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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KiethSomataw99</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T09:23:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=55080</id>
		<title>Drone (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Drone_(EU2012)&amp;diff=55080"/>
		<updated>2014-01-08T17:17:32Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Drone 2 (EU2012).png|right|300px|Drone]]&lt;br /&gt;
The Drone is a lightly armoured flying robotic engineer with a weak ranged attack. Their main purpose within the Alien armada is to repair allied heavy robotic units in order to keep them gunning down your [[Squads (EU2012)|squad]] for as long as possible. Their threat is minimal after you&#039;ve upgraded to [[Carapace Armor (EU2012)|Carapace Armor]] but they are almost always found with extremely deadly [[Cyberdisc (EU2012)|Cyberdiscs]] and [[Sectopod (EU2012)|Sectopods]] during combat.&lt;br /&gt;
&lt;br /&gt;
There is a [[Foundry (EU2012)#Drone Capture|Foundry]] upgrade that lets you upgrade your [[Arc Thrower (EU2012)|Arc Throwers]]. The upgrade allows you to use them to hack Drone units essentially allowing you to add them to your squad for the rest of the mission. You can use them to repair your [[S.H.I.V. (EU2012)|S.H.I.V.s]] (&#039;&#039;&#039;In Enemy Within DLC, they can also repair [[MEC Trooper (EU2012)|MECs]]&#039;&#039;&#039;). They can also use a self-destruct ability in order to damage enemy units.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Stats==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|150px]]&lt;br /&gt;
|hp=3/3/5/7&lt;br /&gt;
|aim=60/60/70/70&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=Robotic&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities/Weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Beam&#039;&#039;&#039;: Causes 2 base [[Damage (EU2012)|damage]]. &lt;br /&gt;
*&#039;&#039;&#039;Self Destruct:&#039;&#039;&#039; The Drone self-detonates, dealing damage similar to a [[Frag Grenade (EU2012)|Frag Grenade]].&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; The Drone can repair a damaged Sectopod or Cyberdisc, letting it stay in the fight for longer.&lt;br /&gt;
* &#039;&#039;&#039;Robotic&#039;&#039;&#039;: Immune to stun, poison and most psionic attacks. &lt;br /&gt;
* &#039;&#039;&#039;Flight&#039;&#039;&#039;: Has 35 fuel. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
*If killed during a successful mission a [[Drone Wreck (EU2012)|Drone Wreck]] will be recovered. &lt;br /&gt;
*In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], Drones accompanying Sectopods are exceptionally dangerous, as with the Sectopod&#039;s new 50% damage reduction, that means that two drones can effectively heal 12HP worth of damage each alien turn.&lt;br /&gt;
*Drones will always be encountered when you assault the alien base. Attacking the alien base early and you&#039;ll find them without cyberdiscs and/or sectopods.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Aliens (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Infiltration&amp;diff=46625</id>
		<title>Alien Infiltration</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Infiltration&amp;diff=46625"/>
		<updated>2013-07-08T20:15:13Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Infiltration.png|thumb|right|Alien Infiltration research topic and mission.]]&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, and an alien base will also be constructed which generates daily activity points, which are eventually subtracted from your score. &lt;br /&gt;
&lt;br /&gt;
Initially, several Scouts will perform investigations prior to the main infiltration attempt.&lt;br /&gt;
&lt;br /&gt;
In the main Infiltration wave, a Large Scout will appear, followed by a Terror Ship, Supply Ship and two Battleships. It has been shown that shooting down any of these craft before they slow down will delay the next craft by a couple of days; if the craft are ignored even for a short while, long enough to slow down, the sequence proceeds extremely quickly.&lt;br /&gt;
It has been conclusively shown that shooting down the UFOs or [[UFO Ground Assault|assaulting the landed ships]] will NOT stop the infiltration from succeeding. Shooting down the earlier ships will delay, but not entirely stop the second Battleship. The moment the second battleship appears in Earth&#039;s atmosphere, the infiltration is successful and complete. If the month ends before the second battleship arrives, the infiltrated country will still fund the project normally.&lt;br /&gt;
&lt;br /&gt;
When a country is successfully infiltrated, an alien base will be instantly created in or near the country. Always search for the alien base after the second Battleship. And once you know that the base is there, you have several options available to you.&lt;br /&gt;
&lt;br /&gt;
Of course, losing too many countries to alien infiltration may result in the council terminating the project and you losing the game, but that hasn&#039;t been confirmed.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pact&amp;diff=46624</id>
		<title>Pact</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pact&amp;diff=46624"/>
		<updated>2013-07-08T20:08:34Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The greatest threat to X-COM is not the aliens themselves; rather, it is the whims of the funding council. While [[Elerium-115|Elerium]] and [[Alien Artefacts]] are critical, X-COM cannot continue to operate without the approval of the funding council. The aliens realize this and will attempt to sign non-aggression pacts with the [[Country Funding|member nations]]. The aliens will offer the country superior alien technology, and knowledge.  Sometimes they will also attempt to threaten the country&#039;s leaders into submission. In any case, in exchange for all of these gifts, they ask only one thing: Stop funding X-COM. The loss of revenue by such pacts must be avoided at all costs, for without funding, X-COM cannot hope to continue the fight. It is suspected the aliens have no intent of following up on their end of the bargain once X-COM has been erased from existence, and it is known they would aggressively assault any nations that double-cross them.&lt;br /&gt;
&lt;br /&gt;
In conclusion: If a country signs a pact with the aliens, X-COM loses all funding from them for the remainder of the war. Of course, having enough countries signing pacts with the aliens could result in the council being forced into terminating the X-COM Project.&lt;br /&gt;
&lt;br /&gt;
== Pact Recovery == &lt;br /&gt;
&lt;br /&gt;
Pacts were previously recoverable in an earlier version of the game, but this was later removed in the official patches.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to: [[X-COM Bases]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Pact&amp;diff=46623</id>
		<title>Pact</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Pact&amp;diff=46623"/>
		<updated>2013-07-08T20:08:24Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The greatest threat to X-COM is not the aliens themselves; rather, it is the whims of the funding council. While [[Elerium-115|Elerium]] and [[Alien Artefacts]] are critical, X-COM cannot continue to operate without the approval of the funding council. The aliens realize this and will attempt to sign non-aggression pacts with the [[Country Funding|member nations]]. The aliens will offer the country superior alien technology, and knowledge.  Sometimes they will also attempt to threaten the country&#039;s leaders into submission. In any case, in exchange for all of these gifts, they ask only one thing: Stop funding X-COM. The loss of revenue by such pacts must be avoided at all costs, for without funding, X-COM cannot hope to continue the fight. It is suspected the aliens have no intent of following up on their end of the bargain once X-COM has been erased from existence, and it is known they would aggressively assault any nations that double-cross them.&lt;br /&gt;
&lt;br /&gt;
In conclusion: If a country signs a pact with the aliens, X-COM loses all funding from them for the remainder of the war. Of course, having enough countries signing pacts with the aliens could result in the council being forced into terminating the Xcom Project.&lt;br /&gt;
&lt;br /&gt;
== Pact Recovery == &lt;br /&gt;
&lt;br /&gt;
Pacts were previously recoverable in an earlier version of the game, but this was later removed in the official patches.  &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to: [[X-COM Bases]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Floater&amp;diff=46610</id>
		<title>Floater</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Floater&amp;diff=46610"/>
		<updated>2013-07-03T21:12:31Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the corresponding alien in &#039;&#039;XCOM: Enemy Unknown&#039;&#039; check [[Floater (EU2012)| Floater (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
[[Image:floater.png|right|Floater]]&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; are weak creatures that- as their name suggests- are capable of flight.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Sectoid]]s, who can be very dangerous when accompanied by [[Cyberdisc]]s and/or a Sectoid Leader, Floaters are not particularly dangerous. Their main tactical advantage is their ability to fly - this can often make them more difficult to spot and also allows them to take up sniping positions on roofs and other high areas, although this is rarely done.&lt;br /&gt;
&lt;br /&gt;
Floaters are usually to be found performing scouting or [[Terror Mission]]s, and are accompanied on the latter by [[Reaper]]s.&lt;br /&gt;
&lt;br /&gt;
Floaters are perhaps the most common alien race you&#039;ll encounter throughout the game. &lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               50-69&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            35-45&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            90-116&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         50-81&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          40-51&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   25-78&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 58-65&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      35-52&lt;br /&gt;
&lt;br /&gt;
==Live specimen==&lt;br /&gt;
The Floaters are primarily soldiers and terror agents.&lt;br /&gt;
&lt;br /&gt;
They are naturally predatory beasts, genetically engineered and cybernetically enhanced to make formidable warriors. The lower half of the body and most internal organs are surgically removed, and a life support system is installed.&lt;br /&gt;
&lt;br /&gt;
This implant contains an anti-gravity unit which enables the creature to float, albeit unsteadily, through the air.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:floaterautopsy.png|right|Floater Autopsy]]&lt;br /&gt;
The creature has been drastically altered by surgery. The device which seems to form the core of the body is a life support system, taking over the function of heart, lungs and digestive system.&lt;br /&gt;
&lt;br /&gt;
This would enable the creature to survive in extremely hostile environments. The brain is smaller than ours, but the sensory organs are well developed.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Floater:&lt;br /&gt;
* The Floater takes 1.2x damage from melee attacks, and 1.6x damage from a Celatid&#039;s acid spit.&lt;br /&gt;
* Average Energy.&lt;br /&gt;
* Is slow (low TUs).&lt;br /&gt;
* Low Health.&lt;br /&gt;
* Low Reactions.&lt;br /&gt;
* Low Strength.&lt;br /&gt;
* Low Psi Strength.&lt;br /&gt;
* Very low Firing and Throwing Accuracy.&lt;br /&gt;
* Rank matters when fighting Floaters. Floater Leaders and Commanders have much better stats than the other ranks, especially concerning [[Firing Accuracy|Firing]], [[Reactions|Reactions]] and Armor. This can lead to some unpleasant surprises when those ranks are present but it is also a way to figure out the higher ranks if you don&#039;t have a [[Mind Probe|Mind Probe]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Battleship&amp;diff=46609</id>
		<title>Battleship</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Battleship&amp;diff=46609"/>
		<updated>2013-07-03T21:09:18Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Alien Terror */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The battleship is the largest and most powerful [[UFOs|alien craft]]. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members.&lt;br /&gt;
&lt;br /&gt;
This ship appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Dreadnought]].&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistic&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Large&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Max Speed(km/h)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;148&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(range units)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;520&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Damage Capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Downed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Destroyed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Missions==&lt;br /&gt;
Battleships are normally associated with retaliation, base construction and Infiltration missions, however, unlike Terran Battleships the alien battleship can fulfill a very diverse set of mission profiles. Unlike [[Supply ship|Supply Ships]], [[Terror ship|Terror Ships]], [[Harvester]]s, or [[Abductor]]s, a Battleship&#039;s presence does not lend itself to one or two specific [[Alien Missions|alien missions]]. For an [[X-COM]] Commander tracking a Battleship using radar, he or she must observe the Battleship&#039;s movement patterns in order to guess its mission. The Commander must then take appropriate measures to deal with the battleship. He or she may even choose to ignore the Battleship, as their size and firepower require an extensive commitment of personnel and equipment that may not justify the attack. Though not often, Battleships can occasionally accomplish nothing, with no penalty aside from a slightly raised [[UFO Activity]] graph. (&#039;&#039;See: Alien Retaliation&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Battleships can be involved in the following missions:&lt;br /&gt;
&lt;br /&gt;
===Alien Base===&lt;br /&gt;
The construction of [[Alien Base Assault|alien bases]] are marked by heavy UFO activity in rural areas. In addition to the scouts and Supply Ships sent by the aliens to survey the potential base site, a Battleship is sent to inaugurate the base as soon as the construction is completed. To be precise, the moment the battleship appears in orbit means that the base is fully operational.&lt;br /&gt;
So, if a Very Large UFO appears as part of a large force of Small and Large UFOs, then it is likely to be on an Alien Base mission, and is likely to make a landing. It is possible to capture the Battleship&#039;s commander and 4 power plants intact at this time. It is much easier to find the commander on the bridge of a Battleship than deep inside the maze of an Alien Base.&lt;br /&gt;
&lt;br /&gt;
Note that shooting down the Battleship will not prevent base construction, so if you see a Battleship on an Alien Base mission this is a signal to start looking for the base.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
Two Battleships are always the primary component in the final phase of an infiltration. The Battleships are part of a large force of five ships sent, much like in Alien Base missions. However, ships involved in an Alien Infiltration mission will instead land in urban locations. Battleships contain the alien &amp;quot;diplomats&amp;quot; who will persuade (with 100% success rate, best door to door salesman ever!) one of Earth&#039;s countries to cease funding X-COM, and form a [[pact]] with the aliens. The alien &amp;quot;diplomats&amp;quot; leave the ship immediately upon entering the Earth&#039;s atmosphere, presumably through teleportation or alien parachutes, however, and continue their goal of signing a pact with one of Earth&#039;s countries regardless of what happens to their base ship. This means that a ground assault on the UFO will not prevent the aliens from accomplishing their mission. In addition, this alien diplomat will then convince the nation he has just converted to build an alien base for their new allies, which will be completed in a matter of hours. Shooting down and/or assaulting alien craft during the main infiltration wave will merely delay the second battleship. &lt;br /&gt;
&lt;br /&gt;
In effect, as soon as you see the Battleships appear (with Hyperwave Decoder informing you that it is) performing Alien Infiltration, you have lost 1 funding country, and an alien base has just appeared in or next to that country.&lt;br /&gt;
&lt;br /&gt;
Battleships are most often seen on this type of mission. When two Battleships follow the rapid appearance (in order) of a Large Scout, Terror Ship, and Supply Ship (this group of 5 UFOs is sometimes referred to as the Mass Infiltration Fleet), then it is very likely an Infiltration mission.&lt;br /&gt;
&lt;br /&gt;
===Alien Retaliation===&lt;br /&gt;
Alien Retaliation missions have two main components: Search, and Destroy. The Battleship quite often fulfills the &amp;quot;destroy&amp;quot; component for obvious reasons - it&#039;s the troop carrier. The heavy firepower of a Battleship is required to breach any barricaded underground [[Hangar]]s and [[Access Lift]]s, and they contain the troops, weapons, and terror units for the subsequent assault on any [[Base Defense|X-COM Base]] itself.&lt;br /&gt;
&lt;br /&gt;
There are two theories on what occurs with the Battleship itself.&lt;br /&gt;
1st theory: After unloading its troops, a Battleship on a retaliatory mission will return to space instantly, disappearing from our detection range instantaneously. Perhaps is engages some form of FTL drive. &lt;br /&gt;
2nd Theory: Based on how the Battleship comes from space, enters Earth&#039;s atmosphere at Very High altitude, very rapidly switches to Very Low altitude, does not decelerate from it&#039;s maximum speed at any point, and disappears from radar existance as soon as it makes contact with the Xcom Base... it seems highly possible that the aliens use a kamikaze ramming attack in order to create a direct insertion of troops into the Xcom Base, thus explaining why your forces perform an interior assault defence, instead of exterior. This also explains why your base defences only have time for 1 volley, unless you use the Grav Shield to repel the battleship. &lt;br /&gt;
In any case, is thus impossible to assault the Battleship after the base has been defended.&lt;br /&gt;
&lt;br /&gt;
Any Battleship that is going to attack your base will head on a direct path for the base at near-maximum speed. It is thus impossible to shoot down the Battleship except with the Avenger, or with base defenses. Even then, the chances of shooting down a battleship with an Avenger from the target base is very minimal. If a Very Large craft is detected on a direct course for one of your bases, then start [[Base Defense|base defense]] preparations immediately.    &lt;br /&gt;
&lt;br /&gt;
There are other Battleships that appear on Retaliation missions, however. In the final stages of a Retaliation mission in an area, two Battleships will be deployed to search for your base. However, Battleships do not appear to have any sensing equipment, so Battleships acting in this capacity will generally just fly around for a bit and then leave.&lt;br /&gt;
&lt;br /&gt;
An easy way to tell whether the battleship is a &amp;quot;searcher&amp;quot; or a &amp;quot;destroyer&amp;quot; is it&#039;s altitude. It always starts Very High, but if it almost immediately shifts to Very Low, your base has been found and it is going to head straight for your base and land at top speed. If it remains Very High, then it is merely searching. &lt;br /&gt;
&lt;br /&gt;
Battleship movement on an Alien Retaliation mission is characterized by either a fast, direct course for one of your bases, or a repeated &amp;quot;weaving&amp;quot; pattern around where many UFOs have been downed recently. Often, a battleship which has not detected your base will make a fast direct course towards your base, but will then begin it&#039;s weaving pattern. They will only land to attack your base. A Battleship searching for your base will soon give up and head for space.&lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
Alien Harvest missions also include a Battleship in their final stages (after the Harvesters). The aliens&#039; motivations for sending a Battleship to do this are unknown, but it performs the same function as a Harvester within these missions (lands several times, counting as a successful Alien Harvest each time).&lt;br /&gt;
&lt;br /&gt;
===Alien Terror===&lt;br /&gt;
A battleship will sometimes act as a scout to choose the appropriate site for a terror ship to conduct an attack on the targeted city if enough smaller ships were shot down.&lt;br /&gt;
&lt;br /&gt;
== Intercepting Battleships ==&lt;br /&gt;
===Speed===&lt;br /&gt;
Despite being the largest class of ships, alien Battleships have four [[Elerium-115]] powered [[UFO Power Source|power sources]], and as such can travel through Earth&#039;s atmosphere at a surprisingly high speed - they have been known to travel at over five thousand knots during atmospheric entry and exit. Because of this, it is very difficult for standard [[Craft|X-COM craft]] to intercept a Battleship during these phases of its flight. X-COM Commanders must usually wait for the Battleship to slow down as they approach their mission zone in order to intercept it.&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
&lt;br /&gt;
When X-COM forces have engaged a Battleship, the commander and pilots must be extra cautious due to the powerful nature of the battleship&#039;s weapon. The battleship&#039;s weapon has a range of sixty-five kilometres - equal to the Fusion Ball Launcher, which mean it has a firing range greater than every other weapon. Battleships have a damage range of 74-148 damage per hit. The Battleship will just barely fire 3 times before X-COM craft can get within Plasma Beam range to return fire.  &lt;br /&gt;
&lt;br /&gt;
To get a rough idea of how long the various aircraft can survive against direct hits from the Battleship weapon, refer to the following table. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Ship(health)&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Hits to destroy&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Interceptor]] (100)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 ~ 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skyranger]] (150)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 ~ 3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Firestorm]] (500)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 ~ 6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Lightning]] (800)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 ~ 10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Avenger]] (1200)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 ~ 16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From here we can see that the lighter class Terran [[Interceptor]]s must rely on luck to survive the initial barrage from the UFO before they can get within [[Plasma Beam]] range. This means they have the great risk of destruction when sent against a battleship. &lt;br /&gt;
&lt;br /&gt;
Advanced ships are therefore recommended due to their greater hit point allotments, allowing them to withstand more attacks. Multiple aircraft will always improve the odds of survival no matter the aircraft setup. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
A Battleship is well armoured (3200 to be destroyed, 1600 to crash it). Native terran technology - [[Cannon]], [[Stingray]]s, and [[Avalanche]]s - have little chance of downing a battleship quickly unless used in high quantity.  Anything less than an [[Avenger]] with single or twin [[Plasma Beam]]s is not discouraged as even an Avenger will sustain moderate damage when intercepting a Battleship by itself.  [[Fusion Ball Launcher]]s may be effective, but only when intercepting with multiple craft or used in combination with a Plasma Beam. &lt;br /&gt;
&lt;br /&gt;
If for what ever mad reason you suddenly decide to use cannons against the Battleship, four fully armed cannons are the absolute minimum, with some allowances given for multiple misses. The four cannons spread across two or more Avengers are required for any chance of success.  &lt;br /&gt;
&lt;br /&gt;
===Geoscape Engagement: Summary ===&lt;br /&gt;
&lt;br /&gt;
The Battleship is the fastest, strongest and most durable UFO in the alien fleet. Only the best available ships armed with powerful long ranged weapons should be used to engage it in air to air combat. &lt;br /&gt;
&lt;br /&gt;
Even with the best preparations, any ship can sustain heavy damage from a Battleship, resulting in long repair time. Engaging with multiple aircraft improves the efficiency of the interception and reduces overall damage received while allowing you to shoot down the Battleship sooner. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a counterpoint to attacking a Battleship, because their appearance is often merely an obligatory gesture and is independent on the success rate of an Alien Base or Infiltration mission, there is no immediate benefit to shooting down a battleship to directly influence the effect of the mission. It may therefore be preferable to do an ordinary ground assault on a Battleship that has landed rather than attack it in the air. &lt;br /&gt;
&lt;br /&gt;
Shooting down the Battleship also causes you to lose some of the power units, and consequently the elerium pods that come with them. Few aliens will be lost as between 0 to 1 engineer will be in any one of the Battleship&#039;s four struts. It must be noted however that Engineers on Battleships are armed with Blaster Bombs, making each engineer killed rather significant.  Furthermore, these struts are considered fairly good UFO entry points, and a blown up power source will usually result in busted walls in the strut.&lt;br /&gt;
&lt;br /&gt;
The primary advantage of shooting down a Battleship is therefore to forcibly ground it for a few hours, allowing you to attack it when you are ready.&lt;br /&gt;
&lt;br /&gt;
== Assaulting/Recovering Battleships ==&lt;br /&gt;
===Mission Spoils===&lt;br /&gt;
&lt;br /&gt;
Assaulting a landed or downed Battleship with ground forces is a dangerous operation, and the rewards from a successful raid are equally proportionate to the difficulty. &lt;br /&gt;
&lt;br /&gt;
A Battleship has four [[UFO Power Source|power sources]], and two hundred units of [[Elerium-115]]. In addition, these Power Sources are far away from each other, which gives them vastly better survival rates compared to the Power Unit clusters found in Terror Ship. In short, the Battleship has the highest probability of any shot down UFO to have at least 1 surviving Power Source. &lt;br /&gt;
&lt;br /&gt;
Battleships carry many [[Alien Entertainment]] and [[UFO Navigation]] units, and is constructed of vast quantities of [[Alien Alloys]]. &lt;br /&gt;
&lt;br /&gt;
Battleships are manned by a large crew comprising of every possible rank and alien combination in addition to their terror unit counterpart(s). From soldiers to the commanders X-COM needs to capture to end the war. Because the crew size is large, one can often find large amounts of alien [[Weapons|weapons]] and ammo. The Battleship is the *ONLY* UFO where it is possible to find and recover the Blaster Launcher and Blaster Launcher Bombs.&lt;br /&gt;
&lt;br /&gt;
===Ground Threats===&lt;br /&gt;
The Battleship carries a large crew complement. These are often equipped with [[Heavy Plasma]]s and [[Alien Grenade]]s, which pose a large threat. In addition to the regular alien species, their associated [[Terror Units]] accompany them on Battleships. Last but not least, high ranking officers on a Battleship are armed with the dreaded [[Blaster Launcher]]. Squad leaders must be careful in their deployment of personnel on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Entry===&lt;br /&gt;
&lt;br /&gt;
Heavy Weapons Platforms can enter the central lift and navigate much of the second floor, however the lift on the third floor is closed off via small doorways. HWPs are very useful for opening the main doors on the bottom level and allowing soldiers to fire at any aliens inside, or to send a blaster bomb up into the interior of the UFO.&lt;br /&gt;
&lt;br /&gt;
Forced entry using a Blaster Bomb is often used, as it also reduces the risk of succumbing to an alien ambush on the second or third floors. The four corner legs can be one entry point, although elerium may be damaged from such an entry. If [[Flying Suit]]s are available, then an entry from the top level is also an effective tactic that also minimizes the risk of damaging elerium. Entering via the top floor also gives a good chance of surprising and capturing alien officers. A pincer movement, with two or more fire teams working from multiple entry points, is a very effective tactic while storming a Battleship.&lt;br /&gt;
&lt;br /&gt;
==Battleship Layout==&lt;br /&gt;
&lt;br /&gt;
The Battleship consists of three layers. The ground level, mid section and the top level. &lt;br /&gt;
&lt;br /&gt;
See [[#Terrain Maps|Terrain Maps and Floorpans]] for visuals of the various layers. &lt;br /&gt;
&lt;br /&gt;
===Level 0: Ground Level=== &lt;br /&gt;
&lt;br /&gt;
The ground level has four &amp;quot;legs&amp;quot; one on each corner and a central leg that acts as the primary carriage way for the ship. lift shaft. The corner legs cannot be entered from the outside, as they house the power sources. The center leg or lift has two doors that give access to a wide lift. &lt;br /&gt;
&lt;br /&gt;
Due to the compass orientation that the battleship always lands, the doors always open towards the south and west, the other directions are effectively blind. The doors are large enough to allow passage of large terror units and [[Heavy Weapons Platforms]] into the UFO. This pair of doors is the only formal access point in or out of the Battleship, therefore a siege is very effective here. &lt;br /&gt;
&lt;br /&gt;
Be warned that any groups of soldiers sieging the the Battleship will be vulnerable to hostile blaster bombs, so use the tactic with discretion and consider your troop spacing with care. Alien Engineers have been known to patrol the fields with their trusty blaster launchers, and most aliens will carry alien grenades. &lt;br /&gt;
&lt;br /&gt;
=== Level 1: Middle Level === &lt;br /&gt;
&lt;br /&gt;
The second level has four major hallways (or two, if you look at it that way). Each leads to a small lift that accesses the four outer pods holding the Power Sources. There are three main rooms, two of which seem to be used for storage. One is filled with the red spheres and cylinders on blue support legs that we have not yet identified. The fourth room, constructed heavily out of alien entertainment walls, is best thought of as the recreation deck.&lt;br /&gt;
&lt;br /&gt;
Note that there is a small access grav-lift in the north-western portion of this floor, which can allow you to enter the upper level indirectly. &lt;br /&gt;
&lt;br /&gt;
=== Level 2: Top Level === &lt;br /&gt;
&lt;br /&gt;
Unlike the level below it, the lift on this level is surrounded by strong walls. This level of the UFO has lots of smaller rooms and tight corridors, making it very dangerous. There are two major rooms which appear to be the navigation room, and bridge. Both rooms have the distinctive blue chairs, yet only one has any navigation modules. The two rooms are on opposite ends of the ship. The third level is also where X-COM forces are most likely to find any Alien Navigators or Alien Leaders, or possibly even the commander on non-Muton Battleships.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Roof ===&lt;br /&gt;
The roof is a flat surface and nothing much else. It is of no threat to anyone. Suitable entrances into the level underneath it can be made with the aid of Blaster Bombs. &lt;br /&gt;
&lt;br /&gt;
As with any UFO, soldiers wearing flying suits can also land on the roof and provide support for troops that are storming the UFO from the ground entrance by operating a motion scanner. &lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,000,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$320,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$480,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;231&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,501,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,000,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$4,301,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Also see [[UFO Recovery Values#Battleship|UFO Recovery Values]].&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Sectoids/Floaters&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Snakemen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Mutons&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-14*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Ethereals&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Needs testing to determine actual number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:UFO_160MAP-L1.JPG|Level 0&lt;br /&gt;
Image:UFO_160MAP-L2.JPG|Level 1&lt;br /&gt;
Image:UFO_160MAP-L3.JPG|Level 2&lt;br /&gt;
Image:UFO_160MAP.JPG|Level 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
==Floor Plans==&lt;br /&gt;
	 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Battleship_0.gif|Level 0&lt;br /&gt;
Image:Battleship_1.gif|Level 1&lt;br /&gt;
Image:Battleship_2.gif|Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TFTD Note==&lt;br /&gt;
[[TFTD]] also has &amp;quot;Battleship&amp;quot; as a craft title. &lt;br /&gt;
However, it is relegated to the place of TFTD&#039;s version of the [[Terror Ship]]. &lt;br /&gt;
TFTD&#039;s direct Battleship parallel is the [[Dreadnought]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{UFO Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (EU)]][[Category: Research (EU)]][[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Mission&amp;diff=46608</id>
		<title>Terror Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Mission&amp;diff=46608"/>
		<updated>2013-07-03T21:08:11Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* UFOs with Terror Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Terror Mission Briefing}}&lt;br /&gt;
Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any [[civilian]]s in the area by neutralising the alien menace.To abort the mission return XCom operatives to transport vehicle and click on the &#039;Abort Mission&#039; icon.&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Mission Briefing Screen}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In a political move to blacken X-Com&#039;s image, [[Terror Ship]]s with large squads of aliens are sent to terrorize small towns and cause panic amongst the populace, and then execute them after several hours. All done in an effort to show the stakeholders how ineffective X-COM is and to convince them to withdraw their financial support. &lt;br /&gt;
&lt;br /&gt;
Terror missions are fought in small towns consisting mainly of urban dwellings, parks, and small commercial buildings such as food markets, store houses and gas stations. &lt;br /&gt;
&lt;br /&gt;
What sets a terror mission apart from most ordinary missions is that there will be no UFO on the ground and the aliens will be scattered all over the town on the streets and hidden in buildings. An added layer of difficulty is the inclusion of panicking civilians, who get attacked by the aliens moments after the X-Com transport lands. X-Com operatives need to attempt and save as many of the civilians as they can in addition to keeping themselves alive. &lt;br /&gt;
&lt;br /&gt;
Furthermore, while not unique to Terror Missions, the aliens will be accompanied by powerful &amp;quot;[[Terror Units|Terror Unit]]s&amp;quot;. Each race will have a unique terror unit assigned to them that supports them by providing heavy armour, fire power or even unusual forms of attack such as zombification or arced acid attacks.&lt;br /&gt;
&lt;br /&gt;
==Terror Site Generation==&lt;br /&gt;
&lt;br /&gt;
Terror sites occur when: &lt;br /&gt;
&lt;br /&gt;
# A Terror Site is deliberately scheduled to occur. There is a chance this may happen every month. &lt;br /&gt;
# An Alien Terror mission is generated and a series of UFOs are sent to scout a region to attack. If successful, a terror mission is scheduled. &lt;br /&gt;
&lt;br /&gt;
When a terror mission is scheduled to occur, a terror ship will eventually appear in the atmosphere and head in a straight line to a randomly selected city in the region that it is attacking.&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Civilian Deployment==&lt;br /&gt;
The number of civilians spawning during a Terror Mission is between 0-16.  Generally, expect between 8 and 16 civilians to still be alive when you arrive.  However, if the aliens have wiped them all out, they&#039;ll still happily combat your squad.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
* The Terror UFO isn&#039;t anywhere to be found during a terror mission.&lt;br /&gt;
* [[Urban Terrain]] (city/suburb).&lt;br /&gt;
* In a terror site - worry about your soldiers first. Civilians later. Very important. This is a game, so you can choose to be a bit heartless. (It&#039;s called collateral damage)&lt;br /&gt;
* The gas pumps are explosive!&lt;br /&gt;
**There is some weird damage modelling that allows some aliens to be killed instantly by misfires that strike gas pumps. &lt;br /&gt;
* All buildings in the cityscape are very weak. Light gunfire can destroy fences and walls. &lt;br /&gt;
*To save a few more civilians than usual, limit indiscriminately firing or throwing HE rounds into unexplored areas or in areas where visibility around obstacles is difficult. &lt;br /&gt;
* TIME is NOT on your side. If you want a half-decent score, expand quickly and secure. The quicker you kill aliens or get them to panic, the more civilians you&#039;ll save overall.&lt;br /&gt;
*The aliens will have grenades and heavy plasma, but they never bring blaster bombs along on terror missions. &lt;br /&gt;
* Bring lots of heavy rockets and high-explosive. First people off the transport should create a &amp;quot;free fire&amp;quot; zone around the craft with them. You aren&#039;t penalized for property damage, so level the place.&lt;br /&gt;
* You can get a rough idea for how many civilians are left by gauging the length of the alien turn (civilians move after aliens).  You can also count the number of civilian screams you hear during alien turns -- each scream is a death.  To get a sure-fire count of total civilians, you can save your game, abort the mission, check the debriefing tally of killed civilians, and then reload.  (Some players may view this as cheating.)&lt;br /&gt;
&lt;br /&gt;
==UFOs with Terror Missions==&lt;br /&gt;
The city-raiding terror mission mentioned above occurs only when a [[Terror ship|Terror Ship]] is sent on an Alien Terror mission and lands on a city. &lt;br /&gt;
&lt;br /&gt;
But before this happens the aliens will send a [[Small Scout|Small]]/[[Medium Scout|Medium]]/[[Large Scout|Large Scout]] which will show on a [[Hyper-wave Decoder]] as on a Terror Mission. &lt;br /&gt;
&lt;br /&gt;
If you are consistent and successfully destroy the scouts, the aliens will start sending out heavier UFO classes as scouts. This will gradually increase until you finally have Battleships and Terror Ships as scouts during the last few UFOs in the Alien Terror waves. &lt;br /&gt;
&lt;br /&gt;
The ship will land randomly, in some non-urban area, and behave much like you would expect to see on a an [[Alien Missions#Alien_Research|Alien Research]] or [[Alien Missions#Alien_Abduction|Alien Abduction]] mission.  Unlike a city raid, these scout terror missions will not include [[Terror Units]].&lt;br /&gt;
&lt;br /&gt;
While the city-raiding missions cannot be ignored because of the drop in X-Com&#039;s funding and esteem that it would cause, they can be largely avoided by shooting down the scouts. Another alternative, perhaps more risky, is to try to shoot the Terror Ship before it lands. &lt;br /&gt;
&lt;br /&gt;
As with any violent means of taking down UFOs, both methods may subject the interceptor&#039;s home base to [[Alien Retaliation]].&lt;br /&gt;
&lt;br /&gt;
Destroying the Alien Terror UFO scouts has a chance of deterring the success of the actual Terror Mission from occurring. It will initially push back timeline when the next Alien Terror UFO will appear. (This note is as-yet uncomfirmed at this stage) If the Alien Terror scout UFOs go beyond a certain period of time since the Alien Terror mission began, their attempt to generate a terror mission will fail and they will stop scheduling scouts. &lt;br /&gt;
&lt;br /&gt;
To know if a Terror Ship will attack a city, watch its flight pattern: if it immediately heads towards a city after arriving at a region, then it will perform a Terror Mission. If slows down and changes its flight course, then consider it to be a scout.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Terror Units]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Alien Terror]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Urban Terrain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mission Types Navbar}}&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Mission&amp;diff=46607</id>
		<title>Terror Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Mission&amp;diff=46607"/>
		<updated>2013-07-03T21:07:21Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* UFOs with Terror Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Terror Mission Briefing}}&lt;br /&gt;
Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any [[civilian]]s in the area by neutralising the alien menace.To abort the mission return XCom operatives to transport vehicle and click on the &#039;Abort Mission&#039; icon.&lt;br /&gt;
{{Ref Close | source = X-COM UFO Defense/Enemy Unknown Mission Briefing Screen}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In a political move to blacken X-Com&#039;s image, [[Terror Ship]]s with large squads of aliens are sent to terrorize small towns and cause panic amongst the populace, and then execute them after several hours. All done in an effort to show the stakeholders how ineffective X-COM is and to convince them to withdraw their financial support. &lt;br /&gt;
&lt;br /&gt;
Terror missions are fought in small towns consisting mainly of urban dwellings, parks, and small commercial buildings such as food markets, store houses and gas stations. &lt;br /&gt;
&lt;br /&gt;
What sets a terror mission apart from most ordinary missions is that there will be no UFO on the ground and the aliens will be scattered all over the town on the streets and hidden in buildings. An added layer of difficulty is the inclusion of panicking civilians, who get attacked by the aliens moments after the X-Com transport lands. X-Com operatives need to attempt and save as many of the civilians as they can in addition to keeping themselves alive. &lt;br /&gt;
&lt;br /&gt;
Furthermore, while not unique to Terror Missions, the aliens will be accompanied by powerful &amp;quot;[[Terror Units|Terror Unit]]s&amp;quot;. Each race will have a unique terror unit assigned to them that supports them by providing heavy armour, fire power or even unusual forms of attack such as zombification or arced acid attacks.&lt;br /&gt;
&lt;br /&gt;
==Terror Site Generation==&lt;br /&gt;
&lt;br /&gt;
Terror sites occur when: &lt;br /&gt;
&lt;br /&gt;
# A Terror Site is deliberately scheduled to occur. There is a chance this may happen every month. &lt;br /&gt;
# An Alien Terror mission is generated and a series of UFOs are sent to scout a region to attack. If successful, a terror mission is scheduled. &lt;br /&gt;
&lt;br /&gt;
When a terror mission is scheduled to occur, a terror ship will eventually appear in the atmosphere and head in a straight line to a randomly selected city in the region that it is attacking.&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;10-16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13-19&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Civilian Deployment==&lt;br /&gt;
The number of civilians spawning during a Terror Mission is between 0-16.  Generally, expect between 8 and 16 civilians to still be alive when you arrive.  However, if the aliens have wiped them all out, they&#039;ll still happily combat your squad.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
* The Terror UFO isn&#039;t anywhere to be found during a terror mission.&lt;br /&gt;
* [[Urban Terrain]] (city/suburb).&lt;br /&gt;
* In a terror site - worry about your soldiers first. Civilians later. Very important. This is a game, so you can choose to be a bit heartless. (It&#039;s called collateral damage)&lt;br /&gt;
* The gas pumps are explosive!&lt;br /&gt;
**There is some weird damage modelling that allows some aliens to be killed instantly by misfires that strike gas pumps. &lt;br /&gt;
* All buildings in the cityscape are very weak. Light gunfire can destroy fences and walls. &lt;br /&gt;
*To save a few more civilians than usual, limit indiscriminately firing or throwing HE rounds into unexplored areas or in areas where visibility around obstacles is difficult. &lt;br /&gt;
* TIME is NOT on your side. If you want a half-decent score, expand quickly and secure. The quicker you kill aliens or get them to panic, the more civilians you&#039;ll save overall.&lt;br /&gt;
*The aliens will have grenades and heavy plasma, but they never bring blaster bombs along on terror missions. &lt;br /&gt;
* Bring lots of heavy rockets and high-explosive. First people off the transport should create a &amp;quot;free fire&amp;quot; zone around the craft with them. You aren&#039;t penalized for property damage, so level the place.&lt;br /&gt;
* You can get a rough idea for how many civilians are left by gauging the length of the alien turn (civilians move after aliens).  You can also count the number of civilian screams you hear during alien turns -- each scream is a death.  To get a sure-fire count of total civilians, you can save your game, abort the mission, check the debriefing tally of killed civilians, and then reload.  (Some players may view this as cheating.)&lt;br /&gt;
&lt;br /&gt;
==UFOs with Terror Missions==&lt;br /&gt;
The city-raiding terror mission mentioned above occurs only when a [[Terror ship|Terror Ship]] is sent on an Alien Terror mission and lands on a city. &lt;br /&gt;
&lt;br /&gt;
But before this happens the aliens will send a [[Small Scout|Small]]/[[Medium Scout|Medium]]/[[Large Scout|Large Scout]]/[[Battleship|Battleship]] which will show on a [[Hyper-wave Decoder]] as on a Terror Mission. &lt;br /&gt;
&lt;br /&gt;
If you are consistent and successfully destroy the scouts, the aliens will start sending out heavier UFO classes as scouts. This will gradually increase until you finally have Battleships and Terror Ships as scouts during the last few UFOs in the Alien Terror waves. &lt;br /&gt;
&lt;br /&gt;
The ship will land randomly, in some non-urban area, and behave much like you would expect to see on a an [[Alien Missions#Alien_Research|Alien Research]] or [[Alien Missions#Alien_Abduction|Alien Abduction]] mission.  Unlike a city raid, these scout terror missions will not include [[Terror Units]].&lt;br /&gt;
&lt;br /&gt;
While the city-raiding missions cannot be ignored because of the drop in X-Com&#039;s funding and esteem that it would cause, they can be largely avoided by shooting down the scouts. Another alternative, perhaps more risky, is to try to shoot the Terror Ship before it lands. &lt;br /&gt;
&lt;br /&gt;
As with any violent means of taking down UFOs, both methods may subject the interceptor&#039;s home base to [[Alien Retaliation]].&lt;br /&gt;
&lt;br /&gt;
Destroying the Alien Terror UFO scouts has a chance of deterring the success of the actual Terror Mission from occurring. It will initially push back timeline when the next Alien Terror UFO will appear. (This note is as-yet uncomfirmed at this stage) If the Alien Terror scout UFOs go beyond a certain period of time since the Alien Terror mission began, their attempt to generate a terror mission will fail and they will stop scheduling scouts. &lt;br /&gt;
&lt;br /&gt;
To know if a Terror Ship will attack a city, watch its flight pattern: if it immediately heads towards a city after arriving at a region, then it will perform a Terror Mission. If slows down and changes its flight course, then consider it to be a scout.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Terror Units]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Alien Terror]]&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Urban Terrain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mission Types Navbar}}&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Terror&amp;diff=46606</id>
		<title>Alien Terror</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Terror&amp;diff=46606"/>
		<updated>2013-07-03T20:59:38Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Terror.png|thumb|right|Alien Terror mission type.]]&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;
However, merely arriving at the Terror Site and aborting immediately will render the Terror Mission a failure for both parties. The aliens will only gain points equal to the number of killed civilians.&lt;br /&gt;
&lt;br /&gt;
Usually aliens send a ship to scout the area for a city in preparation for a terror attack. Shooting down or assaulting the craft may either interrupt or delay the arrival of the terror ship. Once the terror ship arrives, it will head toward the targeted city and conduct a terror attack there, unless it is shot down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Terror Mission]]&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Battleship&amp;diff=46605</id>
		<title>Battleship</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Battleship&amp;diff=46605"/>
		<updated>2013-07-03T20:55:00Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The battleship is the largest and most powerful [[UFOs|alien craft]]. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members.&lt;br /&gt;
&lt;br /&gt;
This ship appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Dreadnought]].&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistic&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Large&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Max Speed(km/h)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;148&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(range units)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;520&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Damage Capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Downed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Destroyed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Missions==&lt;br /&gt;
Battleships are normally associated with retaliation, base construction and Infiltration missions, however, unlike Terran Battleships the alien battleship can fulfill a very diverse set of mission profiles. Unlike [[Supply ship|Supply Ships]], [[Terror ship|Terror Ships]], [[Harvester]]s, or [[Abductor]]s, a Battleship&#039;s presence does not lend itself to one or two specific [[Alien Missions|alien missions]]. For an [[X-COM]] Commander tracking a Battleship using radar, he or she must observe the Battleship&#039;s movement patterns in order to guess its mission. The Commander must then take appropriate measures to deal with the battleship. He or she may even choose to ignore the Battleship, as their size and firepower require an extensive commitment of personnel and equipment that may not justify the attack. Though not often, Battleships can occasionally accomplish nothing, with no penalty aside from a slightly raised [[UFO Activity]] graph. (&#039;&#039;See: Alien Retaliation&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Battleships can be involved in the following missions:&lt;br /&gt;
&lt;br /&gt;
===Alien Base===&lt;br /&gt;
The construction of [[Alien Base Assault|alien bases]] are marked by heavy UFO activity in rural areas. In addition to the scouts and Supply Ships sent by the aliens to survey the potential base site, a Battleship is sent to inaugurate the base as soon as the construction is completed. To be precise, the moment the battleship appears in orbit means that the base is fully operational.&lt;br /&gt;
So, if a Very Large UFO appears as part of a large force of Small and Large UFOs, then it is likely to be on an Alien Base mission, and is likely to make a landing. It is possible to capture the Battleship&#039;s commander and 4 power plants intact at this time. It is much easier to find the commander on the bridge of a Battleship than deep inside the maze of an Alien Base.&lt;br /&gt;
&lt;br /&gt;
Note that shooting down the Battleship will not prevent base construction, so if you see a Battleship on an Alien Base mission this is a signal to start looking for the base.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
Two Battleships are always the primary component in the final phase of an infiltration. The Battleships are part of a large force of five ships sent, much like in Alien Base missions. However, ships involved in an Alien Infiltration mission will instead land in urban locations. Battleships contain the alien &amp;quot;diplomats&amp;quot; who will persuade (with 100% success rate, best door to door salesman ever!) one of Earth&#039;s countries to cease funding X-COM, and form a [[pact]] with the aliens. The alien &amp;quot;diplomats&amp;quot; leave the ship immediately upon entering the Earth&#039;s atmosphere, presumably through teleportation or alien parachutes, however, and continue their goal of signing a pact with one of Earth&#039;s countries regardless of what happens to their base ship. This means that a ground assault on the UFO will not prevent the aliens from accomplishing their mission. In addition, this alien diplomat will then convince the nation he has just converted to build an alien base for their new allies, which will be completed in a matter of hours. Shooting down and/or assaulting alien craft during the main infiltration wave will merely delay the second battleship. &lt;br /&gt;
&lt;br /&gt;
In effect, as soon as you see the Battleships appear (with Hyperwave Decoder informing you that it is) performing Alien Infiltration, you have lost 1 funding country, and an alien base has just appeared in or next to that country.&lt;br /&gt;
&lt;br /&gt;
Battleships are most often seen on this type of mission. When two Battleships follow the rapid appearance (in order) of a Large Scout, Terror Ship, and Supply Ship (this group of 5 UFOs is sometimes referred to as the Mass Infiltration Fleet), then it is very likely an Infiltration mission.&lt;br /&gt;
&lt;br /&gt;
===Alien Retaliation===&lt;br /&gt;
Alien Retaliation missions have two main components: Search, and Destroy. The Battleship quite often fulfills the &amp;quot;destroy&amp;quot; component for obvious reasons - it&#039;s the troop carrier. The heavy firepower of a Battleship is required to breach any barricaded underground [[Hangar]]s and [[Access Lift]]s, and they contain the troops, weapons, and terror units for the subsequent assault on any [[Base Defense|X-COM Base]] itself.&lt;br /&gt;
&lt;br /&gt;
There are two theories on what occurs with the Battleship itself.&lt;br /&gt;
1st theory: After unloading its troops, a Battleship on a retaliatory mission will return to space instantly, disappearing from our detection range instantaneously. Perhaps is engages some form of FTL drive. &lt;br /&gt;
2nd Theory: Based on how the Battleship comes from space, enters Earth&#039;s atmosphere at Very High altitude, very rapidly switches to Very Low altitude, does not decelerate from it&#039;s maximum speed at any point, and disappears from radar existance as soon as it makes contact with the Xcom Base... it seems highly possible that the aliens use a kamikaze ramming attack in order to create a direct insertion of troops into the Xcom Base, thus explaining why your forces perform an interior assault defence, instead of exterior. This also explains why your base defences only have time for 1 volley, unless you use the Grav Shield to repel the battleship. &lt;br /&gt;
In any case, is thus impossible to assault the Battleship after the base has been defended.&lt;br /&gt;
&lt;br /&gt;
Any Battleship that is going to attack your base will head on a direct path for the base at near-maximum speed. It is thus impossible to shoot down the Battleship except with the Avenger, or with base defenses. Even then, the chances of shooting down a battleship with an Avenger from the target base is very minimal. If a Very Large craft is detected on a direct course for one of your bases, then start [[Base Defense|base defense]] preparations immediately.    &lt;br /&gt;
&lt;br /&gt;
There are other Battleships that appear on Retaliation missions, however. In the final stages of a Retaliation mission in an area, two Battleships will be deployed to search for your base. However, Battleships do not appear to have any sensing equipment, so Battleships acting in this capacity will generally just fly around for a bit and then leave.&lt;br /&gt;
&lt;br /&gt;
An easy way to tell whether the battleship is a &amp;quot;searcher&amp;quot; or a &amp;quot;destroyer&amp;quot; is it&#039;s altitude. It always starts Very High, but if it almost immediately shifts to Very Low, your base has been found and it is going to head straight for your base and land at top speed. If it remains Very High, then it is merely searching. &lt;br /&gt;
&lt;br /&gt;
Battleship movement on an Alien Retaliation mission is characterized by either a fast, direct course for one of your bases, or a repeated &amp;quot;weaving&amp;quot; pattern around where many UFOs have been downed recently. Often, a battleship which has not detected your base will make a fast direct course towards your base, but will then begin it&#039;s weaving pattern. They will only land to attack your base. A Battleship searching for your base will soon give up and head for space.&lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
Alien Harvest missions also include a Battleship in their final stages (after the Harvesters). The aliens&#039; motivations for sending a Battleship to do this are unknown, but it performs the same function as a Harvester within these missions (lands several times, counting as a successful Alien Harvest each time).&lt;br /&gt;
&lt;br /&gt;
===Alien Terror===&lt;br /&gt;
A battleship will sometimes act as a scout to choose the appropriate site for a terror ship to conduct an attack on the targeted city.&lt;br /&gt;
&lt;br /&gt;
== Intercepting Battleships ==&lt;br /&gt;
===Speed===&lt;br /&gt;
Despite being the largest class of ships, alien Battleships have four [[Elerium-115]] powered [[UFO Power Source|power sources]], and as such can travel through Earth&#039;s atmosphere at a surprisingly high speed - they have been known to travel at over five thousand knots during atmospheric entry and exit. Because of this, it is very difficult for standard [[Craft|X-COM craft]] to intercept a Battleship during these phases of its flight. X-COM Commanders must usually wait for the Battleship to slow down as they approach their mission zone in order to intercept it.&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
&lt;br /&gt;
When X-COM forces have engaged a Battleship, the commander and pilots must be extra cautious due to the powerful nature of the battleship&#039;s weapon. The battleship&#039;s weapon has a range of sixty-five kilometres - equal to the Fusion Ball Launcher, which mean it has a firing range greater than every other weapon. Battleships have a damage range of 74-148 damage per hit. The Battleship will just barely fire 3 times before X-COM craft can get within Plasma Beam range to return fire.  &lt;br /&gt;
&lt;br /&gt;
To get a rough idea of how long the various aircraft can survive against direct hits from the Battleship weapon, refer to the following table. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Ship(health)&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Hits to destroy&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Interceptor]] (100)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 ~ 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skyranger]] (150)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 ~ 3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Firestorm]] (500)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 ~ 6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Lightning]] (800)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 ~ 10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Avenger]] (1200)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 ~ 16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From here we can see that the lighter class Terran [[Interceptor]]s must rely on luck to survive the initial barrage from the UFO before they can get within [[Plasma Beam]] range. This means they have the great risk of destruction when sent against a battleship. &lt;br /&gt;
&lt;br /&gt;
Advanced ships are therefore recommended due to their greater hit point allotments, allowing them to withstand more attacks. Multiple aircraft will always improve the odds of survival no matter the aircraft setup. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
A Battleship is well armoured (3200 to be destroyed, 1600 to crash it). Native terran technology - [[Cannon]], [[Stingray]]s, and [[Avalanche]]s - have little chance of downing a battleship quickly unless used in high quantity.  Anything less than an [[Avenger]] with single or twin [[Plasma Beam]]s is not discouraged as even an Avenger will sustain moderate damage when intercepting a Battleship by itself.  [[Fusion Ball Launcher]]s may be effective, but only when intercepting with multiple craft or used in combination with a Plasma Beam. &lt;br /&gt;
&lt;br /&gt;
If for what ever mad reason you suddenly decide to use cannons against the Battleship, four fully armed cannons are the absolute minimum, with some allowances given for multiple misses. The four cannons spread across two or more Avengers are required for any chance of success.  &lt;br /&gt;
&lt;br /&gt;
===Geoscape Engagement: Summary ===&lt;br /&gt;
&lt;br /&gt;
The Battleship is the fastest, strongest and most durable UFO in the alien fleet. Only the best available ships armed with powerful long ranged weapons should be used to engage it in air to air combat. &lt;br /&gt;
&lt;br /&gt;
Even with the best preparations, any ship can sustain heavy damage from a Battleship, resulting in long repair time. Engaging with multiple aircraft improves the efficiency of the interception and reduces overall damage received while allowing you to shoot down the Battleship sooner. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a counterpoint to attacking a Battleship, because their appearance is often merely an obligatory gesture and is independent on the success rate of an Alien Base or Infiltration mission, there is no immediate benefit to shooting down a battleship to directly influence the effect of the mission. It may therefore be preferable to do an ordinary ground assault on a Battleship that has landed rather than attack it in the air. &lt;br /&gt;
&lt;br /&gt;
Shooting down the Battleship also causes you to lose some of the power units, and consequently the elerium pods that come with them. Few aliens will be lost as between 0 to 1 engineer will be in any one of the Battleship&#039;s four struts. It must be noted however that Engineers on Battleships are armed with Blaster Bombs, making each engineer killed rather significant.  Furthermore, these struts are considered fairly good UFO entry points, and a blown up power source will usually result in busted walls in the strut.&lt;br /&gt;
&lt;br /&gt;
The primary advantage of shooting down a Battleship is therefore to forcibly ground it for a few hours, allowing you to attack it when you are ready.&lt;br /&gt;
&lt;br /&gt;
== Assaulting/Recovering Battleships ==&lt;br /&gt;
===Mission Spoils===&lt;br /&gt;
&lt;br /&gt;
Assaulting a landed or downed Battleship with ground forces is a dangerous operation, and the rewards from a successful raid are equally proportionate to the difficulty. &lt;br /&gt;
&lt;br /&gt;
A Battleship has four [[UFO Power Source|power sources]], and two hundred units of [[Elerium-115]]. In addition, these Power Sources are far away from each other, which gives them vastly better survival rates compared to the Power Unit clusters found in Terror Ship. In short, the Battleship has the highest probability of any shot down UFO to have at least 1 surviving Power Source. &lt;br /&gt;
&lt;br /&gt;
Battleships carry many [[Alien Entertainment]] and [[UFO Navigation]] units, and is constructed of vast quantities of [[Alien Alloys]]. &lt;br /&gt;
&lt;br /&gt;
Battleships are manned by a large crew comprising of every possible rank and alien combination in addition to their terror unit counterpart(s). From soldiers to the commanders X-COM needs to capture to end the war. Because the crew size is large, one can often find large amounts of alien [[Weapons|weapons]] and ammo. The Battleship is the *ONLY* UFO where it is possible to find and recover the Blaster Launcher and Blaster Launcher Bombs.&lt;br /&gt;
&lt;br /&gt;
===Ground Threats===&lt;br /&gt;
The Battleship carries a large crew complement. These are often equipped with [[Heavy Plasma]]s and [[Alien Grenade]]s, which pose a large threat. In addition to the regular alien species, their associated [[Terror Units]] accompany them on Battleships. Last but not least, high ranking officers on a Battleship are armed with the dreaded [[Blaster Launcher]]. Squad leaders must be careful in their deployment of personnel on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Entry===&lt;br /&gt;
&lt;br /&gt;
Heavy Weapons Platforms can enter the central lift and navigate much of the second floor, however the lift on the third floor is closed off via small doorways. HWPs are very useful for opening the main doors on the bottom level and allowing soldiers to fire at any aliens inside, or to send a blaster bomb up into the interior of the UFO.&lt;br /&gt;
&lt;br /&gt;
Forced entry using a Blaster Bomb is often used, as it also reduces the risk of succumbing to an alien ambush on the second or third floors. The four corner legs can be one entry point, although elerium may be damaged from such an entry. If [[Flying Suit]]s are available, then an entry from the top level is also an effective tactic that also minimizes the risk of damaging elerium. Entering via the top floor also gives a good chance of surprising and capturing alien officers. A pincer movement, with two or more fire teams working from multiple entry points, is a very effective tactic while storming a Battleship.&lt;br /&gt;
&lt;br /&gt;
==Battleship Layout==&lt;br /&gt;
&lt;br /&gt;
The Battleship consists of three layers. The ground level, mid section and the top level. &lt;br /&gt;
&lt;br /&gt;
See [[#Terrain Maps|Terrain Maps and Floorpans]] for visuals of the various layers. &lt;br /&gt;
&lt;br /&gt;
===Level 0: Ground Level=== &lt;br /&gt;
&lt;br /&gt;
The ground level has four &amp;quot;legs&amp;quot; one on each corner and a central leg that acts as the primary carriage way for the ship. lift shaft. The corner legs cannot be entered from the outside, as they house the power sources. The center leg or lift has two doors that give access to a wide lift. &lt;br /&gt;
&lt;br /&gt;
Due to the compass orientation that the battleship always lands, the doors always open towards the south and west, the other directions are effectively blind. The doors are large enough to allow passage of large terror units and [[Heavy Weapons Platforms]] into the UFO. This pair of doors is the only formal access point in or out of the Battleship, therefore a siege is very effective here. &lt;br /&gt;
&lt;br /&gt;
Be warned that any groups of soldiers sieging the the Battleship will be vulnerable to hostile blaster bombs, so use the tactic with discretion and consider your troop spacing with care. Alien Engineers have been known to patrol the fields with their trusty blaster launchers, and most aliens will carry alien grenades. &lt;br /&gt;
&lt;br /&gt;
=== Level 1: Middle Level === &lt;br /&gt;
&lt;br /&gt;
The second level has four major hallways (or two, if you look at it that way). Each leads to a small lift that accesses the four outer pods holding the Power Sources. There are three main rooms, two of which seem to be used for storage. One is filled with the red spheres and cylinders on blue support legs that we have not yet identified. The fourth room, constructed heavily out of alien entertainment walls, is best thought of as the recreation deck.&lt;br /&gt;
&lt;br /&gt;
Note that there is a small access grav-lift in the north-western portion of this floor, which can allow you to enter the upper level indirectly. &lt;br /&gt;
&lt;br /&gt;
=== Level 2: Top Level === &lt;br /&gt;
&lt;br /&gt;
Unlike the level below it, the lift on this level is surrounded by strong walls. This level of the UFO has lots of smaller rooms and tight corridors, making it very dangerous. There are two major rooms which appear to be the navigation room, and bridge. Both rooms have the distinctive blue chairs, yet only one has any navigation modules. The two rooms are on opposite ends of the ship. The third level is also where X-COM forces are most likely to find any Alien Navigators or Alien Leaders, or possibly even the commander on non-Muton Battleships.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Roof ===&lt;br /&gt;
The roof is a flat surface and nothing much else. It is of no threat to anyone. Suitable entrances into the level underneath it can be made with the aid of Blaster Bombs. &lt;br /&gt;
&lt;br /&gt;
As with any UFO, soldiers wearing flying suits can also land on the roof and provide support for troops that are storming the UFO from the ground entrance by operating a motion scanner. &lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,000,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$320,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$480,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;231&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,501,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,000,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$4,301,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Also see [[UFO Recovery Values#Battleship|UFO Recovery Values]].&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Sectoids/Floaters&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Snakemen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Mutons&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-14*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Ethereals&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Needs testing to determine actual number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:UFO_160MAP-L1.JPG|Level 0&lt;br /&gt;
Image:UFO_160MAP-L2.JPG|Level 1&lt;br /&gt;
Image:UFO_160MAP-L3.JPG|Level 2&lt;br /&gt;
Image:UFO_160MAP.JPG|Level 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
==Floor Plans==&lt;br /&gt;
	 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Battleship_0.gif|Level 0&lt;br /&gt;
Image:Battleship_1.gif|Level 1&lt;br /&gt;
Image:Battleship_2.gif|Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TFTD Note==&lt;br /&gt;
[[TFTD]] also has &amp;quot;Battleship&amp;quot; as a craft title. &lt;br /&gt;
However, it is relegated to the place of TFTD&#039;s version of the [[Terror Ship]]. &lt;br /&gt;
TFTD&#039;s direct Battleship parallel is the [[Dreadnought]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{UFO Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (EU)]][[Category: Research (EU)]][[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Battleship&amp;diff=46604</id>
		<title>Battleship</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Battleship&amp;diff=46604"/>
		<updated>2013-07-03T20:51:22Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Alien Infiltration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}&lt;br /&gt;
==General Information==&lt;br /&gt;
The battleship is the largest and most powerful [[UFOs|alien craft]]. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members.&lt;br /&gt;
&lt;br /&gt;
This ship appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Dreadnought]].&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistic&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Large&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Max Speed(km/h)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;148&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(km)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range(range units)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;520&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Damage Capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Downed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Destroyed points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Missions==&lt;br /&gt;
Battleships are normally associated with retaliation, base construction and Infiltration missions, however, unlike Terran Battleships the alien battleship can fulfill a very diverse set of mission profiles. Unlike [[Supply ship|Supply Ships]], [[Terror ship|Terror Ships]], [[Harvester]]s, or [[Abductor]]s, a Battleship&#039;s presence does not lend itself to one or two specific [[Alien Missions|alien missions]]. For an [[X-COM]] Commander tracking a Battleship using radar, he or she must observe the Battleship&#039;s movement patterns in order to guess its mission. The Commander must then take appropriate measures to deal with the battleship. He or she may even choose to ignore the Battleship, as their size and firepower require an extensive commitment of personnel and equipment that may not justify the attack. Though not often, Battleships can occasionally accomplish nothing, with no penalty aside from a slightly raised [[UFO Activity]] graph. (&#039;&#039;See: Alien Retaliation&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Battleships can be involved in the following missions:&lt;br /&gt;
&lt;br /&gt;
===Alien Base===&lt;br /&gt;
The construction of [[Alien Base Assault|alien bases]] are marked by heavy UFO activity in rural areas. In addition to the scouts and Supply Ships sent by the aliens to survey the potential base site, a Battleship is sent to inaugurate the base as soon as the construction is completed. To be precise, the moment the battleship appears in orbit means that the base is fully operational.&lt;br /&gt;
So, if a Very Large UFO appears as part of a large force of Small and Large UFOs, then it is likely to be on an Alien Base mission, and is likely to make a landing. It is possible to capture the Battleship&#039;s commander and 4 power plants intact at this time. It is much easier to find the commander on the bridge of a Battleship than deep inside the maze of an Alien Base.&lt;br /&gt;
&lt;br /&gt;
Note that shooting down the Battleship will not prevent base construction, so if you see a Battleship on an Alien Base mission this is a signal to start looking for the base.&lt;br /&gt;
&lt;br /&gt;
===Alien Infiltration===&lt;br /&gt;
Two Battleships are always the primary component in the final phase of an infiltration. The Battleships are part of a large force of five ships sent, much like in Alien Base missions. However, ships involved in an Alien Infiltration mission will instead land in urban locations. Battleships contain the alien &amp;quot;diplomats&amp;quot; who will persuade (with 100% success rate, best door to door salesman ever!) one of Earth&#039;s countries to cease funding X-COM, and form a [[pact]] with the aliens. The alien &amp;quot;diplomats&amp;quot; leave the ship immediately upon entering the Earth&#039;s atmosphere, presumably through teleportation or alien parachutes, however, and continue their goal of signing a pact with one of Earth&#039;s countries regardless of what happens to their base ship. This means that a ground assault on the UFO will not prevent the aliens from accomplishing their mission. In addition, this alien diplomat will then convince the nation he has just converted to build an alien base for their new allies, which will be completed in a matter of hours. Shooting down and/or assaulting alien craft during the main infiltration wave will merely delay the second battleship. &lt;br /&gt;
&lt;br /&gt;
In effect, as soon as you see the Battleships appear (with Hyperwave Decoder informing you that it is) performing Alien Infiltration, you have lost 1 funding country, and an alien base has just appeared in or next to that country.&lt;br /&gt;
&lt;br /&gt;
Battleships are most often seen on this type of mission. When two Battleships follow the rapid appearance (in order) of a Large Scout, Terror Ship, and Supply Ship (this group of 5 UFOs is sometimes referred to as the Mass Infiltration Fleet), then it is very likely an Infiltration mission.&lt;br /&gt;
&lt;br /&gt;
===Alien Retaliation===&lt;br /&gt;
Alien Retaliation missions have two main components: Search, and Destroy. The Battleship quite often fulfills the &amp;quot;destroy&amp;quot; component for obvious reasons - it&#039;s the troop carrier. The heavy firepower of a Battleship is required to breach any barricaded underground [[Hangar]]s and [[Access Lift]]s, and they contain the troops, weapons, and terror units for the subsequent assault on any [[Base Defense|X-COM Base]] itself.&lt;br /&gt;
&lt;br /&gt;
There are two theories on what occurs with the Battleship itself.&lt;br /&gt;
1st theory: After unloading its troops, a Battleship on a retaliatory mission will return to space instantly, disappearing from our detection range instantaneously. Perhaps is engages some form of FTL drive. &lt;br /&gt;
2nd Theory: Based on how the Battleship comes from space, enters Earth&#039;s atmosphere at Very High altitude, very rapidly switches to Very Low altitude, does not decelerate from it&#039;s maximum speed at any point, and disappears from radar existance as soon as it makes contact with the Xcom Base... it seems highly possible that the aliens use a kamikaze ramming attack in order to create a direct insertion of troops into the Xcom Base, thus explaining why your forces perform an interior assault defence, instead of exterior. This also explains why your base defences only have time for 1 volley, unless you use the Grav Shield to repel the battleship. &lt;br /&gt;
In any case, is thus impossible to assault the Battleship after the base has been defended.&lt;br /&gt;
&lt;br /&gt;
Any Battleship that is going to attack your base will head on a direct path for the base at near-maximum speed. It is thus impossible to shoot down the Battleship except with the Avenger, or with base defenses. Even then, the chances of shooting down a battleship with an Avenger from the target base is very minimal. If a Very Large craft is detected on a direct course for one of your bases, then start [[Base Defense|base defense]] preparations immediately.    &lt;br /&gt;
&lt;br /&gt;
There are other Battleships that appear on Retaliation missions, however. In the final stages of a Retaliation mission in an area, two Battleships will be deployed to search for your base. However, Battleships do not appear to have any sensing equipment, so Battleships acting in this capacity will generally just fly around for a bit and then leave.&lt;br /&gt;
&lt;br /&gt;
An easy way to tell whether the battleship is a &amp;quot;searcher&amp;quot; or a &amp;quot;destroyer&amp;quot; is it&#039;s altitude. It always starts Very High, but if it almost immediately shifts to Very Low, your base has been found and it is going to head straight for your base and land at top speed. If it remains Very High, then it is merely searching. &lt;br /&gt;
&lt;br /&gt;
Battleship movement on an Alien Retaliation mission is characterized by either a fast, direct course for one of your bases, or a repeated &amp;quot;weaving&amp;quot; pattern around where many UFOs have been downed recently. Often, a battleship which has not detected your base will make a fast direct course towards your base, but will then begin it&#039;s weaving pattern. They will only land to attack your base. A Battleship searching for your base will soon give up and head for space.&lt;br /&gt;
&lt;br /&gt;
===Alien Harvest===&lt;br /&gt;
Alien Harvest missions also include a Battleship in their final stages (after the Harvesters). The aliens&#039; motivations for sending a Battleship to do this are unknown, but it performs the same function as a Harvester within these missions (lands several times, counting as a successful Alien Harvest each time).&lt;br /&gt;
&lt;br /&gt;
== Intercepting Battleships ==&lt;br /&gt;
===Speed===&lt;br /&gt;
Despite being the largest class of ships, alien Battleships have four [[Elerium-115]] powered [[UFO Power Source|power sources]], and as such can travel through Earth&#039;s atmosphere at a surprisingly high speed - they have been known to travel at over five thousand knots during atmospheric entry and exit. Because of this, it is very difficult for standard [[Craft|X-COM craft]] to intercept a Battleship during these phases of its flight. X-COM Commanders must usually wait for the Battleship to slow down as they approach their mission zone in order to intercept it.&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
&lt;br /&gt;
When X-COM forces have engaged a Battleship, the commander and pilots must be extra cautious due to the powerful nature of the battleship&#039;s weapon. The battleship&#039;s weapon has a range of sixty-five kilometres - equal to the Fusion Ball Launcher, which mean it has a firing range greater than every other weapon. Battleships have a damage range of 74-148 damage per hit. The Battleship will just barely fire 3 times before X-COM craft can get within Plasma Beam range to return fire.  &lt;br /&gt;
&lt;br /&gt;
To get a rough idea of how long the various aircraft can survive against direct hits from the Battleship weapon, refer to the following table. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Ship(health)&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Hits to destroy&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Interceptor]] (100)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 ~ 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Skyranger]] (150)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 ~ 3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Firestorm]] (500)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 ~ 6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Lightning]] (800)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 ~ 10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Avenger]] (1200)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 ~ 16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From here we can see that the lighter class Terran [[Interceptor]]s must rely on luck to survive the initial barrage from the UFO before they can get within [[Plasma Beam]] range. This means they have the great risk of destruction when sent against a battleship. &lt;br /&gt;
&lt;br /&gt;
Advanced ships are therefore recommended due to their greater hit point allotments, allowing them to withstand more attacks. Multiple aircraft will always improve the odds of survival no matter the aircraft setup. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
A Battleship is well armoured (3200 to be destroyed, 1600 to crash it). Native terran technology - [[Cannon]], [[Stingray]]s, and [[Avalanche]]s - have little chance of downing a battleship quickly unless used in high quantity.  Anything less than an [[Avenger]] with single or twin [[Plasma Beam]]s is not discouraged as even an Avenger will sustain moderate damage when intercepting a Battleship by itself.  [[Fusion Ball Launcher]]s may be effective, but only when intercepting with multiple craft or used in combination with a Plasma Beam. &lt;br /&gt;
&lt;br /&gt;
If for what ever mad reason you suddenly decide to use cannons against the Battleship, four fully armed cannons are the absolute minimum, with some allowances given for multiple misses. The four cannons spread across two or more Avengers are required for any chance of success.  &lt;br /&gt;
&lt;br /&gt;
===Geoscape Engagement: Summary ===&lt;br /&gt;
&lt;br /&gt;
The Battleship is the fastest, strongest and most durable UFO in the alien fleet. Only the best available ships armed with powerful long ranged weapons should be used to engage it in air to air combat. &lt;br /&gt;
&lt;br /&gt;
Even with the best preparations, any ship can sustain heavy damage from a Battleship, resulting in long repair time. Engaging with multiple aircraft improves the efficiency of the interception and reduces overall damage received while allowing you to shoot down the Battleship sooner. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a counterpoint to attacking a Battleship, because their appearance is often merely an obligatory gesture and is independent on the success rate of an Alien Base or Infiltration mission, there is no immediate benefit to shooting down a battleship to directly influence the effect of the mission. It may therefore be preferable to do an ordinary ground assault on a Battleship that has landed rather than attack it in the air. &lt;br /&gt;
&lt;br /&gt;
Shooting down the Battleship also causes you to lose some of the power units, and consequently the elerium pods that come with them. Few aliens will be lost as between 0 to 1 engineer will be in any one of the Battleship&#039;s four struts. It must be noted however that Engineers on Battleships are armed with Blaster Bombs, making each engineer killed rather significant.  Furthermore, these struts are considered fairly good UFO entry points, and a blown up power source will usually result in busted walls in the strut.&lt;br /&gt;
&lt;br /&gt;
The primary advantage of shooting down a Battleship is therefore to forcibly ground it for a few hours, allowing you to attack it when you are ready.&lt;br /&gt;
&lt;br /&gt;
== Assaulting/Recovering Battleships ==&lt;br /&gt;
===Mission Spoils===&lt;br /&gt;
&lt;br /&gt;
Assaulting a landed or downed Battleship with ground forces is a dangerous operation, and the rewards from a successful raid are equally proportionate to the difficulty. &lt;br /&gt;
&lt;br /&gt;
A Battleship has four [[UFO Power Source|power sources]], and two hundred units of [[Elerium-115]]. In addition, these Power Sources are far away from each other, which gives them vastly better survival rates compared to the Power Unit clusters found in Terror Ship. In short, the Battleship has the highest probability of any shot down UFO to have at least 1 surviving Power Source. &lt;br /&gt;
&lt;br /&gt;
Battleships carry many [[Alien Entertainment]] and [[UFO Navigation]] units, and is constructed of vast quantities of [[Alien Alloys]]. &lt;br /&gt;
&lt;br /&gt;
Battleships are manned by a large crew comprising of every possible rank and alien combination in addition to their terror unit counterpart(s). From soldiers to the commanders X-COM needs to capture to end the war. Because the crew size is large, one can often find large amounts of alien [[Weapons|weapons]] and ammo. The Battleship is the *ONLY* UFO where it is possible to find and recover the Blaster Launcher and Blaster Launcher Bombs.&lt;br /&gt;
&lt;br /&gt;
===Ground Threats===&lt;br /&gt;
The Battleship carries a large crew complement. These are often equipped with [[Heavy Plasma]]s and [[Alien Grenade]]s, which pose a large threat. In addition to the regular alien species, their associated [[Terror Units]] accompany them on Battleships. Last but not least, high ranking officers on a Battleship are armed with the dreaded [[Blaster Launcher]]. Squad leaders must be careful in their deployment of personnel on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Entry===&lt;br /&gt;
&lt;br /&gt;
Heavy Weapons Platforms can enter the central lift and navigate much of the second floor, however the lift on the third floor is closed off via small doorways. HWPs are very useful for opening the main doors on the bottom level and allowing soldiers to fire at any aliens inside, or to send a blaster bomb up into the interior of the UFO.&lt;br /&gt;
&lt;br /&gt;
Forced entry using a Blaster Bomb is often used, as it also reduces the risk of succumbing to an alien ambush on the second or third floors. The four corner legs can be one entry point, although elerium may be damaged from such an entry. If [[Flying Suit]]s are available, then an entry from the top level is also an effective tactic that also minimizes the risk of damaging elerium. Entering via the top floor also gives a good chance of surprising and capturing alien officers. A pincer movement, with two or more fire teams working from multiple entry points, is a very effective tactic while storming a Battleship.&lt;br /&gt;
&lt;br /&gt;
==Battleship Layout==&lt;br /&gt;
&lt;br /&gt;
The Battleship consists of three layers. The ground level, mid section and the top level. &lt;br /&gt;
&lt;br /&gt;
See [[#Terrain Maps|Terrain Maps and Floorpans]] for visuals of the various layers. &lt;br /&gt;
&lt;br /&gt;
===Level 0: Ground Level=== &lt;br /&gt;
&lt;br /&gt;
The ground level has four &amp;quot;legs&amp;quot; one on each corner and a central leg that acts as the primary carriage way for the ship. lift shaft. The corner legs cannot be entered from the outside, as they house the power sources. The center leg or lift has two doors that give access to a wide lift. &lt;br /&gt;
&lt;br /&gt;
Due to the compass orientation that the battleship always lands, the doors always open towards the south and west, the other directions are effectively blind. The doors are large enough to allow passage of large terror units and [[Heavy Weapons Platforms]] into the UFO. This pair of doors is the only formal access point in or out of the Battleship, therefore a siege is very effective here. &lt;br /&gt;
&lt;br /&gt;
Be warned that any groups of soldiers sieging the the Battleship will be vulnerable to hostile blaster bombs, so use the tactic with discretion and consider your troop spacing with care. Alien Engineers have been known to patrol the fields with their trusty blaster launchers, and most aliens will carry alien grenades. &lt;br /&gt;
&lt;br /&gt;
=== Level 1: Middle Level === &lt;br /&gt;
&lt;br /&gt;
The second level has four major hallways (or two, if you look at it that way). Each leads to a small lift that accesses the four outer pods holding the Power Sources. There are three main rooms, two of which seem to be used for storage. One is filled with the red spheres and cylinders on blue support legs that we have not yet identified. The fourth room, constructed heavily out of alien entertainment walls, is best thought of as the recreation deck.&lt;br /&gt;
&lt;br /&gt;
Note that there is a small access grav-lift in the north-western portion of this floor, which can allow you to enter the upper level indirectly. &lt;br /&gt;
&lt;br /&gt;
=== Level 2: Top Level === &lt;br /&gt;
&lt;br /&gt;
Unlike the level below it, the lift on this level is surrounded by strong walls. This level of the UFO has lots of smaller rooms and tight corridors, making it very dangerous. There are two major rooms which appear to be the navigation room, and bridge. Both rooms have the distinctive blue chairs, yet only one has any navigation modules. The two rooms are on opposite ends of the ship. The third level is also where X-COM forces are most likely to find any Alien Navigators or Alien Leaders, or possibly even the commander on non-Muton Battleships.&lt;br /&gt;
&lt;br /&gt;
=== Level 3: Roof ===&lt;br /&gt;
The roof is a flat surface and nothing much else. It is of no threat to anyone. Suitable entrances into the level underneath it can be made with the aid of Blaster Bombs. &lt;br /&gt;
&lt;br /&gt;
As with any UFO, soldiers wearing flying suits can also land on the roof and provide support for troops that are storming the UFO from the ground entrance by operating a motion scanner. &lt;br /&gt;
&lt;br /&gt;
==Recoverable Components==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Sell Price&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Quantity&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Power Source&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$250,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,000,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;UFO Navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$80,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$320,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Food&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Surgery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$38,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Entertainment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$20,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$480,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Examination Room&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$9,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Alien Alloys&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;231&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,501,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Elerium-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$5,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$1,000,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;3&amp;quot;&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;$4,301,500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Also see [[UFO Recovery Values#Battleship|UFO Recovery Values]].&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Sectoids/Floaters&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Snakemen&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Mutons&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10-14*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;&amp;lt;b&amp;gt;Ethereals&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;9-15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Needs testing to determine actual number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Terrain Maps==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:UFO_160MAP-L1.JPG|Level 0&lt;br /&gt;
Image:UFO_160MAP-L2.JPG|Level 1&lt;br /&gt;
Image:UFO_160MAP-L3.JPG|Level 2&lt;br /&gt;
Image:UFO_160MAP.JPG|Level 3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
==Floor Plans==&lt;br /&gt;
	 &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Battleship_0.gif|Level 0&lt;br /&gt;
Image:Battleship_1.gif|Level 1&lt;br /&gt;
Image:Battleship_2.gif|Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==TFTD Note==&lt;br /&gt;
[[TFTD]] also has &amp;quot;Battleship&amp;quot; as a craft title. &lt;br /&gt;
However, it is relegated to the place of TFTD&#039;s version of the [[Terror Ship]]. &lt;br /&gt;
TFTD&#039;s direct Battleship parallel is the [[Dreadnought]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{UFO Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (EU)]][[Category: Research (EU)]][[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Retaliation&amp;diff=46588</id>
		<title>Alien Retaliation</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Retaliation&amp;diff=46588"/>
		<updated>2013-06-25T21:44:13Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Retaliation.png|thumb|right|Alien Retaliation mission type.]]If X-COM aircraft are being particularly successful at shooting down [[UFOs]] then the Aliens will take [[Alien Retaliation|retaliatory]] action in the form of an attack against an [[Base Defense|X-COM base]]. &lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Retaliation&#039;&#039;&#039; mission consists of a series of UFO scouts that will appear in the area the UFO was shot down to patrol for an X-COM base. At the end of the patrol, once the aliens have decided that they&#039;ve &#039;&#039;found&#039;&#039; a base, a [[Battleship]] will appear a day or two afterwards and attack an X-COM base in the same region - picking one at random if there are several. In the worst case scenario, the aliens will sometimes skip the scouting phase entirely and immediately schedule the attack. &lt;br /&gt;
&lt;br /&gt;
Once an X-COM base is marked for the attack, a Battleship will be sent to drop troops into the base, and then immediately escape into orbit. See [[#Base Attack Loop|below]] for a pertinent bug/feature concerning this. &lt;br /&gt;
&lt;br /&gt;
A battleship on the attack is easy to spot as it will always be moving purposefully in a straight line to the base it is attacking. The ship will be moving at top speed so only an [[Avenger]] can intercept it. &lt;br /&gt;
&lt;br /&gt;
If you shoot down the retaliation scouts, the next scout to appear in the patrol will be delayed by a random amount of time. However, the type of UFO may be upgraded to make it more difficult for you to shoot down. As alien mission have a set time frame for them to be completed, they will eventually abort the retaliation mission if the scouts are delayed long enough. &lt;br /&gt;
&lt;br /&gt;
Note that assaulting an landed Retaliation scout when it is on the ground does not have this effect. &lt;br /&gt;
&lt;br /&gt;
While the scouting parties do cause activity that will concern the Council, the aliens do not directly [[Scoring#Alien_Scoring|score]] for destroying the base. Beyond the material loss of the base, assets and personnel, you will only gain negative points for the soldiers or tanks killed defending the base. &lt;br /&gt;
&lt;br /&gt;
Obviously, if you lose all bases to alien retaliation, X-COM will be wiped out and you lose the game.&lt;br /&gt;
&lt;br /&gt;
==Multiple Retaliations==&lt;br /&gt;
&lt;br /&gt;
Each time a retaliation mission is set up it will be run by a particular task force of aliens that are charged to find an X-COM base and get troops inside to destroy it from within. Once a team manages to drop a retaliation squad into your base, their mission will come to an end and they will cease their attack. &lt;br /&gt;
&lt;br /&gt;
Each team works independently of the other, and do not share their findings with the others. So if they find a base, only they will know where it is. All other teams will have to locate the base themselves. Base locations are not retained once the mission has been completed. It may indicate that the crew on the final battleship may be what is left of the task force and the base location either dies with them if they fail, or is no longer required if they succeed. &lt;br /&gt;
&lt;br /&gt;
If you are targeted by more than one group at a time, you will need to crush them all to cease the attacks altogether. Once they have all been dealt with, you will not have to worry about any further attacks until the next wave of retaliation scouts are encouraged to appear. &lt;br /&gt;
&lt;br /&gt;
== Base Attack Loop==&lt;br /&gt;
&lt;br /&gt;
Due to a programming oversight, destroying the battleship with base defenses will not clear the retaliation mission flag. Because of this the game will think that the mission is not yet over and it will prepare another battleship to attack the base. This whole process will then repeat itself until the  battleship is allowed to land. &lt;br /&gt;
&lt;br /&gt;
This can be [[User:Magic9mushroom#Battleship_Farming|exploited]]. &lt;br /&gt;
&lt;br /&gt;
A few effects that arise from this bug are that the aliens will appear to:&lt;br /&gt;
# Have endless resources and can afford to send fully crewed Battleships every few days&lt;br /&gt;
# Have a sudden case of amnesia once the ground crew is dealt with&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Base Defense]]&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Infiltration&amp;diff=46586</id>
		<title>Alien Infiltration</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Infiltration&amp;diff=46586"/>
		<updated>2013-06-25T21:42:28Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Infiltration.png|thumb|right|Alien Infiltration research topic and mission.]]&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, and an alien base will also be constructed which generates daily activity points, which are eventually subtracted from your score. &lt;br /&gt;
&lt;br /&gt;
Initially, several Scouts will perform investigations prior to the main infiltration attempt.&lt;br /&gt;
&lt;br /&gt;
In the main Infiltration wave, a Large Scout will appear, followed by a Terror Ship, Supply Ship and two Battleships. It has been shown that shooting down any of these craft before they slow down will delay the next craft by a couple of days; if the craft are ignored even for a short while, long enough to slow down, the sequence proceeds extremely quickly.&lt;br /&gt;
It has been conclusively shown that shooting down the UFOs or [[UFO Ground Assault|assaulting the landed ships]] will NOT stop the infiltration from succeeding. Shooting down the earlier ships will delay, but not entirely stop the second Battleship. The moment the second battleship appears in Earth&#039;s atmosphere, the infiltration is successful and complete.&lt;br /&gt;
&lt;br /&gt;
When a country is successfully infiltrated, an alien base will be instantly created in or near the country. Always search for the alien base after the second Battleship. And once you know that the base is there, you have several options available to you.&lt;br /&gt;
&lt;br /&gt;
Of course, losing too many countries to alien infiltration may result in the council terminating the project and you losing the game, but that hasn&#039;t been confirmed.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=45714</id>
		<title>Ethereal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=45714"/>
		<updated>2013-04-18T01:20:58Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Special abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the corresponding alien in &#039;&#039;XCOM: Enemy Unknown&#039;&#039; see [[Ethereal (EU2012)|Ethereal (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other languages: [[에테리얼|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:ethereal.png|right|Ethereal]]&lt;br /&gt;
The &#039;&#039;&#039;Ethereal&#039;&#039;&#039; race is arguably the most dangerous species that X-COM forces faced during the First Alien War.&lt;br /&gt;
&lt;br /&gt;
Ethereals are rarely seen on Earth as they prefer to send other races (especially [[Muton]]s) to carry out missions on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               68-79&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            55&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            96-111&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         75-93&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          48-52&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   37-92&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 80&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         40-46, 45-52, 50-58&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      50-58, 60-70, 65-75 &lt;br /&gt;
&lt;br /&gt;
==Special abilities==&lt;br /&gt;
Every member of the Ethereal race possesses very powerful [[Psionics|psionic abilities]] that can be used to make X-COM forces panic. It is even possible for Ethereals to take control of X-COM units and use them against us.&lt;br /&gt;
&lt;br /&gt;
Terror attacks by Ethereals are the most dangerous for both [[Civilian]]s and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against [[Sectopod]]s.&lt;br /&gt;
&lt;br /&gt;
Be aware of the fact that ethereals can fly, giving them access to just about anywhere on the map.  They often use this to set up midair sniping positions, especially  on the harder difficulties but not as much for across-the-map movement. [[Night Missions]] ARE A PAIN, especially since their nightvision is far superior to humans. Plus, flares and incendiaries aren&#039;t useful for illuminating empty air.&lt;br /&gt;
&lt;br /&gt;
If an ethereal is &amp;quot;spotting&amp;quot; for his pals from around level 9 of the map and you can&#039;t find him, and his friends are all bombarding you with psi, you will probably have to abort... if you still can.&lt;br /&gt;
&lt;br /&gt;
Despite having powerful psionic abilities, Ethereals are armed and most Ethereals wield [[Heavy Plasma]].&lt;br /&gt;
&lt;br /&gt;
== Live specimen ==&lt;br /&gt;
This being has awesome mental powers which allow for telepathic communication and telekinetic abilities.&lt;br /&gt;
&lt;br /&gt;
The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them.&lt;br /&gt;
&lt;br /&gt;
They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on Earth since they seem to rely on other races to pursue their objectives.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:etherealautopsy.png|right|Ethereal - Autopsy]]&lt;br /&gt;
This being is physically retarded and seems incapable of sustaining any life functions.&lt;br /&gt;
&lt;br /&gt;
The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all.&lt;br /&gt;
&lt;br /&gt;
The brain, however, is well developed and draws on a high proportion of the body&#039;s blood supply. It is a mystery as to how this creature can sustain itself without external support.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Ethereal:&lt;br /&gt;
* The Ethereal takes 0.7x damage from [[Incendiary|fire]], and 0.8x [[stun]] damage. &lt;br /&gt;
* Very high Firing and Throwing Accuracy.&lt;br /&gt;
* Is very fast (very high TUs).&lt;br /&gt;
* High Health.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Very high Reactions.&lt;br /&gt;
* High Strength.&lt;br /&gt;
* Very high Psi Strength.&lt;br /&gt;
* There are no Ethereal Navigators, Engineers, or Medics.  Ethereal Leaders will be used in their place.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=45713</id>
		<title>Ethereal</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal&amp;diff=45713"/>
		<updated>2013-04-18T01:20:28Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Special abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the corresponding alien in &#039;&#039;XCOM: Enemy Unknown&#039;&#039; see [[Ethereal (EU2012)|Ethereal (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In other languages: [[에테리얼|한국어]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:ethereal.png|right|Ethereal]]&lt;br /&gt;
The &#039;&#039;&#039;Ethereal&#039;&#039;&#039; race is arguably the most dangerous species that X-COM forces faced during the First Alien War.&lt;br /&gt;
&lt;br /&gt;
Ethereals are rarely seen on Earth as they prefer to send other races (especially [[Muton]]s) to carry out missions on their behalf.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               68-79&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            55&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            96-111&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         75-93&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          48-52&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           80&lt;br /&gt;
 &#039;&#039;&#039;Firing Accuracy:&#039;&#039;&#039;   37-92&lt;br /&gt;
 &#039;&#039;&#039;Throwing Accuracy:&#039;&#039;&#039; 80&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         40-46, 45-52, 50-58&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      50-58, 60-70, 65-75 &lt;br /&gt;
&lt;br /&gt;
==Special abilities==&lt;br /&gt;
Every member of the Ethereal race possesses very powerful [[Psionics|psionic abilities]] that can be used to make X-COM forces panic. It is even possible for Ethereals to take control of X-COM units and use them against us.&lt;br /&gt;
&lt;br /&gt;
Terror attacks by Ethereals are the most dangerous for both [[Civilian]]s and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against [[Sectopod]]s.&lt;br /&gt;
&lt;br /&gt;
Be aware of the fact that ethereals can fly, giving them access to just about anywhere on the map.  They often use this to set up midair sniping positions, especially  on the harder difficulties but not as much for across-the-map movement. [[Night Missions]] ARE A PAIN, especially since their nightvision is far superior to humans. Plus, flares and incendiaries aren&#039;t useful for illuminating empty air.&lt;br /&gt;
&lt;br /&gt;
If an ethereal is &amp;quot;spotting&amp;quot; for his pals from around level 9 of the map and you can&#039;t find him, and his friends are all bombarding you with psi, you will probably have to abort... if you still can.&lt;br /&gt;
&lt;br /&gt;
Despite having powerful psionic abilities, Ethereals are armed and most Ethereals wield [[heavy plasma]].&lt;br /&gt;
&lt;br /&gt;
== Live specimen ==&lt;br /&gt;
This being has awesome mental powers which allow for telepathic communication and telekinetic abilities.&lt;br /&gt;
&lt;br /&gt;
The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them.&lt;br /&gt;
&lt;br /&gt;
They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on Earth since they seem to rely on other races to pursue their objectives.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:etherealautopsy.png|right|Ethereal - Autopsy]]&lt;br /&gt;
This being is physically retarded and seems incapable of sustaining any life functions.&lt;br /&gt;
&lt;br /&gt;
The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all.&lt;br /&gt;
&lt;br /&gt;
The brain, however, is well developed and draws on a high proportion of the body&#039;s blood supply. It is a mystery as to how this creature can sustain itself without external support.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Ethereal:&lt;br /&gt;
* The Ethereal takes 0.7x damage from [[Incendiary|fire]], and 0.8x [[stun]] damage. &lt;br /&gt;
* Very high Firing and Throwing Accuracy.&lt;br /&gt;
* Is very fast (very high TUs).&lt;br /&gt;
* High Health.&lt;br /&gt;
* Very high Energy.&lt;br /&gt;
* Very high Reactions.&lt;br /&gt;
* High Strength.&lt;br /&gt;
* Very high Psi Strength.&lt;br /&gt;
* There are no Ethereal Navigators, Engineers, or Medics.  Ethereal Leaders will be used in their place.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens Navbar}}&lt;br /&gt;
[[Category:Alien Life Forms]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=45484</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=45484"/>
		<updated>2013-03-31T22:48:44Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Alien Stats Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the Great Invasion, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.&lt;br /&gt;
=Races=&lt;br /&gt;
==[[Sectoid_(EU2012)|Sectoid]]==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
Sectoids are the first enemy you will meet. They are a low HP unit with a weak ranged attack. They are known to be extremely aggressive in numbers and timid / cowardly (i.e. start camping/overwatch) if their number is few. They are capable of some limited psionics in the form of Mind Merge. Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Killing a sectoid will leave behind 2x weapon fragments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Thin Man (EU2012) | Thin Man]]==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate and damaging than Sectoids, but they don&#039;t pack as much firepower as other enemies.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for &#039;&#039;up to&#039;&#039; 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit&#039;s accuracy by 20%.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gray Market description:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;The Thin Man cadaver begins to severely decomposed severely decompose within hours after death, giving off an overwhelming stench which may relate to toxins stored within its body&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- THIN MAN is LONG ---&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)| Floater]]==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus while flying. They can be especially dangerous to Snipers.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Floater (EU2012)#Heavy Floater| Heavy Floater]]==&lt;br /&gt;
[[File:Heavy Floater (EU2012).png|right|thumb]]&lt;br /&gt;
A tougher version of the regular Floater with considerably more hit points than a Floater, and armed with a Heavy Plasma. They also carry an Alien Grenade.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)| Muton]]==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics.  They are the aliens&#039; version of XCOM&#039;s Heavy/Assault class and will aggressively use tactics such as Flanking, Overwatch or Suppression against your soldiers. Wounding a Muton without killing it can intimidate your soldiers and potentially cause panic.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns.  4 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Elite| Muton Elite]]==&lt;br /&gt;
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. Their powerful weapons and good aim and the fact that they appear in groups means they can severely punish you each turn they&#039;re allowed to fire, while their ridiculous innate defense and ability to use cover makes them difficult to beat in a conventional firefight. Their major weakness is to psionic attack.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* Enemy Defense: +20%/+30% (normal / classic)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Muton (EU2012)#Muton Berserker| Berserker]]==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last. Although aggressive in nature, they can exhibit some tactical decision to fall back and regroup with other mutons.&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to crit)&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Outsider (EU2012)|Outsider]]==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They are the early commander type units that will remain in their chamber on the UFO until discovered. Their purpose seems to be to defend that position, as they will not go far beyond it. They will be replaced by sectoid commander after you assault alien base.&lt;br /&gt;
* Capturing one is required to progress the main plot. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Chryssalid (EU2012)|Chryssalid]]==&lt;br /&gt;
[[File:Chryssalid.png|right|thumb]]&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire. Chryssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.&lt;br /&gt;
* &#039;&#039;&#039;Stun Immune&#039;&#039;&#039;: This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows vertical leaps onto elevated surfaces during movement.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.&#039;&#039;&amp;quot;  - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie prevents this transformation from occurring.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Cyberdisc (EU2012)| Cyberdisc]]==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. They are an extremely aggressive unit similar to floaters. Unlike floaters, they never back down regardless of health / remaining aliens.  When in their &#039;closed&#039; form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat.  They are immune to most psionic attacks.&lt;br /&gt;
* Can throw an Alien Grenade to attack multiple soldiers at once.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Drone (EU2012)|Drone]]==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
* With Foundry Upgrades, the Arc Thrower can be used to &#039;hack&#039; Drones and seize control of them for the duration of a mission.&lt;br /&gt;
* Captured Drones can not repair a friendly SHIV unit. However, they can self-detonate, dealing damage similar to frag grenade.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)|Ethereal]]==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
The ultimate alien. High health, highest innate defense and powerful psionic attacks. They do not take cover despite being humanoid, but instead can reflect attacks. They do not carry weapons, but can deal physical as well as mental damage with their psionic powers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sectoid (EU2012)#Sectoid Commander| Sectoid Commander]]==&lt;br /&gt;
[[File:Sectoid Commander (EU2012).png|right|thumb]]&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
* Carries Plasma Pistol.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Sectopod (EU2012)| Sectopod]]==&lt;br /&gt;
[[File:Sectopod (EU2012).jpg|right|thumb]]&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking, but only at different targets. Frequently escorted by Drones. They are not as aggressive as cyberdiscs but significantly more dangerous. They don&#039;t move around a lot and will prefer to bombard your agent from far away. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can if you do end your turn within their sights.&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. This ability has no range limit and can be fired if another alien spot you (like sniper&#039;s squad sight, except it doesn&#039;t need a line of sight). While channeling this ability, the sectopod will not take another other action including its auto-overwatch turret.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
&lt;br /&gt;
* Seems to have a longer sight range than most units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Ethereal (EU2012)#Uber Ethereal| Uber Ethereal]]==&lt;br /&gt;
[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
Same as the Ethereal, but with higher stats and reflection chance.&lt;br /&gt;
&amp;lt;!-- uber ethereal demands his personal space --&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Alien Stats Table=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | HP&lt;br /&gt;
(Easy/Normal/Classic/Impossible)&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid&lt;br /&gt;
|3/3/3/4&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Target of a mind merge gains one extra health, healed effectively. Increases critical hit chance(+25%) and will(+25) too.&lt;br /&gt;
|-&lt;br /&gt;
|Outsider&lt;br /&gt;
|3/3/5/5&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|Receives an additional +10 Aim and +5 Movement from bonuses on impossible. Tied for highest accuracy in the game.&lt;br /&gt;
|- &lt;br /&gt;
|Thin man&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Deals 2 less damage on normal/easy&lt;br /&gt;
|-&lt;br /&gt;
|Floater&lt;br /&gt;
|3/4/4/6&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid&lt;br /&gt;
|8/8/8/8&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|Hardened, Deals +2 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|10/10/10/14&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
|Deals +2/+4 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Muton&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drone&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Requires &#039;Drone Hack&#039; arc thrower upgrade to &#039;hack&#039;, Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisk&lt;br /&gt;
|16/16/20/20&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|18&lt;br /&gt;
|Hardened while in closed form, Immune to stunning, Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|90&lt;br /&gt;
|12&lt;br /&gt;
| +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Muton Berserker&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
|Hardened, Deals +1/3 damage on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod&lt;br /&gt;
|30/30/30/30&lt;br /&gt;
|80&lt;br /&gt;
|30&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
|Has 35 fuel&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite&lt;br /&gt;
|14/14/14/18&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
| +10 defense on classic/impossible, +10 additional aim on impossible&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|120&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Uber Ethereal&lt;br /&gt;
|25/25/25/30&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|150&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +10 will on impossible, Game won upon death&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Melee attacks always hit.&lt;br /&gt;
Hardened reduces critical chance by 60% against the target.&lt;br /&gt;
On Classic and Impossible, Aliens receive +10 aim and +10 crit chance bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Muton_(EU2012)&amp;diff=45483</id>
		<title>Muton (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Muton_(EU2012)&amp;diff=45483"/>
		<updated>2013-03-31T22:42:47Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Muton Elite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mutons are among the most deadly alien creatures that XCOM will encounter. Tough, clever and loyal to their cause, do not expect a Muton to fall easily. Unlike most of the other alien species Mutons are team players - they work with a pack mentality and can use their Blood Call ability to strengthen the group while performing coordinated frontal attacks to wear down and kill enemy units. Despite their reputation for brute strength, Mutons are also one of the cleverest alien species in the game - they&#039;ll charge most of the time but they&#039;ll also retreat if outnumbered and lay Overwatch ambushes on advancing XCOM soldiers. In many ways Mutons are the bane of XCOM and you would do well to exercise extreme caution wherever Muton soldiers may be present.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
The main assault force of the alien collective, their corpses are the most expendeble for sale on the grey market. Heavily armored, they are difficult to take down with conventional weapons (though basic grenades can at least rob them of their cover). When facing regular or Elite Mutons, &#039;&#039;&#039;never&#039;&#039;&#039; have soldiers within a few squares of another (at least not visibly clustered to the Muton), as a Muton will usually use its grenade to do 5 damage to your troops, and remove their cover, while its squadmates finish your now-exposed troops.&lt;br /&gt;
&lt;br /&gt;
Once the first Mutons appear, they will almost always all be found in missions, and you may find UFOs as large as Abductors staffed by all Mutons (besides the commander alien.) When Berserkers appear, they will often be accompanied with one or two regular Mutons. Elites will appear either in their own squads, or guarding an Ethereal leader.&lt;br /&gt;
&lt;br /&gt;
Their one weakness is their very low Will rating, making them vulnerable to Mind Control. You can either MC their frontline troops, which will almost always be set upon by the others first and may possibly even ignore two of your troopers standing together to kill the traitor, or one in the back (which will then be your trooper in a flanking position. FYI; you may activate any other alien squads behind them, so be careful), forcing them to scatter first. Keep track of the &amp;quot;reload&amp;quot; timer of MC on the Controlling trooper&#039;s Abilitiy tiles: if it reads &#039;&#039;&#039;T-3&#039;&#039;&#039;, that means the controlled alien will be free at the start of the next turn. If you have no further use for a Muton and don&#039;t want to fight it once Mind Control wears off you can make it kill itself by tossing its own alien grenade at its feet, assuming it has not been used already. A Muton Elite guarding an Ethereal is a prime choice for an MC attack, as the Ethereal&#039;s next move will almost always be to kill that Elite first. Additionally, an MCed Elite drops their Heavy Plasma intact when killed, giving you a very powerful weapon to use.&lt;br /&gt;
&lt;br /&gt;
== Muton Soldier ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Muton (EU2012).png|200px]]&lt;br /&gt;
|hp=8/8/10/10&lt;br /&gt;
|aim=70&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=10&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
The very first Muton variant you will encounter, these brutal beasts can destroy the often ill equipped XCOM squads near the beginning of the game - without Laser weapons and Carapace armour you will be hard pressed to win against them. Mutons will be the first aliens you encounter with grenades, which they will not hesitate to use if you have two soldiers together, however regular Mutons do not have the Bombard ability, so cannot throw their grenades any further than normal. The first month you encounter them they will be armed with Light Plasma Rifles, but in subsequent months will upgrade to medium Plasma Rifles and will appear far more frequently in tactical missions.&lt;br /&gt;
&lt;br /&gt;
Mutons are very susceptible to psionic attacks, and once you have access to Mind Control can be as much of an asset to you as to the enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that will inspire any other nearby Mutons (including Bezerkers/Elites) and give them +10 Will/Aim and +4 Movement bonuses for 2 turns. 4 turn cool down.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Muton Berserker ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Muton Berserker (EU2012).jpg|200px]]&lt;br /&gt;
|hp=20/20/20/25&lt;br /&gt;
|aim=Melee&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A hulking monstrosity, Muton Berserkers are Mutons who are consumed by a constant seething rage and hatred for all things human. They are given very tough armour in order to survive focus fire that usually comes their way.&lt;br /&gt;
&lt;br /&gt;
Instead of a gun these Mutons are given fist mounted blades that can tear even the toughest soldiers to shreds. Instead of reaction fire, Muton Berserkers will run (during your turn) after the last unit that shot them, ready to shear them up next turn. Kill them quickly, as an instant death at their hands is a looming occurrence for any soldiers that stand in their way. They do tend to run straight into ambushes though, keeping your squad on overwatch can severely weaken or even kill Berserkers as soon as they are within firing range. Laser weapons are often enough to kill Berserkers but you will need extremely tough armour (Titan armour is enough to barely survive their blades) or Chitin Plating in order to survive surprise attacks from these titanic terrors.&lt;br /&gt;
&lt;br /&gt;
These guys should be your priority in a firefight with Mutons but the final decisions are up to you. Their distinctive Bloodlust ability is a double edged sword, and &amp;quot;managing&amp;quot; it is essential to beating them. On the one hand, attacking a Berserker but not killing it can be deadly, because the free movement it gets from Bloodlust will almost certainly allow it to melee you in its next turn. On the other hand the predictability of it allows you to easily draw the Berserker in to a killing zone where your whole squad can gun it down at point blank range.&lt;br /&gt;
&lt;br /&gt;
Note that Berserkers are actually incredibly resistant to psionic attacks. Do not expect much success when trying to flay their minds unless your soldier is equipped with [[Psi Armor (EU2012)|Psi Armor]] and a [[Mind Shield (EU2012)|Mind Shield]]. &lt;br /&gt;
&lt;br /&gt;
Unlike Chryssalids, Berserkers do not have the Leap ability, so soldiers in inaccessible elevated positions can fire on them with impunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to score a critical hit.)&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Muton Elite ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=&lt;br /&gt;
|hp=14/14/14/18&lt;br /&gt;
|aim=80&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Muton Elites serve primarily as guards to Alien command units. However they are sent out on abduction and terror missions as much as any other alien creature. They are clad in a red suit of armour and a helmet that protect them from heavier damage levels than that of a regular Muton. Muton Elites, combining their innate defense bonus with the ability to use cover are some of the toughest units in the game to take down.&lt;br /&gt;
&lt;br /&gt;
They use devastating heavy plasma rifles and carry grenades like regular Mutons, but with their Bombard ability they can fling their grenades great distances. It pays to have a sniper nearby to provide accurate fire upon them. Using explosives will bypass their defense bonus. Be warned that they are often encountered in groups of three and they also guard incredibly tough units in UFO assaults, so sometimes the main threat does not come from the Elites themselves. Apply the same tactics against Elites as you would against regular Mutons but expect a tougher battle.&lt;br /&gt;
&lt;br /&gt;
Elites are hardly more resistant to psionic attacks than normal Muton troopers, so feel free to add their strength to your own through mind control. Muton Elites&#039; high defense means you may have better luck using Mind Fray on them than trying to shoot them unless you can flank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* &#039;&#039;&#039;Enemy Defense&#039;&#039;&#039;: -20% Hit the Muton Elite&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The red armor of the Berserkers and Elites may be refrencing the Red-Suited Commader Muton (AKA Mr. Angry Red Suit), only seen durring the intro of the 1994 game.&lt;br /&gt;
* When completing the Plamsa Rifle reasearch, a cutscene is shown with a test of the rifle on a large printout of the 1994 UFOpaedia Muton graphic.&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Floater_(EU2012)&amp;diff=45482</id>
		<title>Floater (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Floater_(EU2012)&amp;diff=45482"/>
		<updated>2013-03-31T22:41:31Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Floater Soldier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the the original, these Floaters fly with powerful jet powered packs integrated into their bodies.&lt;br /&gt;
&lt;br /&gt;
They take advantage of their superior mobility and evasiveness to outflank even the strongest defensive positions. They can also use their launch ability to drop down anywhere they wish on the battlefield. They cannot fire after launching though, leaving them defenseless if they drop into the middle of your squad. Be wary of your snipers though, they can be caught unable to fire if a Floater launches down to them.&lt;br /&gt;
&lt;br /&gt;
Floater groups may be easy to dispatch by themselves but in the middle of a heated firefight they can drop in unexpectedly, catching your soldiers off guard and leaving them flanked. Their flanking maneuvers can sometimes leading to disastrous situations for your operatives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are Floaters you know to be lurking around, consider a few turns of overwatch from your entire squad. Floaters of all kinds are very rash and will fly recklessly into ambushes. They are quite hard to hit because of their evasion ability but of an entire XCOM squad firing at them some shots are bound to hit. (Unless you get terribly unlucky.)&lt;br /&gt;
&lt;br /&gt;
If a Floater or a group of Floaters decide to drop in behind you during a battle with other alien ground troops, move your soldiers to deal with the Floaters first instead as their flanking positions will give them better aim than any other aliens you may be fighting.&lt;br /&gt;
&lt;br /&gt;
They carry Light Plasma Rifles early on, and may change to Plasma Rifles, changing the +10 Aim for more damage. Depending on your luck of getting hit at all, this may be good or bad for you. Even once Heavy Floaters appear, they will still make regular appearances, though less and less as time goes on. The interrogation of the normal Floater reduces research time for Carapace Armor and the Skeleton Suit. While less of a priority on easier difficulties, this may be an early neccessity on Impossible difficulty, as the penalties to you and the bonuses to the aliens make it a certainty that you will not kill all aliens in the first round of engagement, and your soldiers will be hit in return.&lt;br /&gt;
&lt;br /&gt;
== Floater Soldier==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Floater (EU2012).png|200px]]&lt;br /&gt;
|hp=4/4/4/6&lt;br /&gt;
|aim=50&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=10&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These standard flying soldiers are the mainstay of the Floater forces. They are usually the forth or fifth aliens you will encounter. (After Thin Men or Outsiders.) They have pretty weak armour but they are very fast and agile. They&#039;re mobility makes them ideal for flanking. Accuracy is average but they gain bonuses because of their height advantage. As mentioned above keep your snipers safe and watch out for their surprise flank attacks. You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each Dodge Boost module for your Interceptors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Heavy Floater ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Heavy Floater (EU2012).png|200px]]&lt;br /&gt;
|hp=12/12/14/16&lt;br /&gt;
|aim=70&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=25&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tough. Accurate. Mobile. Deadly.&lt;br /&gt;
Heavy Floaters are hulking monsters, with a ton of health and a powerful degree of firepower to match. Flank attacks from these hovering horrors usually end in a tough fight and a lot of corpses. If these corpses turn out to belong to the Aliens or X-COM Operatives is up to the X-COM Commander and a little bit of luck.&lt;br /&gt;
&lt;br /&gt;
Their skill and effeciency is at a margin far higher than that of their little brothers. They have a large amount of health and carry much better weaponry than Floater Soldiers, doing double the damage to us and recieving half the damage when compared to regular Floaters. They carry Alien Grenades, so keep troop position in mind.&lt;br /&gt;
&lt;br /&gt;
Thankfully they appear very late game, and by then we should have deadly plasma weaponry of our own. Apply the tactics you would use against regular Floaters, but expect a tougher battle.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Heavy Floater armaments.&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* These Floaters use jet packs to travel around, unlike the gravball units used by the Floaters of the original.&lt;br /&gt;
* Floaters may be back, but the same cannot be said for their signature terror units from the original, the Reapers.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=45424</id>
		<title>Chryssalid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=45424"/>
		<updated>2013-03-30T03:05:24Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Chryssalid.png|200px]]&lt;br /&gt;
|hp=8/8/8/8&lt;br /&gt;
|aim=Melee&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chryssalid is a savage murderous insect. Standing at about 5 feet, Chryssalids serve the [[alien Life Forms (EU2012)|alien]] forces as terror agents, though sometimes they can be seen defending structures of importance to the aliens. They are the fastest ground units in the game and they use their deadly claws to tear up your [[Soldiers (EU2012)|squad members]]. Perhaps the worst thing about them is that they can inject a venom into your operatives that effectively zombifies them, turning them into a [[zombie (EU2012)|thrall]] for the aliens, though that is not all. They also inject the victim with a Chryssalid egg. After 3 turns the egg will hatch and the new, fully adult Chryssalid will tear its way out of the zombie ready to inject more of your soldiers. (Or civilians where present.)&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
A priority when facing Chryssalids is to stay well away. If your [[Soldiers (EU2012)|squad]] members can hear Chryssalids running around you should put your squad on [[Overwatch (EU2012)|Overwatch]]. If a Chryssalid or two moves within your range a few extra hits before your turn will really help you in the fight.&lt;br /&gt;
&lt;br /&gt;
They appear on Terror Missions, later UFOs, the Alien Base (if you&#039;ve already had the first Terror Mission: if not, they will not appear) --- and fortunatley NOT on Council Missions, like VIP Escort.&lt;br /&gt;
&lt;br /&gt;
Chryssalids have heavy armour but they usually charge at your squad out in the open, sometimes the fact that they often ignore cover is enough to negate their large amounts of health. However you should be sure you have enough firepower to take down the whole group, keeping up with [[Research (EU2012)|technology]] will surely help you in this regard.&lt;br /&gt;
&lt;br /&gt;
However, for all their dangers there is one game mechanic that really makes Chryssalids suffer. Dashing. Chryssalids will often often completely ignore the moving and action mechanics of the game, dashing straight up to your [[Soldiers (EU2012)|soldiers]] without considering whether they can still attack in that turn. This reduces the power of the Chryssalid dramatically, as they have a habit of dashing up to point blank range and ending turn, giving you easy hits. They have no long-range attacks, so as long as you are out of attack range, you might risk getting out of cover to get a clear shot, if it means downing it that much faster.&lt;br /&gt;
&lt;br /&gt;
As always, keep a [[Sniper (EU2012)|sniper]] or two around to quickly finish them off when they appear.&lt;br /&gt;
&lt;br /&gt;
Concentrated attacks will be your tactic for their first appearance (which fortunately only has 3, and will stay that way if you move fast). Snipers with Headshot, Assaults with shotgun-type weapons (especially when at point-blank with Rapid Fire), and Heavies (especially with bullet storm, just in case) can kill them in one move, and a Heavy with a Blaster Launcher can 1-Hit Kill a whole squad. Your Support troopers are thus most at risk, as their best weapon, the Plasma Rifle, may leave Chryssalids at 1 health (still 1 too many). For them, Ghost Armor&#039;s Ghost mode is the best bet, as either it will kill with a critical hit, or a miss lets them remain invisible (in which case, at least a cloaked Support will remain unharmed, allow you to monitor the Chryssalid&#039;s actions, and they can spot for Snipers with Squadsight).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re clever and lucky, what you can do is if an activated squad of them stays in proximinty to each other, is whittle them down with regular attacks, and have a low-ranking soldier finish them all off with a(n alien) grenade; certainly worth a promotion.&lt;br /&gt;
&lt;br /&gt;
Note that killing [[Zombie (EU2012)|zombified]] soldiers or civilians no longer hatches a Chryssalid. They will only hatch after 3 turns. Chryssalids hatch at the beginning of the aliens&#039; turn and can move and attack immediately after emerging. This can be a nasty surprise if you&#039;ve not been keeping track when a slow, lumbering zombie you thought you were a safe distance from suddenly turns in to a 20 move chryssalid and covers the distance easily. You are given warning at the end of the Zombie&#039;s third move: if it ends with vomiting a massive amount of blood, then that is the tell that it will burst into a Chryssalid at the start of the next Alien Action.&lt;br /&gt;
&lt;br /&gt;
Chryssalids are at their most dangerous in terror [[Missions (EU2012)|missions]], where they can convert civilians in to [[Zombie (EU2012)|zombies]] and if you advance too slowly you can find yourself overwhelmed by sheer numbers. In fact, some Commanders find it worthwhile to use explosives to kill &#039;&#039;the civillians&#039;&#039; within a Chryssalid&#039;s range, rather than risk a zombie, with powerful melee, that may survive long enough to form another Chryssalid. And, since civilians have only 1 HP, a Chryssalid may ignore a trooper that may survive an attack, and prioritize attacking civillians (as do most aliens during Terror Missions). So if there are equal or more civilians than Chryssalids between you and these insectoid horrors, opening fire is the most worthwhile action.&lt;br /&gt;
&lt;br /&gt;
During missions such as larger UFO assaults or the alien base, where enemies are activated only when you get within sight range, Chryssalids can be extremely dangerous, as instead of falling back to cover, they will take their free move to surround your closest [[Soldiers (EU2012)|soldier]], and then attack as soon as the alien turn begins. &lt;br /&gt;
&lt;br /&gt;
[[Chitin Plating (EU2012)|Chitin Plating]], made from dead Chryssalid bodies, is the best defense against their melee attacks, providing 4 HP as well as 50% reduced melee damage. In larger terror missions it is an almost essential piece of equipment for your front-line assault soldiers. Titan Armor further reduces risk of death (and another zombie to your now-reduced forces), as well as prevents poisioning.&lt;br /&gt;
&lt;br /&gt;
Chryssalids have high will so they are resistant to psionic attacks. Avoid using psionic powers against them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Chryssalid corpses can be used to create [[Chitin Plating (EU2012)|Chitin Plating]], which protects against melee damage, this can help against Chryssalids a lot. Unfortunately it has no visual effects on the soldier wearing it, wearing Chryssalid shells would probably look really cool.&lt;br /&gt;
*The removal of time units have severely crippled Chryssalids as they can no longer rely on their movement speed alone. This has slightly hurt their reputation as the most iconic alien of X-COM as they are very foolhardy and defiant of the new movement mechanics. They are at their [[Chryssalid|full glory]] in the 1994 original X-COM.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45091</id>
		<title>Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45091"/>
		<updated>2013-03-03T01:28:41Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Uber Ethereal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ethereals are some of, if not &#039;&#039;&#039;the&#039;&#039;&#039; most powerful alien creatures you will ever encounter in the game. These ancient aliens are the true masterminds behind the alien invasion. They are humanoid in form and possess four arms. While they are physically quite frail the Ethereals have the greatest psionic abilities seen in the entire game, using them to obliterate the minds and bodies of your squad.&lt;br /&gt;
&lt;br /&gt;
Dr. Vahlen identifies a specimen to be centuries old. Despite this Ethereals actually have a ton of health. (20 hit points in total on Classic and below.) Do not expect them to turn into a pile of dust when you shoot them.&lt;br /&gt;
&lt;br /&gt;
You will only find Ethereals in UFO assaults or on the final mission. They prefer to send their underlings such as [[Muton (EU2012)|Mutons]] to do their dirty work.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.&lt;br /&gt;
&lt;br /&gt;
Ethereals will usually only spawn on the bridge of UFOs. This gives you ample time to prepare for the fight beforehand. Just be sure you have cleared any aliens wandering outside. Make sure everyone has a full weapon and a meaningful turn to work with. When you open the door to the bridge you should take control of the Muton Elites there if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal. Because of their low Will the Ethereal will often Psi-Lance a mind controlled Muton in preference to attacking one of your soldiers.&lt;br /&gt;
&lt;br /&gt;
Do not even bother using psionics against the Ethereal itself though, it has a very high chance to fail. Note that it is still possible to mind control an ethereal, which is required for the &amp;quot;Xavier&amp;quot; Achievement.&lt;br /&gt;
&lt;br /&gt;
All Ethereals have a chance to reflect shots back at the attacker, fortunately for much less than the weapon&#039;s normal damage.&lt;br /&gt;
&lt;br /&gt;
A squad at full capacity shooting at the Ethereal will often be enough to bring it down in one turn, though if you&#039;re unlucky on reflects it can survive even that.&lt;br /&gt;
&lt;br /&gt;
== Ethereal Councilor ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:2012-10-14 00005.jpg|200px]]&lt;br /&gt;
|hp=20/20/20/25&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=120&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
These Ethereals are often seen commanding UFOs. Exercise extreme caution wherever these red robed fiends may be present. Heed the advice given above to bring them down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. The reflected attack deals reduced damage.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
== Uber Ethereal ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
|hp=25/25/25/30&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=150&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This Ethereal commands the entire Alien Armada. He essentially has the same powers as regular Ethereals but the large stat bonuses he gains make him a formidable foe.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is only encountered during the final mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. Reflected attacks deal reduced damage.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* The Uber Ethereal is immune to Mind Control but not Psi Panic or Mindfray.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
* Should the Uber Ethereal die, all remaining aliens and mind controlled soldiers die as well and the game ends in humanity&#039;s victory. Note that mind controlled aliens die after the control&#039;s duration expires.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=45090</id>
		<title>Chryssalid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=45090"/>
		<updated>2013-03-03T01:25:25Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Chryssalid.png|200px]]&lt;br /&gt;
|hp=8/8/8/8&lt;br /&gt;
|aim=Melee&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chryssalid is a savage murderous insect. Standing at about 5 feet, Chryssalids serve the [[alien Life Forms (EU2012)|alien]] forces as terror agents, though sometimes they can be seen defending structures of importance to the aliens. They are the fastest ground units in the game and they use their deadly claws to tear up your [[Soldiers (EU2012)|squad members]]. Perhaps the worst thing about them is that they can inject a venom into your operatives that effectively zombifies them, turning them into a [[zombie (EU2012)|thrall]] for the aliens, though that is not all. They also inject the victim with a Chryssalid egg. After 3 turns the egg will hatch and the new, fully adult Chryssalid will tear its way out of the zombie ready to inject more of your soldiers. (Or civilians where present.)&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
A priority when facing Chryssalids is to stay well away. If your [[Soldiers (EU2012)|squad]] members can hear Chryssalids running around you should put your squad on [[Overwatch (EU2012)|Overwatch]]. If a Chryssalid or two moves within your range a few extra hits before your turn will really help you in the fight.&lt;br /&gt;
&lt;br /&gt;
Chryssalids have heavy armour but they usually charge at your squad out in the open, sometimes the fact that they often ignore cover is enough to negate their large amounts of health. However you should be sure you have enough firepower to take down the whole group, keeping up with [[Research (EU2012)|technology]] will surely help you in this regard.&lt;br /&gt;
&lt;br /&gt;
However, for all their dangers there is one game mechanic that really makes Chryssalids suffer. Dashing. Chryssalids will often often completely ignore the moving and action mechanics of the game, dashing straight up to your [[Soldiers (EU2012)|soldiers]] without considering whether they can still attack in that turn. This reduces the power of the Chryssalid dramatically, as they have a habit of dashing up to point blank range and ending turn, giving you easy hits.&lt;br /&gt;
&lt;br /&gt;
As always, keep a [[Sniper (EU2012)|sniper]] or two around to quickly finish them off when they appear.&lt;br /&gt;
&lt;br /&gt;
Note that killing [[Zombie (EU2012)|zombified]] soldiers or civilians no longer hatches a Chryssalid. They will only hatch after 3 turns. Chryssalids hatch at the beginning of the aliens&#039; turn and can move and attack immediately after emerging. This can be a nasty surprise if you&#039;ve not been keeping track when a slow, lumbering zombie you thought you were a safe distance from suddenly turns in to a 20 move chryssalid and covers the distance easily.&lt;br /&gt;
&lt;br /&gt;
Chryssalids are at their most dangerous in terror [[Missions (EU2012)|missions]], where they can convert civilians in to [[Zombie (EU2012)|zombies]] and if you advance too slowly you can find yourself overwhelmed by sheer numbers.&lt;br /&gt;
&lt;br /&gt;
During missions such as larger UFO assaults or the alien base, where enemies are activated only when you get within sight range, Chryssalids can be extremely dangerous, as instead of falling back to cover, they will take their free move to surround your closest [[Soldiers (EU2012)|soldier]], and then attack as soon as the alien turn begins.&lt;br /&gt;
&lt;br /&gt;
[[Chitin Plating (EU2012)|Chitin Plating]], made from dead Chryssalid bodies, is the best defense against their melee attacks, providing 4 HP as well as 50% reduced melee damage. In larger terror missions it is an almost essential piece of equipment for your front-line assault soldiers.&lt;br /&gt;
&lt;br /&gt;
Chryssalids have high will so so they are resistant to psionic attacks. Avoid using psionic powers against them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Chryssalid corpses can be used to create [[Chitin Plating (EU2012)|Chitin Plating]], which protects against melee damage, this can help against Chryssalids a lot. Unfortunately it has no visual effects on the soldier wearing it, wearing Chryssalid shells would probably look really cool.&lt;br /&gt;
*The removal of time units have severely crippled Chryssalids as they can no longer rely on their movement speed alone. This has slightly hurt their reputation as the most iconic alien of X-COM as they are very foolhardy and defiant of the new movement mechanics. They are at their [[Chryssalid|full glory]] in the 1994 original X-COM.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45089</id>
		<title>Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45089"/>
		<updated>2013-03-03T01:23:36Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ethereals are some of, if not &#039;&#039;&#039;the&#039;&#039;&#039; most powerful alien creatures you will ever encounter in the game. These ancient aliens are the true masterminds behind the alien invasion. They are humanoid in form and possess four arms. While they are physically quite frail the Ethereals have the greatest psionic abilities seen in the entire game, using them to obliterate the minds and bodies of your squad.&lt;br /&gt;
&lt;br /&gt;
Dr. Vahlen identifies a specimen to be centuries old. Despite this Ethereals actually have a ton of health. (20 hit points in total on Classic and below.) Do not expect them to turn into a pile of dust when you shoot them.&lt;br /&gt;
&lt;br /&gt;
You will only find Ethereals in UFO assaults or on the final mission. They prefer to send their underlings such as [[Muton (EU2012)|Mutons]] to do their dirty work.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.&lt;br /&gt;
&lt;br /&gt;
Ethereals will usually only spawn on the bridge of UFOs. This gives you ample time to prepare for the fight beforehand. Just be sure you have cleared any aliens wandering outside. Make sure everyone has a full weapon and a meaningful turn to work with. When you open the door to the bridge you should take control of the Muton Elites there if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal. Because of their low Will the Ethereal will often Psi-Lance a mind controlled Muton in preference to attacking one of your soldiers.&lt;br /&gt;
&lt;br /&gt;
Do not even bother using psionics against the Ethereal itself though, it has a very high chance to fail. Note that it is still possible to mind control an ethereal, which is required for the &amp;quot;Xavier&amp;quot; Achievement.&lt;br /&gt;
&lt;br /&gt;
All Ethereals have a chance to reflect shots back at the attacker, fortunately for much less than the weapon&#039;s normal damage.&lt;br /&gt;
&lt;br /&gt;
A squad at full capacity shooting at the Ethereal will often be enough to bring it down in one turn, though if you&#039;re unlucky on reflects it can survive even that.&lt;br /&gt;
&lt;br /&gt;
== Ethereal Councilor ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:2012-10-14 00005.jpg|200px]]&lt;br /&gt;
|hp=20/20/20/25&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=120&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
These Ethereals are often seen commanding UFOs. Exercise extreme caution wherever these red robed fiends may be present. Heed the advice given above to bring them down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. The reflected attack deals reduced damage.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
== Uber Ethereal ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
|hp=25/25/25/30&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=150&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This Ethereal commands the entire Alien Armada. He essentially has the same powers as regular Ethereals but the large stat bonuses he gains make him a formidable foe.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is only encountered during the final mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. Reflected attacks deal reduced damage.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=45088</id>
		<title>Chryssalid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=45088"/>
		<updated>2013-03-03T01:22:11Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Chryssalid.png|200px]]&lt;br /&gt;
|hp=8/8/8/8&lt;br /&gt;
|aim=Melee&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chryssalid is a savage murderous insect. Standing at about 5 feet, Chryssalids serve the [[alien Life Forms (EU2012)|alien]] forces as terror agents, though sometimes they can be seen defending structures of importance to the aliens. They are the fastest ground units in the game and they use their deadly claws to tear up your [[Soldiers (EU2012)|squad members]]. Perhaps the worst thing about them is that they can inject a venom into your operatives that effectively zombifies them, turning them into a [[zombie (EU2012)|thrall]] for the aliens, though that is not all. They also inject the victim with a Chryssalid egg. After 3 turns the egg will hatch and the new, fully adult Chryssalid will tear its way out of the zombie ready to inject more of your soldiers. (Or civilians where present.)&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
A priority when facing Chryssalids is to stay well away. If your [[Soldiers (EU2012)|squad]] members can hear Chryssalids running around you should put your squad on [[Overwatch (EU2012)|Overwatch]]. If a Chryssalid or two moves within your range a few extra hits before your turn will really help you in the fight.&lt;br /&gt;
&lt;br /&gt;
Chryssalids have heavy armour but they usually charge at your squad out in the open, sometimes the fact that they often ignore cover is enough to negate their large amounts of health. However you should be sure you have enough firepower to take down the whole group, keeping up with [[Research (EU2012)|technology]] will surely help you in this regard.&lt;br /&gt;
&lt;br /&gt;
However, for all their dangers there is one game mechanic that really makes Chryssalids suffer. Dashing. Chryssalids will often often completely ignore the moving and action mechanics of the game, dashing straight up to your [[Soldiers (EU2012)|soldiers]] without considering whether they can still attack in that turn. This reduces the power of the Chryssalid dramatically, as they have a habit of dashing up to point blank range and ending turn, giving you easy hits.&lt;br /&gt;
&lt;br /&gt;
As always, keep a [[Sniper (EU2012)|sniper]] or two around to quickly finish them off when they appear.&lt;br /&gt;
&lt;br /&gt;
Note that killing [[Zombie (EU2012)|zombified]] soldiers or civilians no longer hatches a Chryssalid. They will only hatch after 3 turns. Chryssalids hatch at the beginning of the aliens&#039; turn and can move and attack immediately after emerging. This can be a nasty surprise if you&#039;ve not been keeping track when a slow, lumbering zombie you thought you were a safe distance from suddenly turns in to a 20 move chryssalid and covers the distance easily.&lt;br /&gt;
&lt;br /&gt;
Chryssalids are at their most dangerous in terror [[Missions (EU2012)|missions]], where they can convert civilians in to [[Zombie (EU2012)|zombies]] and if you advance too slowly you can find yourself overwhelmed by sheer numbers.&lt;br /&gt;
&lt;br /&gt;
During missions such as larger UFO assaults or the alien base, where enemies are activated only when you get within sight range, Chryssalids can be extremely dangerous, as instead of falling back to cover, they will take their free move to surround your closest [[Soldiers (EU2012)|soldier]], and then attack as soon as the alien turn begins.&lt;br /&gt;
&lt;br /&gt;
[[Chitin Plating (EU2012)|Chitin Plating]], made from dead Chryssalid bodies, is the best defense against their melee attacks, providing 4 HP as well as 50% reduced melee damage. In larger terror missions it is an almost essential piece of equipment for your front-line assault soldiers.&lt;br /&gt;
&lt;br /&gt;
Chryssalids have high will so so they are resistant to psionic powers.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Chryssalid corpses can be used to create [[Chitin Plating (EU2012)|Chitin Plating]], which protects against melee damage, this can help against Chryssalids a lot. Unfortunately it has no visual effects on the soldier wearing it, wearing Chryssalid shells would probably look really cool.&lt;br /&gt;
*The removal of time units have severely crippled Chryssalids as they can no longer rely on their movement speed alone. This has slightly hurt their reputation as the most iconic alien of X-COM as they are very foolhardy and defiant of the new movement mechanics. They are at their [[Chryssalid|full glory]] in the 1994 original X-COM.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45087</id>
		<title>Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45087"/>
		<updated>2013-03-03T01:21:17Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Uber Ethereal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ethereals are some of, if not &#039;&#039;&#039;the&#039;&#039;&#039; most powerful alien creatures you will ever encounter in the game. These ancient aliens are the true masterminds behind the alien invasion. They are humanoid in form and possess four arms. While they are physically quite frail the Ethereals have the greatest psionic abilities seen in the entire game, using them to obliterate the minds and bodies of your squad.&lt;br /&gt;
&lt;br /&gt;
Dr. Vahlen identifies a specimen to be centuries old. Despite this Ethereals actually have a ton of health. (20 hit points in total on Classic and below.) Do not expect them to turn into a pile of dust when you shoot them.&lt;br /&gt;
&lt;br /&gt;
You will only find Ethereals in UFO assaults or on the final mission. They prefer to send their underlings such as [[Muton (EU2012)|Mutons]] to do their dirty work.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.&lt;br /&gt;
&lt;br /&gt;
Ethereals will usually only spawn on the bridge of UFOs. This gives you ample time to prepare for the fight beforehand. Just be sure you have cleared any aliens wandering outside. Make sure everyone has a full weapon and a meaningful turn to work with. When you open the door to the bridge you should take control of the Muton Elites there if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal. Because of their low Will the Ethereal will often Psi-Lance a mind controlled Muton in preference to attacking one of your soldiers.&lt;br /&gt;
&lt;br /&gt;
Do not even bother using psionics against the Ethereal itself though, it has a very high chance to fail.&lt;br /&gt;
&lt;br /&gt;
All Ethereals have a chance to reflect shots back at the attacker, fortunately for much less than the weapon&#039;s normal damage.&lt;br /&gt;
&lt;br /&gt;
A squad at full capacity shooting at the Ethereal will often be enough to bring it down in one turn, though if you&#039;re unlucky on reflects it can survive even that.&lt;br /&gt;
&lt;br /&gt;
== Ethereal Councilor ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:2012-10-14 00005.jpg|200px]]&lt;br /&gt;
|hp=20/20/20/25&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=120&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
These Ethereals are often seen commanding UFOs. Exercise extreme caution wherever these red robed fiends may be present. Heed the advice given above to bring them down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. The reflected attack deals reduced damage.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
== Uber Ethereal ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
|hp=25/25/25/30&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=150&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This Ethereal commands the entire Alien Armada. He essentially has the same powers as regular Ethereals but the large stat bonuses he gains make him a formidable foe.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is only encountered during the final mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. Reflected attacks deal reduced damage.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45086</id>
		<title>Ethereal (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ethereal_(EU2012)&amp;diff=45086"/>
		<updated>2013-03-03T01:20:58Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Ethereal Councilor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ethereals are some of, if not &#039;&#039;&#039;the&#039;&#039;&#039; most powerful alien creatures you will ever encounter in the game. These ancient aliens are the true masterminds behind the alien invasion. They are humanoid in form and possess four arms. While they are physically quite frail the Ethereals have the greatest psionic abilities seen in the entire game, using them to obliterate the minds and bodies of your squad.&lt;br /&gt;
&lt;br /&gt;
Dr. Vahlen identifies a specimen to be centuries old. Despite this Ethereals actually have a ton of health. (20 hit points in total on Classic and below.) Do not expect them to turn into a pile of dust when you shoot them.&lt;br /&gt;
&lt;br /&gt;
You will only find Ethereals in UFO assaults or on the final mission. They prefer to send their underlings such as [[Muton (EU2012)|Mutons]] to do their dirty work.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
When you face these ancient aliens prepare for a very tough fight. Do not expect SHIVs to be immune to them. Ethereals can use pure psionic force against their foes instead of purely mind centered attacks. These attacks actually do more damage to SHIVs than to regular humans as SHIVs have no Will to defend them.&lt;br /&gt;
&lt;br /&gt;
Ethereals will usually only spawn on the bridge of UFOs. This gives you ample time to prepare for the fight beforehand. Just be sure you have cleared any aliens wandering outside. Make sure everyone has a full weapon and a meaningful turn to work with. When you open the door to the bridge you should take control of the Muton Elites there if possible, they make useful fodder units and provide a fair bit of firepower against the Ethereal. Because of their low Will the Ethereal will often Psi-Lance a mind controlled Muton in preference to attacking one of your soldiers.&lt;br /&gt;
&lt;br /&gt;
Do not even bother using psionics against the Ethereal itself though, it has a very high chance to fail.&lt;br /&gt;
&lt;br /&gt;
All Ethereals have a chance to reflect shots back at the attacker, fortunately for much less than the weapon&#039;s normal damage.&lt;br /&gt;
&lt;br /&gt;
A squad at full capacity shooting at the Ethereal will often be enough to bring it down in one turn, though if you&#039;re unlucky on reflects it can survive even that.&lt;br /&gt;
&lt;br /&gt;
== Ethereal Councilor ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:2012-10-14 00005.jpg|200px]]&lt;br /&gt;
|hp=20/20/20/25&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=120&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
These Ethereals are often seen commanding UFOs. Exercise extreme caution wherever these red robed fiends may be present. Heed the advice given above to bring them down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker. The reflected attack deals reduced damage.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
== Uber Ethereal ==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Высший Эфириал.jpg|right|thumb]]&lt;br /&gt;
|hp=25/25/25/30&lt;br /&gt;
|aim=N/A&lt;br /&gt;
|defense=40&lt;br /&gt;
|will=150&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This Ethereal commands the entire Alien Armada. He essentially has the same powers as regular Ethereals but the large stat bonuses he gains make him a formidable foe.&lt;br /&gt;
&lt;br /&gt;
The Uber Ethereal is only encountered during the final mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will/mobility/aim.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge. It has the potential to do from 4 damage (if resisted) to 20+ (SHIV, since they have no will to resist.) Rift will persist on the map for one turn and damage anything that enters.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=45085</id>
		<title>Chryssalid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid_(EU2012)&amp;diff=45085"/>
		<updated>2013-03-03T01:19:45Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Chryssalid.png|200px]]&lt;br /&gt;
|hp=8/8/8/8&lt;br /&gt;
|aim=Melee&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chryssalid is a savage murderous insect. Standing at about 5 feet, Chryssalids serve the [[alien Life Forms (EU2012)|alien]] forces as terror agents, though sometimes they can be seen defending structures of importance to the aliens. They are the fastest ground units in the game and they use their deadly claws to tear up your [[Soldiers (EU2012)|squad members]]. Perhaps the worst thing about them is that they can inject a venom into your operatives that effectively zombifies them, turning them into a [[zombie (EU2012)|thrall]] for the aliens, though that is not all. They also inject the victim with a Chryssalid egg. After 3 turns the egg will hatch and the new, fully adult Chryssalid will tear its way out of the zombie ready to inject more of your soldiers. (Or civilians where present.)&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
A priority when facing Chryssalids is to stay well away. If your [[Soldiers (EU2012)|squad]] members can hear Chryssalids running around you should put your squad on [[Overwatch (EU2012)|Overwatch]]. If a Chryssalid or two moves within your range a few extra hits before your turn will really help you in the fight.&lt;br /&gt;
&lt;br /&gt;
Chryssalids have heavy armour but they usually charge at your squad out in the open, sometimes the fact that they often ignore cover is enough to negate their large amounts of health. However you should be sure you have enough firepower to take down the whole group, keeping up with [[Research (EU2012)|technology]] will surely help you in this regard.&lt;br /&gt;
&lt;br /&gt;
However, for all their dangers there is one game mechanic that really makes Chryssalids suffer. Dashing. Chryssalids will often often completely ignore the moving and action mechanics of the game, dashing straight up to your [[Soldiers (EU2012)|soldiers]] without considering whether they can still attack in that turn. This reduces the power of the Chryssalid dramatically, as they have a habit of dashing up to point blank range and ending turn, giving you easy hits.&lt;br /&gt;
&lt;br /&gt;
As always, keep a [[Sniper (EU2012)|sniper]] or two around to quickly finish them off when they appear.&lt;br /&gt;
&lt;br /&gt;
Note that killing [[Zombie (EU2012)|zombified]] soldiers or civilians no longer hatches a Chryssalid. They will only hatch after 3 turns. Chryssalids hatch at the beginning of the aliens&#039; turn and can move and attack immediately after emerging. This can be a nasty surprise if you&#039;ve not been keeping track when a slow, lumbering zombie you thought you were a safe distance from suddenly turns in to a 20 move chryssalid and covers the distance easily.&lt;br /&gt;
&lt;br /&gt;
Chryssalids are at their most dangerous in terror [[Missions (EU2012)|missions]], where they can convert civilians in to [[Zombie (EU2012)|zombies]] and if you advance too slowly you can find yourself overwhelmed by sheer numbers.&lt;br /&gt;
&lt;br /&gt;
During missions such as larger UFO assaults or the alien base, where enemies are activated only when you get within sight range, Chryssalids can be extremely dangerous, as instead of falling back to cover, they will take their free move to surround your closest [[Soldiers (EU2012)|soldier]], and then attack as soon as the alien turn begins.&lt;br /&gt;
&lt;br /&gt;
[[Chitin Plating (EU2012)|Chitin Plating]], made from dead Chryssalid bodies, is the best defense against their melee attacks, providing 4 HP as well as 50% reduced melee damage. In larger terror missions it is an almost essential piece of equipment for your front-line assault soldiers.&lt;br /&gt;
&lt;br /&gt;
Chryssalids have very high will so mind powers are very unlikely to affect them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Chryssalid corpses can be used to create [[Chitin Plating (EU2012)|Chitin Plating]], which protects against melee damage, this can help against Chryssalids a lot. Unfortunately it has no visual effects on the soldier wearing it, wearing Chryssalid shells would probably look really cool.&lt;br /&gt;
*The removal of time units have severely crippled Chryssalids as they can no longer rely on their movement speed alone. This has slightly hurt their reputation as the most iconic alien of X-COM as they are very foolhardy and defiant of the new movement mechanics. They are at their [[Chryssalid|full glory]] in the 1994 original X-COM.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cyberdisc_(EU2012)&amp;diff=45084</id>
		<title>Cyberdisc (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cyberdisc_(EU2012)&amp;diff=45084"/>
		<updated>2013-03-03T01:17:50Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Cyberdisc Closed (EU2012).jpg|right|200px|center|Cyberdisc - closed disc form]]&amp;lt;br&amp;gt;[[File:Cyberdisc Open (EU2012).jpg|right|200px|center|Cyberdisc - open assault form]]&lt;br /&gt;
|hp=16/16/20/20&lt;br /&gt;
|aim=70&lt;br /&gt;
|defense=10&lt;br /&gt;
|will=Mechanized&lt;br /&gt;
|move=18&lt;br /&gt;
}}&lt;br /&gt;
The Cyberdisc is a flying heavy weapons platform equipped with a devastating plasma cannon and covered in tough armour plating. When first encountered the Cyberdisc will be in a closed disk like form not unlike a miniature UFO. When the Cyberdisc is ready to attack it opens up to reveal a terrifying mass of tentacles bustling with heavy weaponry. It will take a lot of firepower to take down and it also comes equipped with an alien grenade.&lt;br /&gt;
&lt;br /&gt;
The disc will explode on death, damaging everything in a small radius.&lt;br /&gt;
&lt;br /&gt;
Note that Cyberdiscs will always work in groups with [[Drone (EU2012)|Drone]] units. The Drones can repair the Cyberdisc. You might want to kill the Drones so the Cyberdisc cannot be healed. Just make sure the reward in doing so is greater than the risk.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
When a Cyberdisc appears you should prioritise them over other aliens you may be fighting. The disc will likely charge in to your midst and take a flanking shot.&lt;br /&gt;
&lt;br /&gt;
Discs aren&#039;t very subtle, and will use their move when you first see them to charge at you. Try to burn them down on the turn you see them, because they are very fast and can often get a flank on their next turn unless you fall back. HEAT ammo Heavies can do heavy damage to Discs and the fact that they tend to fly high means your snipers will probably have a good shot immediately. A closed disc is Hardened, so is very difficult to crit, but otherwise is hit and damaged normally. When the Disc attacks it will open up in order to fire, making them more vulnerable. The cyberdisc will close up again on your turn when hit, so make sure to hit it with something high damage for the first shot to make the most of the opportunity for a a critical.&lt;br /&gt;
&lt;br /&gt;
Drones don&#039;t repair for very much, so as long as you kill the Disc quickly enough Drones should be more of an annoyance than a serious problem. The drones usually start close to the Disc, so they can be destroyed by it when it explodes on death. Using a rocket on the group is a good way to take out the drones while also dealing damage to the Disc itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=45083</id>
		<title>Thin Man (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=45083"/>
		<updated>2013-03-03T01:08:26Z</updated>

		<summary type="html">&lt;p&gt;KiethSomataw99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit Stat Box (EU2012)&lt;br /&gt;
|picture=[[File:Thin Man (EU2012).png|70px|center]]&lt;br /&gt;
|hp=3/3/4/6&lt;br /&gt;
|aim=65&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=15&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Thin Men are agile, quick, and elusive alien creatures. Designed to look human so that they can successfully infiltrate society, Thin Men are responsible for handling the more secretive operations of the alien invasion. (Though some aren&#039;t exactly subtle, such as planting huge alien bombs in the middle of urban centres.)&lt;br /&gt;
 &lt;br /&gt;
Their human-like appearance doesn&#039;t fool XCOM troops, who have no trouble identifying Thin Men as hostiles.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: The Thin Man spits a poisonous glob that decreases the aim of your soldiers by 20% and damages their health by one point each turn. Can be cured by medkit. Fades away after a while.&lt;br /&gt;
*&#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump incredibly high, allowing it to scale entire buildings and take up an elevated position. Very dangerous against Snipers who are unable to fire.&lt;br /&gt;
*&#039;&#039;&#039;Last Gasp&#039;&#039;&#039;: The Thin Man explodes, leaving a poisonous cloud that will poison any soldiers that move within it, can void a small area of cover. Only activates when Thin Man dies.&lt;br /&gt;
* Thin Men have an unexplained ability to deploy directly in to a mission area on some missions, seemingly dropping out of the sky.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Advice ===&lt;br /&gt;
Thin Men use a Light Plasma Rifle, which does much higher damage than a Sectoid&#039;s Plasma Pistol. On Classic try to make sure your troops have enough HP to not be one-shot by a lucky hit. Thin Men&#039;s high movement means you have to be very careful of flanks from them. If they have a low hit chance they will often use Poison Spit for a guaranteed hit, which will do 3 damage over 3 turns and wreck your soldier&#039;s aim. If they have a low hit chance on a soldier equipped with a Medikit or wearing Titan Armor, they will often use suppression on that soldier to reduce that soldier&#039;s aim for the turn. While their HP is nothing remarkable, it is enough to survive a grenade on Classic. Finally, beware of their leap ability, which they can surprise rooftop snipers with. Be careful when fighting around a building where you don&#039;t have the roof covered because Thin Men can leap on to the roof and then drop in for a flank on the next turn.&lt;br /&gt;
&lt;br /&gt;
In the Escort and Bomb Disposal council missions Thin Men will periodically appear in the mission area. They will drop out of the sky (the game will show you where even if you can&#039;t see it) and then immediately go on overwatch. Dropping in counts as a move, so any troops on overwatch who see a Thin Man appear will take a shot.&lt;br /&gt;
&lt;br /&gt;
=== V.I.P. Escort ===&lt;br /&gt;
In V.I.P. escort missions Thin Men will aim for the target you are trying to extract, regardless of whether or not there is an XCOM escort soldier at their side. As well as regular groups seeded on the map, extra Thin Men will periodically drop out of the sky on you. Be sure to scout with soldiers before moving the V.I.P. to the Skyranger; the entire mission will be a bust if the V.I.P. dies.&lt;br /&gt;
&lt;br /&gt;
=== Bomb Disposal ===&lt;br /&gt;
In bomb disposal operations, it is not rare to see an entire alien force consisting of purely Thin Men. Some thin men will venture away from the main bomb and protect its power sources but you will find the highest concentration of Thin Men protecting the bomb. Just be sure to quickly dispatch the Thin Men before the bomb goes off and deactivate it. More Thin Men will usually drop down from the sky trying to rearm the bomb, so if you have time, take up defensive positions and go on overwatch before deactivating it.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*The Thin Men are one of the few aliens in Enemy Unknown 2012 that do not have a direct 1994 equivalent. However, their reptilian eyes, fangs, scales around the neck and wrists, autopsy reports, and use of poison suggest a strong conceptual link to the Snakemen. &lt;br /&gt;
*Thin Men are caricatures of Sid Meier, head of Firaxis. He has a history of showing up in games by Firaxis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>KiethSomataw99</name></author>
	</entry>
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