the best defence. If you have a defensive line outside the Alien craft on either side of the door, the last thing you want is for your Agents to get up and shuffle around for a position as the aliens bear down on them. This delay will get them killed. DON&#039;T do the blue chicken dance. &lt;br /&gt;
&lt;br /&gt;
The only time your agents will move of their own will is to escape fire or stun gas, but will shortly return to their original positions as soon as the gas or fire has cleared. It may help to move your troops to defensive positions manually instead of relying on the computer to do it for you. &lt;br /&gt;
&lt;br /&gt;
This mode is best used when you want full control over the units you&#039;re currently controlling. It is by far the most popular and most players select it automatically and do not change it for the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
== Agent Speed Settings and Tactics ==&lt;br /&gt;
Note: If set to walk or crawl, an agent that has no weapons will run if they see an enemy, but resume walking/crawling once any visual contact is lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Crawl===&lt;br /&gt;
The agent will drop to the ground and will start to crawl. You need at least 2 free tiles in order to crawl. If in a confined situation, the soldier will stand instead. &lt;br /&gt;
&lt;br /&gt;
Going prone reduces your size as a target and improves your weapon accuracy considerably. However you will move very slowly, and you will not be able to look over small obstacles like low walls. &lt;br /&gt;
&lt;br /&gt;
In Turn based, TU movement consumption will be at its highest.&lt;br /&gt;
&lt;br /&gt;
===Walk===&lt;br /&gt;
The agent will walk to your way point, or walk (usually, but will run sometimes) to a position when seeking cover. An agent is able to fire a weapon when walking but at reduced accuracy. Stamina drain and recovery is equal, so stamina is not consumed nor recovered while walking. &lt;br /&gt;
&lt;br /&gt;
The only two reasons to walk is to fire on the move and to conserve stamina.&lt;br /&gt;
&lt;br /&gt;
Your walking speed will vary depending on your speed and encumbrance levels. Single file formation and some disposition settings will override the walk and make the agent sprint in short bursts. &lt;br /&gt;
&lt;br /&gt;
In Turn based, TU consumption and Stamina are consumed at the normal rate. &lt;br /&gt;
&lt;br /&gt;
===Run===&lt;br /&gt;
The agent will run until tired. Your soldier cannot fire their weapons when moving. Running is very dependant on Stamina. The more your Agent has, the longer they can run. Once they run out of stamina, they will default to walking until they regain some stamina. &lt;br /&gt;
&lt;br /&gt;
In Turn Based, the TU consumption is reduced, while Stamina consumption is increased.&lt;br /&gt;
&lt;br /&gt;
===Kneel===&lt;br /&gt;
Not a form of movement, but an important part of movement controls.&lt;br /&gt;
&lt;br /&gt;
When ordered to kneel, agents will drop to a kneeling position as soon as they have no movement orders. Kneeling makes an agent a smaller target like crawling, but not as much and agents can peek over low objects with minimal exposure. Kneeling also makes aiming more steady so that agents get an accuracy bonus when kneeling, but again, not as much as when crawling.&lt;br /&gt;
&lt;br /&gt;
Agents cannot move when kneeling and any movement orders will make them stand up and kneel again when the orders have been finished or cleared. Turning is still allowed. Agents will keep kneeling ( and standing up when moving ) for as long as the kneeling button is active.&lt;br /&gt;
&lt;br /&gt;
In Turn Based, TU&#039;s are consumed whenever an agent has to stand up and kneel back down, so careless use can waste a lot of TU&#039;s as the agent kneels up and down between movement orders.&lt;br /&gt;
&lt;br /&gt;
== Formations ==&lt;br /&gt;
&lt;br /&gt;
There are two squad formations that you can use. Single file or Formation. &lt;br /&gt;
&lt;br /&gt;
===Formation===&lt;br /&gt;
&lt;br /&gt;
Formation is the default setting and positions your troops in a chequered pattern. &lt;br /&gt;
&lt;br /&gt;
===Single File==&lt;br /&gt;
&lt;br /&gt;
Single File is a very interesting formation mode that is rarely used by most players due to a small loss in control that it has over the squad.&lt;br /&gt;
&lt;br /&gt;
It causes a team of agents to dynamically coordinate amongst themselves, no matter how disarrayed they may seem, to fluidly form a single file formation, with the leader or point man always being the agent nearest the way point you specify. This restructuring of the single file chain always happens when you move the team as a group. &lt;br /&gt;
&lt;br /&gt;
Once a single file chain is set up, each agent will have a buddy that they&#039;ll always follow. If you were to deselect the team and select the current leader, all of the other agents will automatically wander after the leader. If you were to break the chain and pick an agent in the middle, that agent becomes the leader of his or her own smaller single file chain. All of the chained agents will keep following their lead unit until they are issued a move order. &lt;br /&gt;
&lt;br /&gt;
This chaining can be used on soldiers in other teams. With clever use of chaining small single-file formations of agents from others squads together, you could move two squads about the field by only controlling one squad in Formation, with each agent in a secondary squad attached to an agent in the first squad. &lt;br /&gt;
&lt;br /&gt;
Chains of agents have an irregular movement pattern. See the next section for details. This irregularity affects any agent that is part of a chain. Even if the lead unit is walking in Formation mode, this movement irregularity continues to hold true until the agent is removed from a Single File chain. &lt;br /&gt;
&lt;br /&gt;
While a very clever walking mode, this movement irregularity causes a small loss in control, thus making it less generally desirable to use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Walking and running in Single File ===&lt;br /&gt;
When walking in the single file mode, the agents may, for reasons unknown, vary their movement from a sluggish walk that is slower than the normal walk or may even sprint towards the nearest agent or (for the leading agent) way point in varying bursts. This is frustrating, therefore you cannot rely them to walk or run normally when in single file. &lt;br /&gt;
&lt;br /&gt;
If you must rush everyone to a particular location in a hurry, break out of single file and go to formation and either move in formation or manually order your troops one at at time.&lt;br /&gt;
&lt;br /&gt;
==Formation and Single File Squad movement modes==&lt;br /&gt;
&lt;br /&gt;
The formations control how groups of agents move in the battlescape. There are only two modes, formation and single file. &lt;br /&gt;
&lt;br /&gt;
===Formation===&lt;br /&gt;
&lt;br /&gt;
The selected agents will move to the next waypoint and stop in a chequered formation. They will attempt to move at their best possible speed depending on how tired they are and what movement modes have been set. This can cause faster soldiers to outdistance slower soldiers.&lt;br /&gt;
&lt;br /&gt;
This is the default setting and most players never switch away from this mode. &lt;br /&gt;
&lt;br /&gt;
===Single File===&lt;br /&gt;
&lt;br /&gt;
The group of selected agents will dynamically form a chain, no matter how jumbled up they are, and the unit closest to the waypoint will form the lead unit. This is a very clever manouvre that can show you how coordinated your agents can be. &lt;br /&gt;
&lt;br /&gt;
The biggest failure of this mode is that agents will move awkwardly at varying speeds, from sluggish crawls to quick sprints for no apparent reason, so the run and walk settings may not have much effect on these agents. Some players ignore this mode completely simply because of this. &lt;br /&gt;
&lt;br /&gt;
Note that once a group has been formed (after ordering a selected group to move), the chain will remain even after the group is unselected. If you select the leading agent, all units that are behind the lead will automatically follow without having to be given orders to do so. &lt;br /&gt;
 &lt;br /&gt;
You can break the chain in the middle by selecting an agent in the chain and then moving it off. In a way, this can be used to create mini chains of single-file squads. See the next section for a more practical use. &lt;br /&gt;
&lt;br /&gt;
This mode fails because of the awkward movement, but is a great way of micromanaging small groups. You can use it to make an agent from a different squad follow a member from another squad automatically. By walking and using aggressive, these units can walk around and automatically use reaction fire on any enemies attacking the leading unit. &lt;br /&gt;
&lt;br /&gt;
===Combining Single File and Formation Mode===&lt;br /&gt;
&lt;br /&gt;
By using single file mode, you can link agents from any group with agents with another. For example, you can get six agents from another squad individually attach themselves to members of the main squad of six agents by making the agents in the first squad the lead unit in mini single-file formations. &lt;br /&gt;
&lt;br /&gt;
Once the units are attached, you can select your main squad and then go back to formation mode. Your main squad will now be able to move about in formation, and the soldiers in the other squad will automatically follow the main squad and basically hover around the primary squad. Note however that because the soldiers are made up of mini single-file formations, your leading units may have their speed affected as if they were in single file. &lt;br /&gt;
&lt;br /&gt;
You can also make longer mini-chains, however this can lead to a big mass agents getting in each others&#039; way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 to be continued...&lt;/div&gt;</summary>
		<author><name>Karpatius</name></author>
	</entry>
</feed>