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	<updated>2026-05-01T06:05:21Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Ufopaedia_News&amp;diff=67355</id>
		<title>Ufopaedia News</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ufopaedia_News&amp;diff=67355"/>
		<updated>2015-08-22T16:51:22Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia News ===&lt;br /&gt;
This is an info page for major updates and work focus on the wiki.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
=====June 9th, 2015=====&lt;br /&gt;
: &#039;&#039;&#039;XCOM 2 on UFOPaedia&#039;&#039;&#039;. An [[XCOM2]] page has been created to collect all the information released so far about the upcoming sequel to Enemy Unknown. Later a section for the new game will be added. &lt;br /&gt;
=====June 3rd, 2014=====&lt;br /&gt;
: &#039;&#039;&#039;Long War on UFOPaedia&#039;&#039;&#039;. The much acclaimed [http://www.nexusmods.com/xcom/mods/88/? Long War] mod for XCOM: Enemy Unknown/Enemy Within now has its own subwiki at the UFOPaedia. Long War features over 700 changes to EU/EW and has been [https://twitter.com/SolomonJake/status/469913573578530816 described] by Jake Solomon (EU&#039;s lead designer) as: &amp;quot;If you liked XCOM, give The Long War mod a shot. Takes XCOM to a new level.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
=====March 17th, 2014 =====&lt;br /&gt;
: &#039;&#039;&#039;UFOPaedia on Twitter&#039;&#039;&#039;. The UFOpaedia now has its own Twitter account ([http://twitter.com/UFOpaedia http://twitter.com/UFOpaedia]). Please use the hashtag #ufopaedia on your posts. &lt;br /&gt;
=====December 29th, 2013 =====&lt;br /&gt;
: &#039;&#039;&#039;Software Upgrade&#039;&#039;&#039;. UFOpaedia has now been upgraded from version 1.16 to version 1.22. Whilst functionality has been checked and should work as normal, if you encounter anything odd then please let Pete know under the Wiki Software Upgrade section [[Talk:Main_Page#Wiki_Software_Upgrade|here]].&lt;br /&gt;
=====December 27th, 2013 =====&lt;br /&gt;
: &#039;&#039;&#039;Server Transfer&#039;&#039;&#039;. At 10am GMT on the 27th December the UFOpaedia will be transferred to a new server on strategycore. Posting will be disabled for a short period whilst the transfer takes place.&lt;br /&gt;
=====December 20th, 2013 =====&lt;br /&gt;
: &#039;&#039;&#039;Enemy Within mapped out&#039;&#039;&#039;. The [[Maps (EU2012)|Maps]] section of XCOM: Enemy Unknown now contains overhead images of all the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]]&#039;s new maps on the individual map pages. &lt;br /&gt;
===== November 22nd, 2013 =====&lt;br /&gt;
: &#039;&#039;&#039;Site Maintenance Continues&#039;&#039;&#039;. The good news is that it is possible now to register new users. The bad news is that the spammer problems aren&#039;t solved yet, so when registering please don&#039;t choose a [[Special:Log/block|suspicious username]] or you might find yourself blocked. Hang in there, Commander. &lt;br /&gt;
===== November 2nd, 2013 =====&lt;br /&gt;
: &#039;&#039;&#039;Site Maintenance&#039;&#039;&#039;. We&#039;re currently performing some site upgrades in order to solve the spammer problem and other issues. While the maintenance is underway it won&#039;t be possible to register new users but already existing users can continue working. Thank you.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
===== September 23rd, 2013 =====&lt;br /&gt;
: &#039;&#039;&#039;Spam attacks&#039;&#039;&#039;. We&#039;ve been having a lot of spammers recently so we&#039;re taking the policy of preemptive blocking of users with [[Special:Log/block|suspicious usernames]]. To prevent this happening to you either choose a username XCOM related or page edit right after you register. Thanks.&lt;br /&gt;
&lt;br /&gt;
===== August 20th, 2013 =====&lt;br /&gt;
: &#039;&#039;&#039;[[The Bureau: XCOM Declassified]] section open&#039;&#039;&#039;. The UFOPaedia&#039;s section of the new XCOM game is now open. Feel free to start contributing. &lt;br /&gt;
&lt;br /&gt;
===== February 7th, 2013 =====&lt;br /&gt;
: &#039;&#039;&#039;XCOM: Enemy Unknown maps revealed&#039;&#039;&#039;: The [[Maps_(EU2012)|Maps]] section of the re-imagined game&#039;s now contains overhead images of all maps on their individual pages.&lt;br /&gt;
&lt;br /&gt;
===== December 28th, 2012 =====&lt;br /&gt;
: &#039;&#039;&#039;Enemy Unknown section growing&#039;&#039;&#039;: The EU2012 section now has over 200 pages. Thanks to everyone who has contributed so far and keep enjoying the game in 2013. :)&lt;br /&gt;
&lt;br /&gt;
===== October 4th, 2012 =====&lt;br /&gt;
: &#039;&#039;&#039;New Main Page:&#039;&#039;&#039; UFOpaedia.org features a new Main Page, this to better structure the information and news. Each section draws information from two different pages [[XCOM_News]] for general news about the games and [[Ufopaedia_News|UFOpaedia News]] for news on the wiki site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;===== June 10th, 2012 =====&lt;br /&gt;
: &#039;&#039;&#039;UFOpaedia expands:&#039;&#039;&#039; A new draft is up for Firaxis coming remake of UFO: Enemy Unknown; head over to [[Enemy Unknown (2012)|XCOM: Enemy Unknown (2012)]] and start contributing. So far there is not much information released by Firaxis but we can fill in the tidbits that are known so far.&lt;br /&gt;
&lt;br /&gt;
===== March 22nd, 2009  =====&lt;br /&gt;
: &#039;&#039;&#039;UFOpaedia.org is now hosted by StrategyCore:&#039;&#039;&#039; To visitors and regular contributors, the UFOpaedia.org wiki is now hosted on [http://www.strategycore.co.uk/ StrategyCore]. A big thank you to Gazchap who started and hosted for so long what has since become a most fascinating and informative resource on X-COM.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;September 12, 2012&#039;&#039;&#039;&lt;br /&gt;
:*Etiam faucibus, est in pharetra dapibus, risus orci pulvinar augue, vitae imperdiet ante sapien quis leo. Ut ultricies orci id augue scelerisque id accumsan arcu mattis. Aliquam sed dignissim arcu. Integer mollis scelerisque metus, eget hendrerit felis porta quis. Morbi fermentum mattis nibh, sit amet hendrerit magna suscipit vitae.&lt;br /&gt;
:* Quisque eu lorem ipsum. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Quisque auctor, odio non pretium scelerisque, arcu nulla fermentum nisi, et consequat mauris sem sed sem. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;September 12, 2012&#039;&#039;&#039;&lt;br /&gt;
:*Etiam faucibus, est in pharetra dapibus, risus orci pulvinar augue, vitae imperdiet ante sapien quis leo. Ut ultricies orci id augue scelerisque id accumsan arcu mattis. Aliquam sed dignissim arcu. Integer mollis scelerisque metus, eget hendrerit felis porta quis. Morbi fermentum mattis nibh, sit amet hendrerit magna suscipit vitae. Quisque eu lorem ipsum. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus. Quisque auctor, odio non pretium scelerisque, arcu nulla fermentum nisi, et consequat mauris sem sed sem.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=67354</id>
		<title>XCOM News</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM_News&amp;diff=67354"/>
		<updated>2015-08-22T16:50:11Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Old news is not news. =P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Ufopaedia.org news page where relevant news and site messages will appear. When this page is transcluded into other pages, only the new news items should appear there. Everything else will only display on this page. &lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
====&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;XCOM2&#039;s Avenger mobile base revealed&amp;lt;/span&amp;gt;====&lt;br /&gt;
[[File:XCOM 2 Soldier Customization.png|240px|thumb|Soldier Customization]]&lt;br /&gt;
&#039;&#039;&#039;August 7th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released new [https://www.youtube.com/watch?v=lj42i7f1nj0&amp;amp;feature=youtu.be footage] of the upcoming [[XCOM2]] game, with a focus on the Avenger, the mobile base used by XCOM to fight the ADVENT forces. Highlights include a tour through the base facilities and XCOM&#039;s Chief Engineer and Scientist, as well as a display of the soldier customization and the strategic layer.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====OpenTFTD Beta Released====&lt;br /&gt;
[[File:OpenTFTD1.png|240px|thumb|OpenTFTD]]&lt;br /&gt;
&#039;&#039;&#039;August 4th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* The developers of [[OpenXcom]] have released the first Nightly (a.k.a. beta version) of [http://openxcom.org/ OpenTFTD], an open source reimplementation of [[TFTD|XCOM: Terror From The Deep]]. OpenTFTD comes included with the engine of regular OpenXcom and requires a copy of the original TFTD game to play.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
====XCOM 2 Gameplay Video Released====&lt;br /&gt;
&#039;&#039;&#039;June 16th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released the first [https://www.youtube.com/watch?v=AzAKyj-KK-E&amp;amp;t=2m22s video] of XCOM 2 gameplay during the E3 2015 conference. The footage features a tactical mission where XCOM troops have to blow up an Advent target and it shows several enemies, including the Advent units of Soldier, Captain, Turret and MEC, as well as the Viper and the evolved Muton Berserker. The video also shows the new concealment/ambush mechanic, as well as a Gremlin hacking a turret and the Skyranger retrieval. It is also possible to see Officer [[Bradford (EU2012)|Bradford]] ordering XCOM troops into action and a glimpse of the world under the alien occupation.&lt;br /&gt;
&lt;br /&gt;
====XCOM2 confirmed!==== &lt;br /&gt;
&#039;&#039;&#039;June 1st, 2015&#039;&#039;&#039;&lt;br /&gt;
:* 2K and Firaxis have confirmed today on the XCOM official website [[http://xcom.com/]] the upcoming sequel to XCOM: Enemy Unknown. [[XCOM2]] takes place 20 years after the events of the remake, where the aliens have taken over Earth and the remains of XCOM are waging a guerrilla war against the extraterrestrials. The game will feature new soldier classes, the return of the [[Snakemen]] along with other new aliens, procedure generated (random) maps, and will be exclusive to the PC with specific features for mod development. More features will be revealed soon on IGN [http://ca.ign.com/articles/2015/06/01/xcom-2-announced-ign-first].&lt;br /&gt;
&#039;&#039;&#039;May 29th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* Two clues at the Advent website have a series of letters that when combined produce &amp;quot;VIGILO CONFIDO&amp;quot;, or the motto of Enemy Unknown 2012. It seems that a new XCOM game is under development and more details should be announced later. &lt;br /&gt;
&#039;&#039;&#039;May 27th, 2015&#039;&#039;&#039;&lt;br /&gt;
:* 2K has released yesterday a link to a site that presents an alternate reality company called [http://www.adventfuture.org/ Advent Administration]. Its contents have triggered speculation on the 2K official forums and Xcom subreddit that it is related to a new upcoming XCOM announcement. The site contains a rotating globe, pictures depicting a XCOM: Apocalypse style city, one of which seems to contain artwork already present on XCOM: Enemy Unknown, and a downloadable .pdf file uses a font called &#039;XCOM-Regular&#039;. The site also appears to be under some sort of hacking by an unknown party, with its contents being replaced by phrases such as &#039;we are still watching&#039;. While all of this is merely circumstantial evidence, 2K is expected to announce a major title on the next E3 Conference in 3 weeks so keep tuned for further details. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Archived News == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 21st, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Firaxis has released video footage of the two panels dedicated to XCOM: Enemy Unknown during the company&#039;s 2014 community convention, which took place last month. The panels were called &#039;&#039;Designing the Soldiers in XCOM&#039;&#039;, which was presented by Game Designer Ananda Gupta, and &#039;&#039;The Artwork of XCOM&#039;&#039;, by Art Director Greg Foertsch. The Firaxicon videos are available at Firaxis&#039;s Youtube [https://www.youtube.com/playlist?list=PL-lTq9LJCHpRP88U3dngU2P6GhJ8KqEjP channel]. &lt;br /&gt;
&#039;&#039;&#039;October 16th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Steam announced that XCOM: Enemy Unknown can be played for free this weekend, starting today and until next Sunday. For more details check Steam&#039;s [http://store.steampowered.com/news/14681/ announcement]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;August 5th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* Fantasy Flight Games announced that they&#039;ll be publishing &#039;&#039;XCOM: The Board Game&#039;&#039; on the last quarter of 2014. The tabletop board game is based on [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] and can be played from 1-4 players, which take the individual roles of XCOM Commander, Chief Scientist, Central Officer and Squad Leader, with the help of an app companion to determine the moves of the alien forces. For more details check the publisher&#039;s [http://www.fantasyflightgames.com/edge_news.asp?eidn=4972 page], and yes, the game comes included with plastic figures representing all soldier classes, as well as the Interceptors and UFOs. Cost is presented as $59.95 for this game and it will be available for preview at the publisher&#039;s booth on Gen Con Indy 2014. &lt;br /&gt;
&#039;&#039;&#039;June 13th, 2014&#039;&#039;&#039;&lt;br /&gt;
:* [[OpenXcom]] has just completed its release 1.0 version, available for free at [http://openxcom.org/ openxcom.org]. If you&#039;re looking to spice up the original [[X-COM|UFO: Enemy Unknown]] game, then check out this revamped open source clone version, developed by [[User:SupSuper|SupSuper]] and a bunch of X-COM enthusiasts. For more details about OpenXcom, see this [https://www.youtube.com/watch?v=GL2x-Sz9Oa8 presentation]. &lt;br /&gt;
&#039;&#039;&#039;May 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*Feral Interactive has [http://www.feralinteractive.com/en/news/424/ announced] that they will release XCOM: Enemy Unknown as their first game for Linux this summer, using the Ubuntu 14.04 version and through SteamPlay. &lt;br /&gt;
&#039;&#039;&#039;May 17th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[https://www.youtube.com/watch?v=qsHppXrgP0I YCOM: Enemy Unlikely] - Another remake of the XCOM series, YCOM: Enemy Unlikely is a demake of XCOM: Enemy Unknown, with a bit of hilarity added. The video contains a link on its description to download and play the game. &lt;br /&gt;
&#039;&#039;&#039;April 29th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://xcomrl.blogspot.pt/ X@COM] - playable alpha demo. X@COM, or XCOM Rogue-like, is a current fan project that aims to replicate the original UFO: Enemy Unknown using only ASCII characters. They&#039;re aiming to finish the project by 2015 and they have a current playable alpha version that can be downloaded for playing. &lt;br /&gt;
&#039;&#039;&#039;March 9th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[http://www.kotaku.com.au/2014/03/x-coms-design-document-had-just-12-pages/ Kokatu] magazine has published an article about the creation of the original [[X-COM|UFO: Enemy Unknown]] which includes a [http://www.gdcvault.com/play/1017808/Classic-Game-Postmortem-X-COM link] to last year&#039;s video presentation made by its creator, Julian Gollop, about the original game&#039;s design process.&lt;br /&gt;
&#039;&#039;&#039;March 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*XCOM: Complete Edition released for PC and Mac. Includes all of the DLCs released so far, including the Elite Soldier Pack, Slingshot and Enemy Within. &lt;br /&gt;
&#039;&#039;&#039;February 7th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*[[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] has won the Best Strategy/Simulation Game of the Year 2013 DICE awards. For a list of winners see [http://www.interactive.org/news/17th_annual_dice_awards_winners.asp].&lt;br /&gt;
&#039;&#039;&#039;February 4th, 2014&#039;&#039;&#039;&lt;br /&gt;
:*2K Games is preparing the release a complete edition of [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] on March 4th, according to [http://www.gameinformer.com/b/news/archive/2014/02/03/xcom-and-civilization-v-complete-editions-coming-soon.aspx Gameinformer]. No further details have been released yet about the edition but it&#039;s likely that it should include all of the DLCs released so far, such as [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] expansion.&lt;br /&gt;
&lt;br /&gt;
==== [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] and [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] have been released! ====&lt;br /&gt;
====XCOM: Enemy Within released====&lt;br /&gt;
&#039;&#039;&#039;November 15th 2013&#039;&#039;&#039;&lt;br /&gt;
:*And now it is the rest of the world&#039;s turn as Enemy Within receives its international release today. So get on and enjoy the all new features!&lt;br /&gt;
&#039;&#039;&#039;November 12th 2013&#039;&#039;&#039;&lt;br /&gt;
:*XCOM Enemy Within is released in America with new features like the new human faction – EXALT, Base Defence and all new maps and council Missions. Enjoy the game and see you on the farm with the crashed UFO.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within Reviews! ====&lt;br /&gt;
&#039;&#039;&#039;November 11th 2013&#039;&#039;&#039;&lt;br /&gt;
:*Several reviews of [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] have been published today. To read/see them, check [http://www.escapistmagazine.com/articles/view/editorials/reviews/10729-XCOM-Enemy-Within-Review Escapist Magazine] (&amp;quot;&#039;&#039;All of the fun new toys, however, do work a bit against the game&#039;s biggest flaw - after a certain point of advancement, the challenge and satisfaction of snuffing aliens dissipates quickly.&#039;&#039;&amp;quot;), [http://www.shacknews.com/article/81977/xcom-enemy-within-video-review Shacknews] (&amp;quot;&#039;&#039;Firaxis once again manages to balance XCOM&#039;s disparate elements, resulting in a challenging and satisfying experience.&#039;&#039;&amp;quot;), [http://uk.ign.com/articles/2013/11/11/xcom-enemy-within-review IGN] (&amp;quot;&#039;&#039;Enemy Within is an amazing expansion to a brilliant tactical game.&#039;&#039;&amp;quot;) and [http://www.strategyinformer.com/pc/xcomenemyunknowntheenemywithin/reviews.html Strategy Informer] (&amp;quot;&#039;&#039;I could go on about the virtues of Enemy Within, about how good it was to play through the whole campaign again, but ultimately it’ll come down to two factors: The fact that the ending hasn’t changed a bit, and the fact that, ultimately, you’re still playing the same game.&#039;&#039;&amp;quot;, and [http://www.youtube.com/watch?v=4mb_RXgIStw Revision3] (&amp;quot;&#039;&#039;EW gets a 4 out of 5.&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
====The Bureau Expansion====&lt;br /&gt;
&#039;&#039;&#039;November 8th 2013&#039;&#039;&#039;&lt;br /&gt;
:*[[The Bureau: XCOM Declassified|The Bureau: XCOM Declassified]] gained it first DLC Pack today in the form of [[Hangar 6: R&amp;amp;D DLC (Bureau)|Hangar 6: R&amp;amp;D]] in which the player takes control of DaSilva in an attempt to get to the bottom of a mysterious new infection.&lt;br /&gt;
&lt;br /&gt;
==== XCOM Base Defense confirmed on EW====&lt;br /&gt;
&#039;&#039;&#039;October 23th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The newest preview videos released ([http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10679-XCOM-Enemy-Within-Preview-Whole-New-Game here] and [http://www.gamespot.com/videos/base-defense-returns-in-xcom-enemy-within/2300-6415682/ here]) have confirmed the addition of a Base Defense mission to [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], a feature of the original game long called for by players. Check for more details on the Enemy Within page.&lt;br /&gt;
&lt;br /&gt;
==== EXALT revealed!====&lt;br /&gt;
&#039;&#039;&#039;October 9th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*A new faction has been revealed for [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]], the upcoming [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] expansion. XCOM&#039;s new enemies are called EXALT and they&#039;re a secret paramilitary human group that is conspiring to use the alien technology and chaos of the invasion to achieve world domination. More details available at the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within details announced!====&lt;br /&gt;
&#039;&#039;&#039;August 21st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K revealed details about &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;, the upcoming expansion to [[Enemy Unknown (2012)|XCOM: Enemy Unknown]]. The main features are the addition of the Meld, a substance that allows you to create a new class (Mech Troopers), with new weapons and abilities or to genetically enhance your soldiers (Gene Mods), along with other features. The release date is November 12th (US) and 15th (rest of the world) and check the full details on the [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]] page.&lt;br /&gt;
&lt;br /&gt;
==== XCOM: Enemy Within will be revealed on August 21st====&lt;br /&gt;
&#039;&#039;&#039;August 3rd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Producer 2K has confirmed that it will reveal during Gamescom 2013 a new DLC for XCOM: Enemy Unknown called [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified will be released next month====&lt;br /&gt;
&#039;&#039;&#039;July 18th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*The upcoming XCOM squad based shooter will be available for sale on stores on August 20th in the US and on the 23rd to the rest of the world. From the available previews/footage it seems the game has been redesigned as a prequel to &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, featuring Sectoids, Mutons and even Silacoids.&lt;br /&gt;
&lt;br /&gt;
==== The Bureau: XCOM Declassified coming soon====&lt;br /&gt;
&#039;&#039;&#039;May 5th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Marin&#039;s 2K XCOM squad based shooter should be released soon as &#039;&#039;&#039;The Bureau: XCOM Declassified&#039;&#039;&#039;. The game was announced three years ago and has been redesigned.&lt;br /&gt;
&lt;br /&gt;
==== Clash of the Titans: X-COM meets XCOM ==== &lt;br /&gt;
&#039;&#039;&#039;April 2nd, 2013&#039;&#039;&#039;&lt;br /&gt;
:*Julian Gollop and Jake Solomon have met for the first time during Game Developers Conference 2013 to be interviewed regarding the original game and the 2012 remake. Check the video of the encounter here: [http://www.youtube.com/watch?v=z8zZsecTRfM].&lt;br /&gt;
&lt;br /&gt;
==== GDC 2013: Julian Gollop&#039;s Postmortem on UFO: Enemy Unknown/XCOM: UFO Defense ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;March 28th, 2013&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:*Julian Gollop gave a talk at Games Developers Conference 2013 on the development of the original UFO: Enemy Unknown/XCOM: UFO Defense. An interesting look into the philosophies and source material that went into the making of the game, and also how it nearly failed. &lt;br /&gt;
&lt;br /&gt;
:: See the video at: http://www.gamespot.com/events/gdc-2013/video.html?sid=6406150&lt;br /&gt;
&#039;&#039;&#039;March 1st, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;Elite Edition for the Mac announced.&#039;&#039;&#039; Firaxis have announced that Feral Games are porting XCOM: Enemy Unknown to the OS X and will be released in an Elite Edition. This edition will include the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and [[Second Wave (EU2012)|Second Wave]] DLCs and should be released this spring. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 8th, 2013&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[Second Wave (EU2012)|Second Wave]] options now available on XCOM: Enemy Unknown.&#039;&#039;&#039; The latest patch released today by Firaxis now activates the Second Wave options and makes it available for the game. Despite it being already included but inactive (and playable through mods) the developers had stated that they didn&#039;t had time to complete Second Wave before XCOM: Enemy Unknown but it was on their intentions to finish it. It now includes the following [[Info_(EU2012)#Advanced Options|options]] as part of Advanced Gameplay: &#039;&#039;Damage Roulette, New Economy, Not Created Equally, Hidden Potential, Red Fog, Absolutely Critical, The Greater Good, Marathon, Results Driven, High Stakes, Diminishing Returns, More Than Human, Total Loss, War Wariness, E-115&#039;&#039; and &#039;&#039;Alternate Sources&#039;&#039;. The [[Patches_(EU2012)#2013-01-08|patch]] also introduces fixes to the teleport bug and adds a new XCOM Hero. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;December 4, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has released the first of two DLC packs for all platforms, named &#039;&#039;Slingshot&#039;&#039;.  The pack features several additional new helmets, 1 new armor decoration and 3 linked Council missions and a special playable soldier named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 23, 2012&#039;&#039;&#039;&lt;br /&gt;
:* 2K Games has [http://www.2kgames.com/blog/add-on-content-packs-for-xcom-enemy-unknown-coming-soon announced] the first of two DLC packs for all platforms. The first, named &#039;&#039;Slingshot&#039;&#039;, will feature 3 new linked Council missions that will focus on a playable character named &#039;&#039;Zhang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;October 9, 2012&#039;&#039;&#039;&lt;br /&gt;
:* Eighteen years after the original release of &#039;&#039;UFO: Enemy Unknown&#039;&#039; (or &#039;&#039;XCOM: UFO Defense&#039;&#039;), 2K Games has released today in North America &#039;&#039;XCOM: Enemy Unknown&#039;&#039;, its remake of the original game, which will be followed by the international release next Friday. XCOM is back!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; September 24, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Demo is released on &#039;&#039;&#039;[http://store.steampowered.com/app/200510/ Steam]&#039;&#039;&#039;. It features a tutorial mission, a standard mission and a limited interaction with the Base and Geoscape layer.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; August 10, 2012 &#039;&#039;&#039;&lt;br /&gt;
:* Multiplayer deathmatch revealed for XCOM: Enemy Unknown (2012), mix your own squad of soldiers &amp;amp; aliens and battle online vs other players. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; January 5, 2012 &#039;&#039;&#039;&lt;br /&gt;
:*Publisher 2K Games announces that Firaxis (makers of Civilization) is developing a re-imagining of the original XCOM: Enemy Unknown for release this fall (2012).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====  &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;New XCOM FPS Game by 2k Marin&amp;lt;/span&amp;gt; ====&lt;br /&gt;
:* XCOM FPS has been delayed multiple times, release is late 2013 or 2014 at the earliest.&lt;br /&gt;
:* The game will focus on elite U.S. government operatives attempting to prevent a nightmarish invasion of the United States (while dropping the dash in X-COM). See:&lt;br /&gt;
:* The [http://www.xcom.com official XCOM] site (only a couple of trailers here)&lt;br /&gt;
:* Some criticism of its change in focus ([http://www.destructoid.com/2k-marin-s-22-minute-demonstration-of-xcom-209954.phtml 1], [http://www.destructoid.com/2k-xcom-changed-because-strategy-games-aren-t-modern-205991.phtml 2]), although 2k Marin may be rethinking this&lt;br /&gt;
:* [http://forums.2kgames.com/forums/forumdisplay.php?76-XCOM-General-Discussion 2k&#039;s XCOM forum], including passionate posts by X-Commies&lt;br /&gt;
:* Once slated for March 2012 release, it has now slipped to a later date ([http://www.videogamer.com/xbox360/xcom_2k_marin/news/xcom_release_date_slips_avoids_mass_effect_3.html 1], [http://www.gamespot.com/news/6344515.html?tag=nl.e579 2]).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====   &amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;X-COM Packages &amp;lt;/span&amp;gt; ====&lt;br /&gt;
Now available for less than $15&lt;br /&gt;
:*At [http://www.gamersgate.com/index.php?page=product&amp;amp;what=view&amp;amp;sku=DDB-XCOM&amp;amp;via=newly_added&amp;amp;aff=sc GamersGate], [http://store.steampowered.com/sub/964/ Steam] and [http://www.direct2drive.com/2/7614/product/Buy-X-Com-Complete-Bundle-Download Direct2Drive]. (Includes &#039;&#039;&#039;UFO&#039;&#039;&#039;, &#039;&#039;&#039;TFTD&#039;&#039;&#039;, &#039;&#039;&#039;Apoc&#039;&#039;&#039;, &#039;&#039;&#039;Int&#039;&#039;&#039;, and &#039;&#039;&#039;Enf&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;reviews&amp;quot;, see [[GEOSCAPE.EXE#X-COM_Complete_Packages|this]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style =&amp;quot;color:#49BCB5;&amp;quot;&amp;gt;&#039;&#039;&#039;OFFICIAL&#039;&#039;&#039;&amp;lt;/span&amp;gt; - [http://kotaku.com/5516654/x+com-is-back NEW X-COM GAME FROM THE DEVELOPERS OF BIOSHOCK 2]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, this will come as a shock to all, but 2K Australia and 2K Marin is busily working on a first-person shooter based on the X-COM franchise. More info will presumably become available on the 2010 E3.&lt;br /&gt;
&lt;br /&gt;
For more information/rumors check 2K&#039;s [http://forums.2kgames.com/forums/forumdisplay.php?f=76 X-COM forum].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM_Enemy_Within_Tech_Tree.png&amp;diff=53796</id>
		<title>File:XCOM Enemy Within Tech Tree.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM_Enemy_Within_Tech_Tree.png&amp;diff=53796"/>
		<updated>2013-12-05T10:35:09Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: uploaded a new version of &amp;amp;quot;File:XCOM Enemy Within Tech Tree.png&amp;amp;quot;: Removed an extra bit at the bottom that should not have been there.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tech Tree for Enemy Within, original by Nite update by Kokkan.&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=53795</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=53795"/>
		<updated>2013-12-05T10:29:23Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* EW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
* Fusion Core&lt;br /&gt;
* Fusion Lance&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
* Fusion Guided Launcher (Blaster Launcher)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*Sectoid Interragation&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]]&lt;br /&gt;
*Sectoid Commander&lt;br /&gt;
*Sectoid Commander Autopsy&lt;br /&gt;
*Sectoid Commander Interragation&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*Thin Man Interragation&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*Floater Interragation&lt;br /&gt;
*Heavy Floater&lt;br /&gt;
*Heavy Floater Autopsy&lt;br /&gt;
*Heavy Floater Interragation&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*Muton Interragation&lt;br /&gt;
*[[Berserker (EU2012)|Muton Berserker]]&lt;br /&gt;
*Muton Berserker Autopsy&lt;br /&gt;
*Muton Berserker Interragation&lt;br /&gt;
*Muton Elite&lt;br /&gt;
*Muton Elite Autopsy&lt;br /&gt;
*Muton Elite Interragation&lt;br /&gt;
*Drone&lt;br /&gt;
*Drone Autopsy&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*Cyberdisk Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*Sectopod Autopsy&lt;br /&gt;
*Ethereal&lt;br /&gt;
*Ethereal Autopsy&lt;br /&gt;
*Ethereal Interragation&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;br /&gt;
&lt;br /&gt;
==EW==&lt;br /&gt;
1) guess we&#039;ll need to update those tech tree images. 2) someone who knows how to see the game code check me on what I added in the notes? C) It&#039;s a material cost minimum to &#039;&#039;start&#039;&#039; a research project, but they&#039;re not actually &#039;&#039;consumed&#039;&#039; untill completion? ie; &amp;quot;triple-dip&amp;quot; the same handful of fragments just to get the &#039;&#039;research points&#039;&#039; in? &lt;br /&gt;
&lt;br /&gt;
:2) What you wrote is correct. Whenever I&#039;m running out of Fragments I don&#039;t finish the project and start working on something else. 1) Kokkan is updating the second image with EW. I&#039;ve also been working on something a bit more graphical.&lt;br /&gt;
[[User:Hobbes|Hobbes]] 22:59, 3 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Hm, might give it a shot myself at making a new tree, but for the record; I used XDude&#039;s the most, as it&#039;s the best design visually (directional, shows &amp;quot;types&amp;quot;, and big/spread out enough to see paths clearly while small enough that people on smaller screens can still see the whole thing without the shrinking making it illegible), while Nite&#039;s format was the most complete and efficient (if crazily tall). Otherwise, I may go over the top and make a Flash of the whole goddamn thing, with dropdown info and such (I think I could even program a point requirement calculator into it), if I get the drive to do so (don&#039;t count on it). --[[User:Xuncu|Xuncu]] 00:20, 4 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I feel that I am done with my update on the Nite tech tree. So I&#039;m posting the Excel source here.&lt;br /&gt;
:: https://www.dropbox.com/s/ynnf14w0f3el4pc/XCOM%20EW%20Tech%20Tree.xlsx  --[[User:Kokkan|Kokkan]] 06:12, 4 December 2013 (EST)&lt;br /&gt;
:::Once thing I will say about yours is that it is great, but Major comes after Captain so should probably be swapped on the OTS bit.--[[User:Ditto51|Ditto51]] 15:55, 4 December 2013 (EST)&lt;br /&gt;
:::: Doh! It should be fixed now.--[[User:Kokkan|Kokkan]] 17:04, 4 December 2013 (EST)&lt;br /&gt;
::::: Kokkan, I&#039;ve added the images to the Excel file but I&#039;m clueless on how to make a png file out of a xlsx file. Can you give me some pointers? [[User:Hobbes|Hobbes]] 17:47, 4 December 2013 (EST)&lt;br /&gt;
:::::: Well, I give for today trying to make a .png. Here&#039;s the Spreadsheet file if anyone wants to make an image: [https://dl.dropboxusercontent.com/u/18824603/XCOM%20EW%20Tech%20Tree.xls][[User:Hobbes|Hobbes]] 19:52, 4 December 2013 (EST)&lt;br /&gt;
::::::: Copy-Paste into paint. =D (I was also looking for a save/export function.)  --[[User:Kokkan|Kokkan]] 05:29, 5 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=53769</id>
		<title>Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=53769"/>
		<updated>2013-12-04T22:15:37Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* Tech Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]&lt;br /&gt;
[[Image:Lab.jpg|thumb|right|300px|The Main Laboratory.]]&lt;br /&gt;
&#039;&#039;Research is the core of [[XCOM (EU2012)|XCOM]], we must learn more about the enemy and how we can defeat them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Vahlen===&lt;br /&gt;
Dr. [[Vahlen (EU2012)|Vahlen]] is the Chief Scientist at the [[XCOM Headquarters (EU2012)|XCOM base]]. She will notify the Commander of any scientific breakthroughs achieved in Research, as well as providing scientific advice during combat [[Missions (EU2012)|missions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Laboratories == &lt;br /&gt;
For information on the structure, see [[Laboratory (EU2012)|Laboratory]].&lt;br /&gt;
&lt;br /&gt;
=== Scientists ===&lt;br /&gt;
Scientists are the main driving force of research and progression, and are necessary to reduce rather significant research times of vital projects. While not extremely important to most, it would be a mistake to scoff at obtaining them. It is important to note that projects are not restricted to a set minimum of scientists. The five initial scientists will be able to research every project throughout the game, albeit at a very slow pace. Going from five to ten scientists will halve the time required for any research project, and going from 10 to 20 will half that again. Going from a 24 day project with five, to a 12 day with 10, and a 6 day with 20, and so forth. It is important to remember that while stacking scientists is very attractive with the significant research time reductions, one will run dry on [[Weapon Fragments (EU2012)|Weapon Fragments]], and not have enough engineers to even produce the products.&lt;br /&gt;
&lt;br /&gt;
=== Research Point Cost ===&lt;br /&gt;
Research time is based upon a system of points in which one scientist generates one point per day of work until the required total is reached. Research credits reduce the total point requirement by amounts specified below. Researching [[Beam Weapons (EU2012)|Beam Weapons]] (120 Points) with the stock 5 scientists will take a total of 24 days. This is reduced to 12 days (60 Points) after the Beam Weapons Credit is obtained. Moving from 5 to 10 scientists will reduce the initial 24 day research time to 12 days, and adding the credit brings it to 6 days. It will take 6 days for 10 scientists to generate the 60 points required to complete research. Research points are not carried over between projects, but the points accumulated will remain if a project is changed before completion. For example, leaving Weapon Fragments with 35 of 40 points will keep it at that even if a separate research project is started and completed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research Formula: (P*R*L)-(S*D)=T&#039;&#039;&#039;&lt;br /&gt;
**P = Point Cost (see listed numbers)&lt;br /&gt;
**R = applicable research credits (.5 for the direct research class, i.e. [[Interrogate Sectoid (EU2012)|Sectoid Interrogation]] for Beam Weapons, and, for example, the [[Interrogate Ethereal (EU2012)|Ethereal Interrogation]]&#039;s &amp;quot;everything&amp;quot; bonus is another halving, making it .25)&lt;br /&gt;
**L = Laboratory Bonus, found by number of laboratories and Adjacency bonus total (apparently cumulative, i.e.: 2 adjacent labs: 20%+20%+10%= 50% reduction in all research projects)&lt;br /&gt;
**S = # of scientists&lt;br /&gt;
**D = Days spent researching&lt;br /&gt;
**T = Time remaining&lt;br /&gt;
&lt;br /&gt;
The first half of the formula is the Point Requirement. In the game&#039;s coding, this is calculated separately from the variable that holds how many research points have gone into it. See Notes for full explination.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*[[Blaster Launcher (EU2012)|Guided Fusion Launcher]] = 400 pts&lt;br /&gt;
*[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]] (presumably .75 instead of .5, according to Research Credit chart below) and [[Interrogate Ethereal (EU2012)|Ethereal interrogated]] = .375&lt;br /&gt;
*2 Adjacent labs = 50%&lt;br /&gt;
*25 Scientists&lt;br /&gt;
*3 days&lt;br /&gt;
* Total: (400*.375*.5)-(25*3) = 75-75, which means completion in two days.&lt;br /&gt;
&lt;br /&gt;
Or, of course, Dr. [[Vahlen (EU2012)|Vahlen]] can simply tell you how many days for completion.&lt;br /&gt;
&lt;br /&gt;
==Projects ==&lt;br /&gt;
Research projects have a description, material prerequisites, credit cost, research points needed, results and what it allows. Each project will also have a [[Research Codenames (EU2012)|Codename]] related to its topic. Some projects also unlock [[Storyline (EU2012)|Storyline]] objectives required to progress in the game. &lt;br /&gt;
&lt;br /&gt;
===Starting Projects===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Xeno-Biology Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Xeno-Biology_(EU2012)|Xeno-Biology]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Mobius&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;It is crucial that we gain a thorough understanding of the alien physiology in order to develop weapons and tactics better suited to combating them.&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 4 [[Sectoid Corpse (EU2012)|Sectoid Corpse]]s || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Alien Alloys (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Alloys (EU2012)|Alien Materials]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Looking Glass&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The aliens appear to be using materials that are lighter and stronger than anything we&#039;ve ever seen. A cursory examination has already given us ideas for ways to improve the soldiers&#039; current body armor, but more research is required.&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental_Warfare (EU2012)|Experimental Warfare]], [[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Weapon Fragments Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Weapon Fragments (EU2012)|Weapon Fragments]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Sagaris&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far.  Further study could lead to advances in our own weapons development programs.&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]], [[Beam Weapons (EU2012)|Beam Weapons]], Plasma Weaponry &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.C.O.P.E. Upgrade |S.C.O.P.E. Upgrade]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Arc Thrower Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Arc Thrower (EU2012)|Arc Thrower]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Spark&#039;&#039;  || align=&amp;quot;center&amp;quot; | &#039;&#039;With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it.  If our troops could capture an alien alive, perhaps we could interrogate it.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Xeno-Biology (EU2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | 10 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;:[[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Experimental Warfare Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Experimental Warfare (EU2012)|Experimental Warfare]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Skunk Works&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although our understanding of the alien technology is still limited, what we&#039;ve seen so far is enough to revolutionize combat as we know it.  If we are to level the playing field, we must adapt the alien technology for our own use.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Materials (EU2012)|Alien Materials]] or [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 60 Points ||  align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Foundry (EU2012)|The Foundry]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Phoenix Cannon (EU2012)|Phoenix Cannon]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;:[[Foundry (EU2012)#Alien Grenades|Alien Grenades]], [[Foundry (EU2012)#Improved Pistol I|Improved Pistol I]] and [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|HWP]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Flashbang Grenade (EU2012)|Flashbang Grenade]], [[Reaper Rounds (EU2012)|Reaper Rounds]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Beam Weapons Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Beam Weapons (EU2012)|Beam Weapons]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Sunray&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our research into alien weapon fragments led to the idea of portable laser weaponry.  Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 5 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt;10 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 120 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Laser Pistol (EU2012)|Laser Pistol]], [[Laser Rifle (EU2012)|Laser Rifle]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Precision Lasers (EU2012)|Precision Lasers]], [[Heavy Lasers (EU2012)|Heavy Lasers]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Pistol II|Improved Pistol II]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Precision Lasers Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Precision Lasers (EU2012)|Precision Lasers]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Lightwire&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can&#039;t recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]] || align=&amp;quot;center&amp;quot; | 5 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br/&amp;gt;5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 160 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]], [[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Lasers Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Heavy Lasers (EU2012)|Heavy Lasers]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Penumbra&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]] || align=&amp;quot;center&amp;quot; | 5 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br/&amp;gt;5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 160 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Heavy Laser (EU2012)|Heavy Laser]], [[Laser Cannon (EU2012)|Laser Cannon]]&amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Laser|S.H.I.V. Laser]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Plasma Pistol Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Pistol (EU2012)|Plasma Pistol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Jacamar&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it&#039;s quite possible we could create a version suited for our own soldiers.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 5 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;1 Plasma Pistol&amp;lt;br/&amp;gt;40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Pistol III|Improved Pistol III]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Light Plasma Rifle Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Corvid&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] || align=&amp;quot;center&amp;quot; | 5 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;1 Light Plasma Rifle&amp;lt;br/&amp;gt;40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]], [[Plasma Cannon (EU2012)|Plasma Cannon]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Plasma Rifle Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Kestral&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]], [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]], [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Plasma Sniper Rifle Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Osprey&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our continued research into the alien&#039;s plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 50 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Plasma Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Heavy Plasma (EU2012)|Heavy Plasma]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Kingfisher&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Despite a number of impressive advances, we are still in awe of the alien&#039;s mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts.&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] &amp;lt;br /&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Plasma|S.H.I.V. Plasma]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Alloy Cannon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alloy Cannon (EU2012)|Alloy Cannon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Avocet&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The density of the alien alloys we&#039;ve been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we&#039;ve devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge.&#039;&#039;  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; | 5 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 25 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Guided Fusion Launcher Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Blaster Launcher (EU2012)|Guided Fusion Launcher]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Tunguska&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Using what we&#039;ve learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Fusion Core(EU2012)|Fusion Core]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 20 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 75 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 400 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Armor (EU2012)|Armor]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Carapace Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Carapace Armor (EU2012)|Carapace Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Thorax&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor.  Our early tests are very encouraging.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Alloys (EU2012)|Alien Materials]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Alien Alloys (EU2012)|Alien Alloys]] || align=&amp;quot;center&amp;quot; | 10 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | 140 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Carapace Armor (EU2012)|Carapace Armor]], [[S.H.I.V. (EU2012)|Alloy S.H.I.V.]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Skeleton Suit (EU2012)|Skeleton Suit]], [[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Skeleton Suit Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Skeleton Suit (EU2012)|Skeleton Suit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rictus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we&#039;ve been prototyping.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Carapace Armor (EU2012)|Carapace Armor]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | 200 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Titan Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Titan Armor (EU2012)|Titan Armor]] &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Golem&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Carapace Armor (EU2012)|Carapace Armor]], [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 5 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 400 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Ghost Armor (EU2012)|Ghost Armor]], [[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Ghost Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ghost Armor (EU2012)|Ghost Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Nightshade&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Based on our continued study of the hyperwave &amp;quot;phasing&amp;quot; phenomena we&#039;ve witnessed in the labs, we believe it should be possible to develop an armor kit mirroring these unusual properties. If successful, anyone wearing this suit would be extremely difficult to detect.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]], [[Hyperwave Relay (EU2012)|Hyperwave Communication]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 15 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Archangel Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Archangel Armor (EU2012)|Archangel Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Icarus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With our unique access to the aliens super-efficient power systems, we believe it should be possible to fabricate a suit of armor that permits sustained flight on the battlefield.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]], [[New Fighter Craft (EU2012)|New Fighter Craft]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 15 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Archangel Armor (EU2012)|Archangel Armor]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Flight|Advanced Flight]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Psi Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psi Armor (EU2012)|Psi Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Witchwood&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Analysis of the Psionic alien&#039;s implants indicates that we might be able to integrate these components into an armor kit... although this would be of no use to a soldier without psionic potential, it could greatly improve the abilities of those who do show promise in this area.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Psi Link (EU2012)|Ethereal Device]] || align=&amp;quot;center&amp;quot; | 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 10 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 300 points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[UFOs (EU2012)|UFO]] Technology===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Alien Nav Computer Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Lighthouse&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module.  Further study may lead to improvements in our ability to detect incoming UFOs.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[UFO Flight Computer (EU2012)|UFO Flight Computer]] || align=&amp;quot;center&amp;quot; | 2 UFO Flight Computers || align=&amp;quot;center&amp;quot; | 100 Points || &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Satellite Nexus (EU2012)|Satellite Nexus]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UFO Power Source Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[UFO Power Source (EU2012)|UFO Power Source]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Waterfall&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With the element known as &amp;quot;Elerium&amp;quot; housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]] || align=&amp;quot;center&amp;quot; | 1 UFO Power Source || align=&amp;quot;center&amp;quot; | 140 Points || &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Elerium Generator (EU2012)|Elerium Power Generator]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Firestorm (EU2012)|New Fighter Craft]], [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Elerium Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Elerium (EU2012)|Elerium]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;E-115&#039;&#039; || align=&amp;quot;center&amp;quot; |&#039;&#039; Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 140 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:New Fighter Craft Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[New Fighter Craft (EU2012)|New Fighter Craft]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Skylance&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own.&#039;&#039;  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]]  || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 75 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Firestorm_(EU2012)|Firestorm]], [[S.H.I.V. (EU2012)|Hover S.H.I.V.]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Archangel Armor (EU2012)|Archangel Armor]], [[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Plasma Cannon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Snapdragon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] || align=&amp;quot;center&amp;quot; |  10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 30 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 200 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Cannon (EU2012)|Plasma Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:EMP Cannon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[EMP Cannon (EU2012)|EMP Cannon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Ion&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, while also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] || align=&amp;quot;center&amp;quot; | 20 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 400 Points ||  &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[EMP Cannon (EU2012)|EMP Cannon]] &amp;lt;br /&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Repair|S.H.I.V. Repair]] &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Fusion Lance Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fusion Lance (EU2012)|Fusion Lance]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Godfinger&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Fusion Core(EU2012)|Fusion Core]] || align=&amp;quot;center&amp;quot; | 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 50 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points  ||align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Fusion Lance (EU2012)|Fusion Lance]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autopsies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Sectoid Autopsy (EU2012)|Sectoid Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Roswell&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We&#039;re detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind?&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Sectoid Corpse (EU2012)|Sectoid Corpse]] || align=&amp;quot;center&amp;quot; | 1 Sectoid Corpse || align=&amp;quot;center&amp;quot; | 40 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Thin Man Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Viperus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm.  However, the question remains, how were the aliens able to physically modify this species to achieve this goal?&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Thin Man Corpse (EU2012)|Thin Man Corpse]] || align=&amp;quot;center&amp;quot; | 1 Thin Man Corpse || align=&amp;quot;center&amp;quot; | 40 Points   || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Medikit|Improved Medikit]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Gas Grenade (EU2012)|Gas Grenade]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Floater Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Floater Autopsy (EU2012)|Floater Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Crimson Cape&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Floater Corpse (EU2012)|Floater Corpse]] || align=&amp;quot;center&amp;quot; | 1 Floater  Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Defense Matrix (Dodge) (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Muton Autopsy (EU2012)|Muton Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Nero&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Muton Corpse (EU2012)|Muton Corpse]] || align=&amp;quot;center&amp;quot; | 1 Muton Corpse || align=&amp;quot;center&amp;quot; | 40 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Chryssalid Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Ridley&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Chryssalid Corpse (EU2012)|Chryssalid Corpse]] || align=&amp;quot;center&amp;quot; | 1 Chryssalid Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Chitin Plating (EU2012)|Chitin Plating]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Needle Grenade (EU2012)|Needle Grenade]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Drone Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Drone Autopsy (EU2012)|Drone Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Arachnid&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This small robot appears to fill some sort of support role. We might be able to interface with its circuitry... and possibly subvert it in the field.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Drone Wreck (EU2012)|Drone Wreck]] || align=&amp;quot;center&amp;quot; | 1 Drone Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Drone Capture|Drone Capture]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Cyberdisc Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Enigma&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;On the surface this object appears to be purely robotic in nature, but we still suspect there may be an organic component lurking within.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]] || align=&amp;quot;center&amp;quot; | 1 Cyberdisc Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Commander Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rosetta&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The enlarged central nervous system and supplementary neural implants found in this Sectoid variant suggests capabilities unlike anything we&#039;ve previously encountered.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]] || align=&amp;quot;center&amp;quot; | 1 Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Psionic Lab (EU2012)| Psionic Lab]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Mimic Beacon (EU2012)|Mimic Beacon]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Berserker Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Berserker Autopsy (EU2012)|Berserker Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Anaconda&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The body of this creature still remains warm to the touch several hours after being terminated. A chemical analysis of the alien&#039;s tissue will likely provide insights into this strange phenomenon.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Berserker Corpse (EU2012)|Berserker Corpse]] || align=&amp;quot;center&amp;quot; | 1 Berserker Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Combat Stims (EU2012)|Combat Stims]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Neural Damping|Neural Damping]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Floater Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Montezuma&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This horrifying machine-flesh hybrid suggests the invaders are willing to stop at little, or nothing, to achieve their goals.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]] || align=&amp;quot;center&amp;quot; | 1 Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Repair|Advanced Repair]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Elite Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Imperial&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;As if its heightened muscle density, hardened skin, and redundant organs weren&#039;t enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Muton Elite Corpse (EU2012)|Muton Elite Corpse]] || align=&amp;quot;center&amp;quot; | 1 Muton Elite Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectopod Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Halcyon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Sectopod Wreck (EU2012)|Sectopod Wreck]] || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Construction|Advanced Construction]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Ethereal Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Aether&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This alien appears physically weak, even frail... but appearances can be deceiving.  It is a remarkably hardy specimen, with a brain chemistry and structure utterly unknown to our science.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Ethereal Corpse (EU2012)|Ethereal Corpse]] || align=&amp;quot;center&amp;quot; | 1 Ethereal Corpse || align=&amp;quot;center&amp;quot; | 120 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Mind Shield (EU2012)|Mind Shield]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interrogations ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Sectoid (EU2012)|Interrogate Sectoid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Roanoke&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Beam Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Thin Man Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Masquerade&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Thin Man (EU2012)|Thin Man]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: UFO Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Floater Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Floater (EU2012)|Interrogate Floater]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Goalpost&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Basic Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Muton (EU2012)|Interrogate Muton]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Tempest&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Commander Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Voynich&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This captive is clearly a rare and dangerous specimen. We&#039;ve already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | 120 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Psionic Lab (EU2012)| Psionic Lab]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Psionics&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Berserker Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Berserker (EU2012)|Interrogate Berserker]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rubicon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;It&#039;s going to take our most powerful sedatives to keep this captive under control... but I feel it&#039;s worth the risk, as we may glean valuable intel from a successful interrogation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Berserker (EU2012)|Berserker]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: All Armor &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Floater Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Heavy Floater (EU2012)|Interrogate Heavy Floater]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Dreadnaught&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Heavy Floater (EU2012)|Heavy Floater]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Flight Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Elite Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Muton Elite (EU2012)|Interrogate Muton Elite]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Gomorrah&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;I&#039;m amazed we were able to capture one of the master aliens&#039; bodyguards alive... It probably has a broad understanding of the invaders&#039; weapon systems and tactics.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Muton Elite (EU2012)|Muton Elite]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Weapons Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Ethereal Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Ethereal (EU2012)|Interrogate Ethereal]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rosetta&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We know this captive is harboring an incredible pool of psionic energy, a fact that is not lost on our staff, who are quite concerned about working in close proximity to the creature.  In any case, we have no choice but to conduct a thorough interrogation of the subject if we hope to learn anything of value from it.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 200 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Mind Shield (EU2012)|Mind Shield]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: All Technology&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Storyline (EU2012)|Storyline]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Outsider Shard Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Outsider Shard (EU2012)|Outsider Shard]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Novato&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This shard is all that is left of the Outsider alien after it was stunned. Based on our interrogation of the alien captive, we know that the Outsiders are the key to finding their base. We should begin research on this item immediately.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Outsider Shard (EU2012)|Outsider Shard]] || align=&amp;quot;center&amp;quot; | 1 Outsider Shard || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Objective&#039;&#039;&#039;: Assault Enemy Base &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Skeleton Key (EU2012)|Skeleton Key]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Hyperwave Beacon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hyperwave Beacon (EU2012)|Hyperwave  Beacon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Tachyon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The beacon that we recovered from the alien base appears to send and receive transmissions using a spectrum of energy unlike anything found on Earth. I can only imagine what we&#039;ll find after further study.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Hyperwave Beacon (EU2012)|Hyperwave Beacon]] || align=&amp;quot;center&amp;quot; | 1 Hyperwave Beacon || align=&amp;quot;center&amp;quot; | 160 points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Hyperwave Relay (EU2012)| Hyperwave Relay]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Ethereal Device Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psi Link (EU2012)|Ethereal Device]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Skylight&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The device we recovered from the Ethereal craft may be the final piece of the puzzle... the key to their psionic connection... and to the ultimate source of their power.  With a better understanding of this technology, I believe we&#039;ll be on the brink of finding the source of this invasion.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Psi Link (EU2012)|Psi Link]] || align=&amp;quot;center&amp;quot; | 1 Ethereal Device || align=&amp;quot;center&amp;quot; | 160 points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Gollop Chamber (EU2012)| Gollop Chamber]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Meld Recombination (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Meld Recombination (EU2012)|Meld Recombination]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Purity&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The invaders appear to have deployed canisters of this strange substance in human-populated areas, perhaps as an experiment. It might also be a weapon of some kind. Further analysis could shed light on its potential dangers and applications.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Meld (EU2012)|Meld]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Genetics Lab (EU2012)|Genetics Lab]], [[Cybernetics Lab (EU2012)|Cybernetics Lab]], [[MEC-1 Warden (EU2012)|MEC-1 Warden]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Hyper Reactive Pupils|Hyper Reactive Pupils]], [[Gene Mods (EU2012)#Depth Perception|Depth Perception]], [[Gene Mods (EU2012)#Adaptive Bone Marrow|Adaptive Bone Marrow]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Seeker Autopsy (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Seeker Autopsy (EU2012)|Seeker Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Lovecraft&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This is one of the invaders&#039; most intricately engineered battlefield devices. The combination of concealment systems, artificial intelligence, and articulation on the appendages makes for a technological treasure trove.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Seeker Wreck (EU2012)|Seeker Wreck]] || align=&amp;quot;center&amp;quot; | 1 Seeker Wreck || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Ghost Grenade (EU2012)|Ghost Grenade]], [[Respirator Implant (EU2012)|Respirator Implant]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;:[[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Mechtoid Autopsy (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Goliath&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This robotic cybersuit is designed for a Sectoid pilot. It appears that the suit&#039;s cybernetics interfere somehow with the Sectoids&#039; innate mental powers. We should consider this if we decide to apply this type of technology to our own soldiers.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Mechtoid Core (EU2012)|Mechtoid Core]] || align=&amp;quot;center&amp;quot; | 1 Mechtoid Core || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]], [[Foundry (EU2012)#Shaped Armor|Shaped Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Research credits are obtained by interrogating live [[Alien Life Forms (EU2012)|aliens]]. Each one reduces the time to complete associated projects by 50%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+ Research Credits&lt;br /&gt;
|- &lt;br /&gt;
! Credit Name !! Description !! Applies to !! Interrogated Alien&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Beam Weapons Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Having successfully disabled the Sectoid alien without terminating it, we were presented with a unique opportunity to study an intact version of the weapon integrated into its forearm. Although we&#039;ve yet to devise a plasma weapon of our own, we believe aspects of this technology can also be applied to our existing laser-based prototypes. This should contribute to a reduction in the research and development time spent on these weapons.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]], [[Beam Weapons (EU2012)|Beam Weapons]], [[Precision Lasers (EU2012)|Precision Lasers]], [[Heavy Lasers (EU2012)|Heavy Lasers]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#S.C.O.P.E. Upgrade|S.C.O.P.E. Upgrade]], [[Foundry (EU2012)#S.H.I.V. Laser|S.H.I.V. Laser]], [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]], || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Plasma Weaponry Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;As the alien&#039;s front-line combat unit, the Muton has, as we expected, a complete understanding of the weapons systems employed by their forces. In particular, we&#039;ve learned a great deal about the advances in plasma technology developed by the aliens, and as a result, our own research in this field should be greatly expedited.&#039;&#039; ||  align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], [[Plasma Rifle (EU2012)|Plasma Rifle]], [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]], [[Alloy Cannon (EU2012)|Alloy Cannon]], [[Plasma Cannon (EU2012)|Plasma Cannon]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Plasma|S.H.I.V. Plasma]] || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] or [[Muton Elite Corpse (EU2012)|Muton Elite Corpse]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Basic Armor Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic Armor Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although gruesome and seemingly hobbled together, the Floater does have significantly better armor plating than anything currently available to our forces. Having completed the interrogation process on the subject, we&#039;ve come to understand how this armor balances flexibility, weight, and damage reduction to suit the Floater&#039;s &amp;quot;unique&amp;quot; capabilities. With that in mind, we should be able to reduce the time to research initial armor prototypes.&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Alloys (EU2012)|Alien Materials]], [[Carapace Armor (EU2012)|Carapace Armor]], [[Skeleton Suit (EU2012)|Skeleton Suit]] || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Armor Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Armor Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Having devised a battery of physical tests for the Muton &amp;quot;Berserker&amp;quot; captured by our soldiers, we were able to observe how it moves and engages obstacles despite the heavy armor plating it carries. This was an important step in our understanding of how their armor responds to physical exertion, remaining flexible while also maintaining the protection it was designed for. By incorporating this new data into our own designs, we should see a reduction in the research time of all armor related projects.&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]], [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | [[Berserker (EU2012)|Berserker]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UFO Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UFO Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;Although the &amp;quot;Thin Man&amp;quot; was among the most resistant to our interrogation attempts, we managed to uncover some interesting details. This species serves not only as an infiltration unit, but also as a sort of navigation specialist. It seems that the Thin Man is highly regarded among the aliens, and is indoctrinated with a wide variety of technical know-how as part of its &amp;quot;preparation&amp;quot; for deployment. Needless to say, the information gained from this subject should greatly reduce our research time as it corresponds to the UFO technology.&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]], &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]] || align=&amp;quot;center&amp;quot; |  [[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Psionics Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;Given the proper inducement, the Sectoid &amp;quot;Commander&amp;quot; provided several insights into how the aliens use Psionics for communications, and specifically how this ability is used to interact with the Hyperwave Beacon. Given the speculative nature of our exploration into this field, this information will surely prove invaluable in reducing our research times as we look to develop this power for our own uses.&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Hyperwave Relay (EU2012)|Hyperwave Communication]], [[Psi Link (EU2012)|Ethereal Device]] || align=&amp;quot;center&amp;quot; |  [[Sectoid Commander (EU2012)|Sectoid Commander]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Weapons Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons Technology&#039;&#039;&#039;² || align=&amp;quot;center&amp;quot; |  &#039;&#039;The &amp;quot;veteran&amp;quot; Muton specimen we&#039;ve interrogated has revealed a number of intriguing details about some of the lesser-known weapon variants currently being deployed by the alien forces. This new information should provide a solid basis for our own development programs, reducing our research time on a variety of exotic weapons projects.&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: All Weapons (confirm?) &amp;lt;br/&amp;gt; &#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Pistol I|Improved Pistol I-III]], [[Foundry (EU2012)#S.H.I.V. Laser|S.H.I.V. Laser]], [[Foundry (EU2012)#S.H.I.V. Plasma|S.H.I.V. Plasma]], [[Foundry (EU2012)#Alien Grenade|Alien Grenade]]|| align=&amp;quot;center&amp;quot; |  [[Muton Elite (EU2012)|Muton Elite]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Flight Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;Despite the weight and logistical factors involved in moving its heavily armored torso, the &amp;quot;Heavy Floater&amp;quot; is surprisingly maneuverable. After prodding the subject into a controlled flight-test, we&#039;ve learned a great deal about the alien&#039;s propulsion systems. As a result of this information, I&#039;m expecting a significant reduction in research times during the development of new aircraft.|| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]], [[Archangel Armor (EU2012)|Archangel Armor]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]], [[Foundry (EU2012)#Advanced Flight|Advanced Flight]]|| align=&amp;quot;center&amp;quot; |  [[Heavy Floater (EU2012)|Heavy Floater]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:All Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;All Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;As one of the masterminds behind the alien invasion of Earth, the &amp;quot;Ethereal&amp;quot; alien specimen was, as expected, the most difficult to contain during our interrogation attempt. However, by monitoring changes in the Ethereal&#039;s brainwave patterns as we subjected it to varying levels of psychological stress, we were able to coax a great deal of information from the subject. As a result of these findings, we now have a backlog of new information regarding the alien technology, which should reduce our research times in all areas of study.&#039;&#039;|| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: All techs &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: All projects || align=&amp;quot;center&amp;quot; |  [[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
² These Research Credits apply a 25% reduction to research time on top of any other research credits.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*You can &amp;quot;double dip&amp;quot; with a captured Alien. You can interrogate an Alien, and if it&#039;s the only one of that Alien you own, you can immediately go for the autopsy once the interrogation is complete.&lt;br /&gt;
*Research Credits act &amp;quot;retroactively.&amp;quot; From a programming standpoint: the points of research that have gone into a project are recorded, and Credits cut &amp;quot;points needed for completion,&amp;quot; not &amp;quot;points &#039;&#039;remaining&#039;&#039; to completion.&amp;quot;&lt;br /&gt;
**Lets say if you get at least 61 points done into Beam Weapons, switch to completing the Sectoid Interrogation, and continue the Beam Weapon research, you&#039;ll only need a moment in the Mission Control screen to finish Beam Weapons.&lt;br /&gt;
**So, if you&#039;re in a month where you&#039;re going for &amp;quot;We Have Ways&amp;quot; (South America), you have a backlog of Interrogations to do (Sectoid, Floater, Thin Man); some clever if intensive micromanaging can make very efficient use of time in researching the weapon fragment/beam weapon tree, alien materials/early armor tree, and the Gernator/Computer research projects as soon as you finish getting Sattelite Coverage in South America.&lt;br /&gt;
*To compliment the above: while starting research projects has a material cost, the materials are not actually consumed untill completion. Thus, you can switch between research projects as needed without worrying about wasing those weapon fragments.&lt;br /&gt;
&lt;br /&gt;
== Tech Trees ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=225px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM Enemy Within Tech Tree.png| &#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&amp;lt;br/&amp;gt; [[File:XCOM EW Tech Tree (Ufopaedia).xls]]&lt;br /&gt;
File:TechTree.jpg| &#039;&#039;Tech Tree by BrutalGourmet.&#039;&#039;&lt;br /&gt;
File:Xcom-enemy-unknown-2012-tech-tree.png| &#039;&#039;Tech Tree by XDude.&#039;&#039;&lt;br /&gt;
File:XCOM_Research.png| Kokkan&lt;br /&gt;
File:Xcom2012techtree.png| Nite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Research (EU2012)}}&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;br /&gt;
[[Category: Research (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM_EW_Tech_Tree_(Ufopaedia).xls&amp;diff=53768</id>
		<title>File:XCOM EW Tech Tree (Ufopaedia).xls</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM_EW_Tech_Tree_(Ufopaedia).xls&amp;diff=53768"/>
		<updated>2013-12-04T22:12:04Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Original Excel file, Enemy With Tech Tree.
Original by Nite, update by Heniv.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Original Excel file, Enemy With Tech Tree.&lt;br /&gt;
Original by Nite, update by Heniv.&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=53767</id>
		<title>Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(EU2012)&amp;diff=53767"/>
		<updated>2013-12-04T22:08:38Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* Tech Trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DrVahlen.png|thumb|right|300px|Dr. Vahlen, head scientist from the XCOM project.]]&lt;br /&gt;
[[Image:Lab.jpg|thumb|right|300px|The Main Laboratory.]]&lt;br /&gt;
&#039;&#039;Research is the core of [[XCOM (EU2012)|XCOM]], we must learn more about the enemy and how we can defeat them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dr. Vahlen===&lt;br /&gt;
Dr. [[Vahlen (EU2012)|Vahlen]] is the Chief Scientist at the [[XCOM Headquarters (EU2012)|XCOM base]]. She will notify the Commander of any scientific breakthroughs achieved in Research, as well as providing scientific advice during combat [[Missions (EU2012)|missions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Laboratories == &lt;br /&gt;
For information on the structure, see [[Laboratory (EU2012)|Laboratory]].&lt;br /&gt;
&lt;br /&gt;
=== Scientists ===&lt;br /&gt;
Scientists are the main driving force of research and progression, and are necessary to reduce rather significant research times of vital projects. While not extremely important to most, it would be a mistake to scoff at obtaining them. It is important to note that projects are not restricted to a set minimum of scientists. The five initial scientists will be able to research every project throughout the game, albeit at a very slow pace. Going from five to ten scientists will halve the time required for any research project, and going from 10 to 20 will half that again. Going from a 24 day project with five, to a 12 day with 10, and a 6 day with 20, and so forth. It is important to remember that while stacking scientists is very attractive with the significant research time reductions, one will run dry on [[Weapon Fragments (EU2012)|Weapon Fragments]], and not have enough engineers to even produce the products.&lt;br /&gt;
&lt;br /&gt;
=== Research Point Cost ===&lt;br /&gt;
Research time is based upon a system of points in which one scientist generates one point per day of work until the required total is reached. Research credits reduce the total point requirement by amounts specified below. Researching [[Beam Weapons (EU2012)|Beam Weapons]] (120 Points) with the stock 5 scientists will take a total of 24 days. This is reduced to 12 days (60 Points) after the Beam Weapons Credit is obtained. Moving from 5 to 10 scientists will reduce the initial 24 day research time to 12 days, and adding the credit brings it to 6 days. It will take 6 days for 10 scientists to generate the 60 points required to complete research. Research points are not carried over between projects, but the points accumulated will remain if a project is changed before completion. For example, leaving Weapon Fragments with 35 of 40 points will keep it at that even if a separate research project is started and completed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Research Formula: (P*R*L)-(S*D)=T&#039;&#039;&#039;&lt;br /&gt;
**P = Point Cost (see listed numbers)&lt;br /&gt;
**R = applicable research credits (.5 for the direct research class, i.e. [[Interrogate Sectoid (EU2012)|Sectoid Interrogation]] for Beam Weapons, and, for example, the [[Interrogate Ethereal (EU2012)|Ethereal Interrogation]]&#039;s &amp;quot;everything&amp;quot; bonus is another halving, making it .25)&lt;br /&gt;
**L = Laboratory Bonus, found by number of laboratories and Adjacency bonus total (apparently cumulative, i.e.: 2 adjacent labs: 20%+20%+10%= 50% reduction in all research projects)&lt;br /&gt;
**S = # of scientists&lt;br /&gt;
**D = Days spent researching&lt;br /&gt;
**T = Time remaining&lt;br /&gt;
&lt;br /&gt;
The first half of the formula is the Point Requirement. In the game&#039;s coding, this is calculated separately from the variable that holds how many research points have gone into it. See Notes for full explination.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
*[[Blaster Launcher (EU2012)|Guided Fusion Launcher]] = 400 pts&lt;br /&gt;
*[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]] (presumably .75 instead of .5, according to Research Credit chart below) and [[Interrogate Ethereal (EU2012)|Ethereal interrogated]] = .375&lt;br /&gt;
*2 Adjacent labs = 50%&lt;br /&gt;
*25 Scientists&lt;br /&gt;
*3 days&lt;br /&gt;
* Total: (400*.375*.5)-(25*3) = 75-75, which means completion in two days.&lt;br /&gt;
&lt;br /&gt;
Or, of course, Dr. [[Vahlen (EU2012)|Vahlen]] can simply tell you how many days for completion.&lt;br /&gt;
&lt;br /&gt;
==Projects ==&lt;br /&gt;
Research projects have a description, material prerequisites, credit cost, research points needed, results and what it allows. Each project will also have a [[Research Codenames (EU2012)|Codename]] related to its topic. Some projects also unlock [[Storyline (EU2012)|Storyline]] objectives required to progress in the game. &lt;br /&gt;
&lt;br /&gt;
===Starting Projects===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Xeno-Biology Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Xeno-Biology_(EU2012)|Xeno-Biology]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Mobius&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;It is crucial that we gain a thorough understanding of the alien physiology in order to develop weapons and tactics better suited to combating them.&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 4 [[Sectoid Corpse (EU2012)|Sectoid Corpse]]s || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Alien Alloys (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Alloys (EU2012)|Alien Materials]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Looking Glass&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The aliens appear to be using materials that are lighter and stronger than anything we&#039;ve ever seen. A cursory examination has already given us ideas for ways to improve the soldiers&#039; current body armor, but more research is required.&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental_Warfare (EU2012)|Experimental Warfare]], [[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Weapon Fragments Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Weapon Fragments (EU2012)|Weapon Fragments]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Sagaris&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;These fragments are all that remain of the powerful alien weaponry we&#039;ve encountered so far.  Further study could lead to advances in our own weapons development programs.&#039;&#039; || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Experimental Warfare (EU2012)|Experimental Warfare]], [[Beam Weapons (EU2012)|Beam Weapons]], Plasma Weaponry &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.C.O.P.E. Upgrade |S.C.O.P.E. Upgrade]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Arc Thrower Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Arc Thrower (EU2012)|Arc Thrower]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Spark&#039;&#039;  || align=&amp;quot;center&amp;quot; | &#039;&#039;With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it.  If our troops could capture an alien alive, perhaps we could interrogate it.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Xeno-Biology (EU2012)|Xeno-Biology]] || align=&amp;quot;center&amp;quot; | 10 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Arc Thrower (EU2012)|Arc Thrower]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;:[[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Experimental Warfare Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Experimental Warfare (EU2012)|Experimental Warfare]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Skunk Works&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although our understanding of the alien technology is still limited, what we&#039;ve seen so far is enough to revolutionize combat as we know it.  If we are to level the playing field, we must adapt the alien technology for our own use.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Materials (EU2012)|Alien Materials]] or [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | 60 Points ||  align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Foundry (EU2012)|The Foundry]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Phoenix Cannon (EU2012)|Phoenix Cannon]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;:[[Foundry (EU2012)#Alien Grenades|Alien Grenades]], [[Foundry (EU2012)#Improved Pistol I|Improved Pistol I]] and [[Foundry (EU2012)#Heavy Weapons Platform (S.H.I.V.)|HWP]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Flashbang Grenade (EU2012)|Flashbang Grenade]], [[Reaper Rounds (EU2012)|Reaper Rounds]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Beam Weapons Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Beam Weapons (EU2012)|Beam Weapons]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Sunray&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our research into alien weapon fragments led to the idea of portable laser weaponry.  Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 5 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt;10 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 120 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Laser Pistol (EU2012)|Laser Pistol]], [[Laser Rifle (EU2012)|Laser Rifle]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Precision Lasers (EU2012)|Precision Lasers]], [[Heavy Lasers (EU2012)|Heavy Lasers]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Pistol II|Improved Pistol II]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Precision Lasers Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Precision Lasers (EU2012)|Precision Lasers]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Lightwire&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can&#039;t recreate their materials, we can adapt the techniques to increase the range and power of our own laser weapons.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]] || align=&amp;quot;center&amp;quot; | 5 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br/&amp;gt;5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 160 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]], [[Scatter Laser (EU2012)|Scatter Laser]] &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Lasers Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Heavy Lasers (EU2012)|Heavy Lasers]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Penumbra&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Beam Weapons (EU2012)|Beam Weapons]] || align=&amp;quot;center&amp;quot; | 5 [[Alien Alloys (EU2012)|Alloys]]&amp;lt;br/&amp;gt;5 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 160 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Heavy Laser (EU2012)|Heavy Laser]], [[Laser Cannon (EU2012)|Laser Cannon]]&amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Laser|S.H.I.V. Laser]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Plasma Pistol Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Pistol (EU2012)|Plasma Pistol]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Jacamar&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating weapon recovered from the field has provided some incredible insights, and it&#039;s quite possible we could create a version suited for our own soldiers.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 5 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;1 Plasma Pistol&amp;lt;br/&amp;gt;40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Pistol III|Improved Pistol III]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Light Plasma Rifle Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Corvid&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow this technology to work in our favor.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] || align=&amp;quot;center&amp;quot; | 5 [[Elerium (EU2012)|Elerium]]&amp;lt;br/&amp;gt;1 Light Plasma Rifle&amp;lt;br/&amp;gt;40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]], [[Plasma Cannon (EU2012)|Plasma Cannon]]&lt;br /&gt;
|- &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Plasma Rifle Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Rifle (EU2012)|Plasma Rifle]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Kestral&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;An amazing piece of technology - this rifle maintains a seemingly normal form factor while containing a fully functional plasma generator. Even the most modern of our current power generation facilities are less efficient than this small device.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]], [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]], [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Plasma Sniper Rifle Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Sniper Rifle (EU2012)|Plasma Sniper]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Osprey&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our continued research into the alien&#039;s plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme ranges. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 50 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Plasma Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Heavy Plasma (EU2012)|Heavy Plasma]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Kingfisher&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Despite a number of impressive advances, we are still in awe of the alien&#039;s mastery of plasma based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts.&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] &amp;lt;br /&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Plasma|S.H.I.V. Plasma]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Alloy Cannon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alloy Cannon (EU2012)|Alloy Cannon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Avocet&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The density of the alien alloys we&#039;ve been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during our firing tests, as the alloys tear the barrel apart. However, we&#039;ve devised a way to break the alloy into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge.&#039;&#039;  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Rifle (EU2012)|Plasma Rifle]]&amp;lt;br/&amp;gt;or&amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Heavy Plasma (EU2012)|Heavy Plasma]] || align=&amp;quot;center&amp;quot; | 5 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 25 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 40 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Guided Fusion Launcher Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Blaster Launcher (EU2012)|Guided Fusion Launcher]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Tunguska&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Using what we&#039;ve learned from the advanced weaponry found aboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Fusion Core(EU2012)|Fusion Core]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 20 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 75 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 400 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Blaster Launcher (EU2012)|Blaster Launcher]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Armor (EU2012)|Armor]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Carapace Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Carapace Armor (EU2012)|Carapace Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Thorax&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor.  Our early tests are very encouraging.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Alloys (EU2012)|Alien Materials]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Alien Alloys (EU2012)|Alien Alloys]] || align=&amp;quot;center&amp;quot; | 10 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | 140 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Carapace Armor (EU2012)|Carapace Armor]], [[S.H.I.V. (EU2012)|Alloy S.H.I.V.]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Skeleton Suit (EU2012)|Skeleton Suit]], [[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Skeleton Suit Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Skeleton Suit (EU2012)|Skeleton Suit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rictus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although the weight of this suit has been substantially reduced, its defensive capabilities are still intact...and the reduced weight has allowed us to couple that suit with the climbing grapple that we&#039;ve been prototyping.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Carapace Armor (EU2012)|Carapace Armor]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] || align=&amp;quot;center&amp;quot; | 200 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Titan Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Titan Armor (EU2012)|Titan Armor]] &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Golem&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve observed some of the alien combatants wearing a form of superheavy armor that still allows for full mobility in combat. This has been puzzling, to say the least, but with our new understanding of alien energy sources and their materials, we could develop powered armor of our own.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Carapace Armor (EU2012)|Carapace Armor]], [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 5 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 400 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Ghost Armor (EU2012)|Ghost Armor]], [[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Ghost Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ghost Armor (EU2012)|Ghost Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Nightshade&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Based on our continued study of the hyperwave &amp;quot;phasing&amp;quot; phenomena we&#039;ve witnessed in the labs, we believe it should be possible to develop an armor kit mirroring these unusual properties. If successful, anyone wearing this suit would be extremely difficult to detect.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]], [[Hyperwave Relay (EU2012)|Hyperwave Communication]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 15 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Archangel Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Archangel Armor (EU2012)|Archangel Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Icarus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With our unique access to the aliens super-efficient power systems, we believe it should be possible to fabricate a suit of armor that permits sustained flight on the battlefield.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]], [[New Fighter Craft (EU2012)|New Fighter Craft]] || align=&amp;quot;center&amp;quot; | 15 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 15 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 340 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Archangel Armor (EU2012)|Archangel Armor]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Flight|Advanced Flight]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Psi Armor Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psi Armor (EU2012)|Psi Armor]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Witchwood&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Analysis of the Psionic alien&#039;s implants indicates that we might be able to integrate these components into an armor kit... although this would be of no use to a soldier without psionic potential, it could greatly improve the abilities of those who do show promise in this area.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Psi Link (EU2012)|Ethereal Device]] || align=&amp;quot;center&amp;quot; | 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br/&amp;gt; 10 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 300 points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[UFOs (EU2012)|UFO]] Technology===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Alien Nav Computer Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Lighthouse&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module.  Further study may lead to improvements in our ability to detect incoming UFOs.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[UFO Flight Computer (EU2012)|UFO Flight Computer]] || align=&amp;quot;center&amp;quot; | 2 UFO Flight Computers || align=&amp;quot;center&amp;quot; | 100 Points || &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Satellite Nexus (EU2012)|Satellite Nexus]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UFO Power Source Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[UFO Power Source (EU2012)|UFO Power Source]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Waterfall&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With the element known as &amp;quot;Elerium&amp;quot; housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]] || align=&amp;quot;center&amp;quot; | 1 UFO Power Source || align=&amp;quot;center&amp;quot; | 140 Points || &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Elerium Generator (EU2012)|Elerium Power Generator]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Firestorm (EU2012)|New Fighter Craft]], [[Elerium (EU2012)|Elerium]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Elerium Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Elerium (EU2012)|Elerium]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;E-115&#039;&#039; || align=&amp;quot;center&amp;quot; |&#039;&#039; Our initial observations of this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles - providing them with a nearly inexhaustible source of power generation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[UFO Power Source (EU2012)|UFO Power Source]] || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 140 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:New Fighter Craft Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[New Fighter Craft (EU2012)|New Fighter Craft]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Skylance&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own.&#039;&#039;  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]]  || align=&amp;quot;center&amp;quot; | 10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 75 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points || &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Firestorm_(EU2012)|Firestorm]], [[S.H.I.V. (EU2012)|Hover S.H.I.V.]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Archangel Armor (EU2012)|Archangel Armor]], [[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Plasma Cannon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Plasma Cannon (EU2012)|Plasma Cannon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Snapdragon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weapons, the end result would be an extremely effective ship-based cannon.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] || align=&amp;quot;center&amp;quot; |  10 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 30 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 200 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Plasma Cannon (EU2012)|Plasma Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:EMP Cannon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[EMP Cannon (EU2012)|EMP Cannon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Ion&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, while also shielding them from the overall effect, this could greatly improve our odds of recovering alien technology intact.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]] || align=&amp;quot;center&amp;quot; | 20 [[Elerium (EU2012)|Elerium]] || align=&amp;quot;center&amp;quot; | 400 Points ||  &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[EMP Cannon (EU2012)|EMP Cannon]] &amp;lt;br /&amp;gt; &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Repair|S.H.I.V. Repair]] &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Fusion Lance Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fusion Lance (EU2012)|Fusion Lance]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Godfinger&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Fusion Core(EU2012)|Fusion Core]] || align=&amp;quot;center&amp;quot; | 20 [[Elerium (EU2012)|Elerium]] &amp;lt;br /&amp;gt; 10 [[Alien Alloys (EU2012)|Alloys]] &amp;lt;br /&amp;gt; 50 [[Weapon Fragments (EU2012)|Weapon Fragments]] || align=&amp;quot;center&amp;quot; | 300 Points  ||align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Fusion Lance (EU2012)|Fusion Lance]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Autopsies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Sectoid Autopsy (EU2012)|Sectoid Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Roswell&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We&#039;re detecting components of non-biological matter embeedded within their internal structure. Could these be implants of some kind?&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Sectoid Corpse (EU2012)|Sectoid Corpse]] || align=&amp;quot;center&amp;quot; | 1 Sectoid Corpse || align=&amp;quot;center&amp;quot; | 40 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Uplink Targeting (Aim) (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Thin Man Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Thin Man Autopsy (EU2012)|Thin Man Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Viperus&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;These aliens were clearly intended to be infiltrators, moving among us and observing without raising an alarm.  However, the question remains, how were the aliens able to physically modify this species to achieve this goal?&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Thin Man Corpse (EU2012)|Thin Man Corpse]] || align=&amp;quot;center&amp;quot; | 1 Thin Man Corpse || align=&amp;quot;center&amp;quot; | 40 Points   || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Medikit|Improved Medikit]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Gas Grenade (EU2012)|Gas Grenade]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Floater Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Floater Autopsy (EU2012)|Floater Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Crimson Cape&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Floater Corpse (EU2012)|Floater Corpse]] || align=&amp;quot;center&amp;quot; | 1 Floater  Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Defense Matrix (Dodge) (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Muton Autopsy (EU2012)|Muton Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Nero&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Muton Corpse (EU2012)|Muton Corpse]] || align=&amp;quot;center&amp;quot; | 1 Muton Corpse || align=&amp;quot;center&amp;quot; | 40 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Adrenal Neurosympathy|Adrenal Neurosympathy]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Chryssalid Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Ridley&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an exceedingly hard exoskeleton, the six appendages of this alien are nonetheless exceedingly light and flexible.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Chryssalid Corpse (EU2012)|Chryssalid Corpse]] || align=&amp;quot;center&amp;quot; | 1 Chryssalid Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Chitin Plating (EU2012)|Chitin Plating]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Needle Grenade (EU2012)|Needle Grenade]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Bioelectric Skin|Bioelectric Skin]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Drone Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Drone Autopsy (EU2012)|Drone Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Arachnid&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This small robot appears to fill some sort of support role. We might be able to interface with its circuitry... and possibly subvert it in the field.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Drone Wreck (EU2012)|Drone Wreck]] || align=&amp;quot;center&amp;quot; | 1 Drone Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Drone Capture|Drone Capture]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Cyberdisc Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Enigma&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;On the surface this object appears to be purely robotic in nature, but we still suspect there may be an organic component lurking within.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Cyberdisc Wreck (EU2012)|Cyberdisc Wreck]] || align=&amp;quot;center&amp;quot; | 1 Cyberdisc Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[UFO Tracking (Boost) (EU2012)|UFO Tracking (Boost)]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Secondary Heart|Secondary Heart]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Commander Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rosetta&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The enlarged central nervous system and supplementary neural implants found in this Sectoid variant suggests capabilities unlike anything we&#039;ve previously encountered.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Sectoid Commander Corpse (EU2012)|Sectoid Commander Corpse]] || align=&amp;quot;center&amp;quot; | 1 Sectoid Commander Corpse || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Psionic Lab (EU2012)| Psionic Lab]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Mimic Beacon (EU2012)|Mimic Beacon]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Berserker Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Berserker Autopsy (EU2012)|Berserker Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Anaconda&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The body of this creature still remains warm to the touch several hours after being terminated. A chemical analysis of the alien&#039;s tissue will likely provide insights into this strange phenomenon.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Berserker Corpse (EU2012)|Berserker Corpse]] || align=&amp;quot;center&amp;quot; | 1 Berserker Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Combat Stims (EU2012)|Combat Stims]]&amp;lt;br&amp;gt;(&#039;&#039;EW DLC&#039;&#039;)&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Neural Damping|Neural Damping]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Floater Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Heavy Floater Autopsy (EU2012)|Heavy Floater Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Montezuma&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This horrifying machine-flesh hybrid suggests the invaders are willing to stop at little, or nothing, to achieve their goals.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Heavy Floater Corpse (EU2012)|Heavy Floater Corpse]] || align=&amp;quot;center&amp;quot; | 1 Heavy Floater Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Repair|Advanced Repair]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Elite Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Muton Elite Autopsy (EU2012)|Muton Elite Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Imperial&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;As if its heightened muscle density, hardened skin, and redundant organs weren&#039;t enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Muton Elite Corpse (EU2012)|Muton Elite Corpse]] || align=&amp;quot;center&amp;quot; | 1 Muton Elite Corpse || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectopod Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Sectopod Autopsy (EU2012)|Sectopod Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Halcyon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Sectopod Wreck (EU2012)|Sectopod Wreck]] || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Construction|Advanced Construction]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Ethereal Autopsy Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ethereal Autopsy (EU2012)|Ethereal Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Aether&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This alien appears physically weak, even frail... but appearances can be deceiving.  It is a remarkably hardy specimen, with a brain chemistry and structure utterly unknown to our science.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;: [[Ethereal Corpse (EU2012)|Ethereal Corpse]] || align=&amp;quot;center&amp;quot; | 1 Ethereal Corpse || align=&amp;quot;center&amp;quot; | 120 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Mind Shield (EU2012)|Mind Shield]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Interrogations ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Sectoid (EU2012)|Interrogate Sectoid]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Roanoke&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We&#039;ve taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Sectoid (EU2012)|Sectoid]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Beam Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Thin Man Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Thin Man (EU2012)|Interrogate Thin Man]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Masquerade&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can... coax... it into revealing more information about how the aliens arrived here.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Thin Man (EU2012)|Thin Man]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: UFO Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Floater Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Floater (EU2012)|Interrogate Floater]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Goalpost&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Floater (EU2012)|Floater]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Basic Armor&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Muton (EU2012)|Interrogate Muton]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Tempest&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Muton (EU2012)|Muton]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Sectoid Commander Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Sectoid Commander (EU2012)|Interrogate Sectoid Commander]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Voynich&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This captive is clearly a rare and dangerous specimen. We&#039;ve already seen evidence of its unique mental abilities in the field... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Sectoid Commander (EU2012)|Sectoid Commander]] || align=&amp;quot;center&amp;quot; | 120 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Psionic Lab (EU2012)| Psionic Lab]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Psionics&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Berserker Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Berserker (EU2012)|Interrogate Berserker]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rubicon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;It&#039;s going to take our most powerful sedatives to keep this captive under control... but I feel it&#039;s worth the risk, as we may glean valuable intel from a successful interrogation.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Berserker (EU2012)|Berserker]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: All Armor &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Heavy Floater Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Heavy Floater (EU2012)|Interrogate Heavy Floater]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Dreadnaught&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This horrifying machine-flesh hybrid suggests that invaders are willing to stop at little, or nothing, to achieve their goals.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Heavy Floater (EU2012)|Heavy Floater]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Flight Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Muton Elite Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Muton Elite (EU2012)|Interrogate Muton Elite]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Gomorrah&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;I&#039;m amazed we were able to capture one of the master aliens&#039; bodyguards alive... It probably has a broad understanding of the invaders&#039; weapon systems and tactics.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Muton Elite (EU2012)|Muton Elite]] || align=&amp;quot;center&amp;quot; | 40 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: Weapons Technology&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Ethereal Interrogation Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Interrogate Ethereal (EU2012)|Interrogate Ethereal]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Rosetta&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;We know this captive is harboring an incredible pool of psionic energy, a fact that is not lost on our staff, who are quite concerned about working in close proximity to the creature.  In any case, we have no choice but to conduct a thorough interrogation of the subject if we hope to learn anything of value from it.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Alien Containment (EU2012)|Alien Containment]] || align=&amp;quot;center&amp;quot; | 1 Captured [[Ethereal (EU2012)|Ethereal]] || align=&amp;quot;center&amp;quot; | 200 Points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Mind Shield (EU2012)|Mind Shield]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Research Credit&#039;&#039;&#039;: All Technology&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Storyline (EU2012)|Storyline]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Outsider Shard Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Outsider Shard (EU2012)|Outsider Shard]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Novato&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This shard is all that is left of the Outsider alien after it was stunned. Based on our interrogation of the alien captive, we know that the Outsiders are the key to finding their base. We should begin research on this item immediately.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Outsider Shard (EU2012)|Outsider Shard]] || align=&amp;quot;center&amp;quot; | 1 Outsider Shard || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Objective&#039;&#039;&#039;: Assault Enemy Base &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Skeleton Key (EU2012)|Skeleton Key]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Hyperwave Beacon Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Hyperwave Beacon (EU2012)|Hyperwave  Beacon]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Tachyon&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The beacon that we recovered from the alien base appears to send and receive transmissions using a spectrum of energy unlike anything found on Earth. I can only imagine what we&#039;ll find after further study.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Hyperwave Beacon (EU2012)|Hyperwave Beacon]] || align=&amp;quot;center&amp;quot; | 1 Hyperwave Beacon || align=&amp;quot;center&amp;quot; | 160 points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Hyperwave Relay (EU2012)| Hyperwave Relay]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Ethereal Device Research (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Psi Link (EU2012)|Ethereal Device]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Skylight&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The device we recovered from the Ethereal craft may be the final piece of the puzzle... the key to their psionic connection... and to the ultimate source of their power.  With a better understanding of this technology, I believe we&#039;ll be on the brink of finding the source of this invasion.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Psi Link (EU2012)|Psi Link]] || align=&amp;quot;center&amp;quot; | 1 Ethereal Device || align=&amp;quot;center&amp;quot; | 160 points  || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Facility&#039;&#039;&#039;: [[Gollop Chamber (EU2012)| Gollop Chamber]] &amp;lt;br/&amp;gt; &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Project&amp;lt;br&amp;gt;&#039;&#039;Codename&#039;&#039; &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Cost&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research Point Cost &amp;lt;br/&amp;gt;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Allows&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Meld Recombination (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Meld Recombination (EU2012)|Meld Recombination]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Purity&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;The invaders appear to have deployed canisters of this strange substance in human-populated areas, perhaps as an experiment. It might also be a weapon of some kind. Further analysis could shed light on its potential dangers and applications.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Meld (EU2012)|Meld]] || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Genetics Lab (EU2012)|Genetics Lab]], [[Cybernetics Lab (EU2012)|Cybernetics Lab]], [[MEC-1 Warden (EU2012)|MEC-1 Warden]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;: [[Gene Mods (EU2012)#Hyper Reactive Pupils|Hyper Reactive Pupils]], [[Gene Mods (EU2012)#Depth Perception|Depth Perception]], [[Gene Mods (EU2012)#Adaptive Bone Marrow|Adaptive Bone Marrow]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Seeker Autopsy (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Seeker Autopsy (EU2012)|Seeker Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Lovecraft&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This is one of the invaders&#039; most intricately engineered battlefield devices. The combination of concealment systems, artificial intelligence, and articulation on the appendages makes for a technological treasure trove.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Seeker Wreck (EU2012)|Seeker Wreck]] || align=&amp;quot;center&amp;quot; | 1 Seeker Wreck || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;: [[Ghost Grenade (EU2012)|Ghost Grenade]], [[Respirator Implant (EU2012)|Respirator Implant]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Genetics Lab&#039;&#039;&#039;:[[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: Mechtoid Autopsy (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Goliath&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;This robotic cybersuit is designed for a Sectoid pilot. It appears that the suit&#039;s cybernetics interfere somehow with the Sectoids&#039; innate mental powers. We should consider this if we decide to apply this type of technology to our own soldiers.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Salvage&#039;&#039;&#039;:[[Mechtoid Core (EU2012)|Mechtoid Core]] || align=&amp;quot;center&amp;quot; | 1 Mechtoid Core || align=&amp;quot;center&amp;quot; | 60 Points || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Foundry&#039;&#039;&#039;: [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]], [[Foundry (EU2012)#Shaped Armor|Shaped Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Research credits are obtained by interrogating live [[Alien Life Forms (EU2012)|aliens]]. Each one reduces the time to complete associated projects by 50%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+ Research Credits&lt;br /&gt;
|- &lt;br /&gt;
! Credit Name !! Description !! Applies to !! Interrogated Alien&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Beam Weapons Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Having successfully disabled the Sectoid alien without terminating it, we were presented with a unique opportunity to study an intact version of the weapon integrated into its forearm. Although we&#039;ve yet to devise a plasma weapon of our own, we believe aspects of this technology can also be applied to our existing laser-based prototypes. This should contribute to a reduction in the research and development time spent on these weapons.&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Weapon Fragments (EU2012)|Weapon Fragments]], [[Beam Weapons (EU2012)|Beam Weapons]], [[Precision Lasers (EU2012)|Precision Lasers]], [[Heavy Lasers (EU2012)|Heavy Lasers]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#S.C.O.P.E. Upgrade|S.C.O.P.E. Upgrade]], [[Foundry (EU2012)#S.H.I.V. Laser|S.H.I.V. Laser]], [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]], || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Plasma Weaponry Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;As the alien&#039;s front-line combat unit, the Muton has, as we expected, a complete understanding of the weapons systems employed by their forces. In particular, we&#039;ve learned a great deal about the advances in plasma technology developed by the aliens, and as a result, our own research in this field should be greatly expedited.&#039;&#039; ||  align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Research&#039;&#039;&#039;: [[Plasma Pistol (EU2012)|Plasma Pistol]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]], [[Plasma Rifle (EU2012)|Plasma Rifle]], [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]], [[Alloy Cannon (EU2012)|Alloy Cannon]], [[Plasma Cannon (EU2012)|Plasma Cannon]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#S.H.I.V. Plasma|S.H.I.V. Plasma]] || align=&amp;quot;center&amp;quot; | [[Muton (EU2012)|Muton]] or [[Muton Elite Corpse (EU2012)|Muton Elite Corpse]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Basic Armor Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic Armor Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Although gruesome and seemingly hobbled together, the Floater does have significantly better armor plating than anything currently available to our forces. Having completed the interrogation process on the subject, we&#039;ve come to understand how this armor balances flexibility, weight, and damage reduction to suit the Floater&#039;s &amp;quot;unique&amp;quot; capabilities. With that in mind, we should be able to reduce the time to research initial armor prototypes.&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Alloys (EU2012)|Alien Materials]], [[Carapace Armor (EU2012)|Carapace Armor]], [[Skeleton Suit (EU2012)|Skeleton Suit]] || align=&amp;quot;center&amp;quot; | [[Floater (EU2012)|Floater]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Armor Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Armor Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Having devised a battery of physical tests for the Muton &amp;quot;Berserker&amp;quot; captured by our soldiers, we were able to observe how it moves and engages obstacles despite the heavy armor plating it carries. This was an important step in our understanding of how their armor responds to physical exertion, remaining flexible while also maintaining the protection it was designed for. By incorporating this new data into our own designs, we should see a reduction in the research time of all armor related projects.&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Titan Armor (EU2012)|Titan Armor]], [[Ghost Armor (EU2012)|Ghost Armor]] || align=&amp;quot;center&amp;quot; | [[Berserker (EU2012)|Berserker]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:UFO Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UFO Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;Although the &amp;quot;Thin Man&amp;quot; was among the most resistant to our interrogation attempts, we managed to uncover some interesting details. This species serves not only as an infiltration unit, but also as a sort of navigation specialist. It seems that the Thin Man is highly regarded among the aliens, and is indoctrinated with a wide variety of technical know-how as part of its &amp;quot;preparation&amp;quot; for deployment. Needless to say, the information gained from this subject should greatly reduce our research time as it corresponds to the UFO technology.&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Alien Nav Computer (EU2012)|Alien Nav Computer]], [[UFO Power Source (EU2012)|UFO Power Source]], &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]] || align=&amp;quot;center&amp;quot; |  [[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Psionics Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;Given the proper inducement, the Sectoid &amp;quot;Commander&amp;quot; provided several insights into how the aliens use Psionics for communications, and specifically how this ability is used to interact with the Hyperwave Beacon. Given the speculative nature of our exploration into this field, this information will surely prove invaluable in reducing our research times as we look to develop this power for our own uses.&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[Hyperwave Relay (EU2012)|Hyperwave Communication]], [[Psi Link (EU2012)|Ethereal Device]] || align=&amp;quot;center&amp;quot; |  [[Sectoid Commander (EU2012)|Sectoid Commander]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Weapons Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons Technology&#039;&#039;&#039;² || align=&amp;quot;center&amp;quot; |  &#039;&#039;The &amp;quot;veteran&amp;quot; Muton specimen we&#039;ve interrogated has revealed a number of intriguing details about some of the lesser-known weapon variants currently being deployed by the alien forces. This new information should provide a solid basis for our own development programs, reducing our research time on a variety of exotic weapons projects.&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: All Weapons (confirm?) &amp;lt;br/&amp;gt; &#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Improved Pistol I|Improved Pistol I-III]], [[Foundry (EU2012)#S.H.I.V. Laser|S.H.I.V. Laser]], [[Foundry (EU2012)#S.H.I.V. Plasma|S.H.I.V. Plasma]], [[Foundry (EU2012)#Alien Grenade|Alien Grenade]]|| align=&amp;quot;center&amp;quot; |  [[Muton Elite (EU2012)|Muton Elite]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Flight Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;Despite the weight and logistical factors involved in moving its heavily armored torso, the &amp;quot;Heavy Floater&amp;quot; is surprisingly maneuverable. After prodding the subject into a controlled flight-test, we&#039;ve learned a great deal about the alien&#039;s propulsion systems. As a result of this information, I&#039;m expecting a significant reduction in research times during the development of new aircraft.|| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: [[New Fighter Craft (EU2012)|New Fighter Craft]], [[Archangel Armor (EU2012)|Archangel Armor]] &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: [[Foundry (EU2012)#Hover S.H.I.V.|Hover S.H.I.V.]], [[Foundry (EU2012)#Advanced Flight|Advanced Flight]]|| align=&amp;quot;center&amp;quot; |  [[Heavy Floater (EU2012)|Heavy Floater]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:All Technology Credit (EU2012).png|75px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;All Technology&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; |  &#039;&#039;As one of the masterminds behind the alien invasion of Earth, the &amp;quot;Ethereal&amp;quot; alien specimen was, as expected, the most difficult to contain during our interrogation attempt. However, by monitoring changes in the Ethereal&#039;s brainwave patterns as we subjected it to varying levels of psychological stress, we were able to coax a great deal of information from the subject. As a result of these findings, we now have a backlog of new information regarding the alien technology, which should reduce our research times in all areas of study.&#039;&#039;|| align=&amp;quot;center&amp;quot; |  &#039;&#039;&#039;Research&#039;&#039;&#039;: All techs &amp;lt;br/&amp;gt;&#039;&#039;&#039;[[Foundry (EU2012)|Foundry]]&#039;&#039;&#039;: All projects || align=&amp;quot;center&amp;quot; |  [[Ethereal (EU2012)|Ethereal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
² These Research Credits apply a 25% reduction to research time on top of any other research credits.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*You can &amp;quot;double dip&amp;quot; with a captured Alien. You can interrogate an Alien, and if it&#039;s the only one of that Alien you own, you can immediately go for the autopsy once the interrogation is complete.&lt;br /&gt;
*Research Credits act &amp;quot;retroactively.&amp;quot; From a programming standpoint: the points of research that have gone into a project are recorded, and Credits cut &amp;quot;points needed for completion,&amp;quot; not &amp;quot;points &#039;&#039;remaining&#039;&#039; to completion.&amp;quot;&lt;br /&gt;
**Lets say if you get at least 61 points done into Beam Weapons, switch to completing the Sectoid Interrogation, and continue the Beam Weapon research, you&#039;ll only need a moment in the Mission Control screen to finish Beam Weapons.&lt;br /&gt;
**So, if you&#039;re in a month where you&#039;re going for &amp;quot;We Have Ways&amp;quot; (South America), you have a backlog of Interrogations to do (Sectoid, Floater, Thin Man); some clever if intensive micromanaging can make very efficient use of time in researching the weapon fragment/beam weapon tree, alien materials/early armor tree, and the Gernator/Computer research projects as soon as you finish getting Sattelite Coverage in South America.&lt;br /&gt;
*To compliment the above: while starting research projects has a material cost, the materials are not actually consumed untill completion. Thus, you can switch between research projects as needed without worrying about wasing those weapon fragments.&lt;br /&gt;
&lt;br /&gt;
== Tech Trees ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=225px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:XCOM Enemy Within Tech Tree.png| &#039;&#039;&#039;Enemy Within&#039;&#039;&#039;&lt;br /&gt;
File:TechTree.jpg| &#039;&#039;Tech Tree by BrutalGourmet.&#039;&#039;&lt;br /&gt;
File:Xcom-enemy-unknown-2012-tech-tree.png| &#039;&#039;Tech Tree by XDude.&#039;&#039;&lt;br /&gt;
File:XCOM_Research.png| Kokkan&lt;br /&gt;
File:Xcom2012techtree.png| Nite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Research (EU2012)}}&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Base Facilities (EU2012)]]&lt;br /&gt;
[[Category: Research (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:XCOM_Enemy_Within_Tech_Tree.png&amp;diff=53766</id>
		<title>File:XCOM Enemy Within Tech Tree.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:XCOM_Enemy_Within_Tech_Tree.png&amp;diff=53766"/>
		<updated>2013-12-04T22:06:52Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Tech Tree for Enemy Within, original by Nite update by Kokkan.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tech Tree for Enemy Within, original by Nite update by Kokkan.&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=53765</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=53765"/>
		<updated>2013-12-04T22:04:48Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* EW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
* Fusion Core&lt;br /&gt;
* Fusion Lance&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
* Fusion Guided Launcher (Blaster Launcher)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*Sectoid Interragation&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]]&lt;br /&gt;
*Sectoid Commander&lt;br /&gt;
*Sectoid Commander Autopsy&lt;br /&gt;
*Sectoid Commander Interragation&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*Thin Man Interragation&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*Floater Interragation&lt;br /&gt;
*Heavy Floater&lt;br /&gt;
*Heavy Floater Autopsy&lt;br /&gt;
*Heavy Floater Interragation&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*Muton Interragation&lt;br /&gt;
*[[Berserker (EU2012)|Muton Berserker]]&lt;br /&gt;
*Muton Berserker Autopsy&lt;br /&gt;
*Muton Berserker Interragation&lt;br /&gt;
*Muton Elite&lt;br /&gt;
*Muton Elite Autopsy&lt;br /&gt;
*Muton Elite Interragation&lt;br /&gt;
*Drone&lt;br /&gt;
*Drone Autopsy&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*Cyberdisk Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*Sectopod Autopsy&lt;br /&gt;
*Ethereal&lt;br /&gt;
*Ethereal Autopsy&lt;br /&gt;
*Ethereal Interragation&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;br /&gt;
&lt;br /&gt;
==EW==&lt;br /&gt;
1) guess we&#039;ll need to update those tech tree images. 2) someone who knows how to see the game code check me on what I added in the notes? C) It&#039;s a material cost minimum to &#039;&#039;start&#039;&#039; a research project, but they&#039;re not actually &#039;&#039;consumed&#039;&#039; untill completion? ie; &amp;quot;triple-dip&amp;quot; the same handful of fragments just to get the &#039;&#039;research points&#039;&#039; in? &lt;br /&gt;
&lt;br /&gt;
:2) What you wrote is correct. Whenever I&#039;m running out of Fragments I don&#039;t finish the project and start working on something else. 1) Kokkan is updating the second image with EW. I&#039;ve also been working on something a bit more graphical: [[Image: Research Tree Hobbes.png]]&lt;br /&gt;
[[User:Hobbes|Hobbes]] 22:59, 3 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Hm, might give it a shot myself at making a new tree, but for the record; I used XDude&#039;s the most, as it&#039;s the best design visually (directional, shows &amp;quot;types&amp;quot;, and big/spread out enough to see paths clearly while small enough that people on smaller screens can still see the whole thing without the shrinking making it illegible), while Nite&#039;s format was the most complete and efficient (if crazily tall). Otherwise, I may go over the top and make a Flash of the whole goddamn thing, with dropdown info and such (I think I could even program a point requirement calculator into it), if I get the drive to do so (don&#039;t count on it). --[[User:Xuncu|Xuncu]] 00:20, 4 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I feel that I am done with my update on the Nite tech tree. So I&#039;m posting the Excel source here.&lt;br /&gt;
:: https://www.dropbox.com/s/ynnf14w0f3el4pc/XCOM%20EW%20Tech%20Tree.xlsx  --[[User:Kokkan|Kokkan]] 06:12, 4 December 2013 (EST)&lt;br /&gt;
:::Once thing I will say about yours is that it is great, but Major comes after Captain so should probably be swapped on the OTS bit.--[[User:Ditto51|Ditto51]] 15:55, 4 December 2013 (EST)&lt;br /&gt;
:::: Doh! It should be fixed now.--[[User:Kokkan|Kokkan]] 17:04, 4 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=53746</id>
		<title>Talk:Research (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Research_(EU2012)&amp;diff=53746"/>
		<updated>2013-12-04T11:12:42Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* EW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I thought I put in an explanation... must&#039;ve been on the wrong page.  I was thinking we need a way to normalize the difficulty level and the number of scientists.  We could try to list it in short form (Classic &amp;amp; 5 scientists) result in a Normal (8 days) time.  We could also just cite the code numerical values.  Or something completely different.  We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course.  [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)&lt;br /&gt;
::I think it&#039;s too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)&lt;br /&gt;
::I&#039;d actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview.  Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it.  That way people would have the basic information readily available while keeping any spoilers hidden.   ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.&lt;br /&gt;
&lt;br /&gt;
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available.  Firestorm is one example.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;C+5&amp;quot; is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (&#039;&#039;Classic: +2 days&#039;&#039;) or the acutal number (&#039;&#039;Classic: 8 days&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
:::: I agree! [[User:Boozedog|Boozedog]]&lt;br /&gt;
&lt;br /&gt;
::: I don&#039;t think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)&lt;br /&gt;
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages. &lt;br /&gt;
&lt;br /&gt;
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)&lt;br /&gt;
::::: OK, I&#039;ll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)&lt;br /&gt;
:::: We don&#039;t know the baseline for most of the research techs yet, aside from the starting ones.  Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we&#039;ll be able to determine the base time and time decrease/scientist.  I like the navbar idea and figured it would be added later after the meat had been added to the sections.  ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: No, I can&#039;t say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: I&#039;m down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I love the idea of having everything on one table but after it&#039;s complete it will be better to split it up but with a navbar for all Research topics. We&#039;re also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don&#039;t believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012&lt;br /&gt;
&lt;br /&gt;
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012&lt;br /&gt;
==End Game Spoilers==&lt;br /&gt;
&lt;br /&gt;
We need to come up with some new policy for this. I&#039;ve already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I personally don&#039;t care about spoilers, and if people are coming here I think they either already know what they&#039;re looking for and want to do a comparison, or they&#039;re seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)&lt;br /&gt;
:: I feel the same about wanting to know spoilers but there&#039;s a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carapace -&amp;gt; Titan Armor ==&lt;br /&gt;
&lt;br /&gt;
There must be something else that unlocks Titan Armor research.  Probably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)&lt;br /&gt;
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Index ==&lt;br /&gt;
Moving the &amp;quot;index&amp;quot; here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
{{Col}}&lt;br /&gt;
=== Aircraft/Satellites ===&lt;br /&gt;
*[[Satellite (EU2012)|Satellite]]&lt;br /&gt;
*[[Laser Cannon (EU2012)|Laser Cannon]]&lt;br /&gt;
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]&lt;br /&gt;
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]&lt;br /&gt;
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]&lt;br /&gt;
*[[Alien Materials (2012)|Alien Materials]]&lt;br /&gt;
*[[Elerium (EU2012)|Elerium]]&lt;br /&gt;
*[[UFO Power Source (EU2012)|UFO Power Source]]&lt;br /&gt;
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]&lt;br /&gt;
*[[Firestorm (EU2012)|New Fighter Craft]]&lt;br /&gt;
*[[EMP Cannon (EU2012)|EMP Cannon]]&lt;br /&gt;
* Fusion Core&lt;br /&gt;
* Fusion Lance&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]&lt;br /&gt;
*[[Chitin Plating (EU2012)|Chitin Plating]]&lt;br /&gt;
*[[Carapace Armor (EU2012)|Carapace Armor]]&lt;br /&gt;
*[[Skeleton Suit (EU2012)|Skeleton Suit]]&lt;br /&gt;
*[[Titan Armor (EU2012)|Titan Armor]]&lt;br /&gt;
*[[Archangel Armor (EU2012)|Archangel Armor]]&lt;br /&gt;
*[[Ghost Armor (EU2012)|Ghost Armor]]&lt;br /&gt;
*[[Psi Armor (EU2012)|Psi Armor]]&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]&lt;br /&gt;
*[[Medikit (EU2012)|Medikit]]&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
*[[Weapon Fragments (EU2012)|Weapon Fragments]]&lt;br /&gt;
*[[Beam Weapons (EU2012)|Beam Weapons]]&lt;br /&gt;
*[[Arc Thrower (EU2012)|Arc Thrower]]&lt;br /&gt;
*[[Precision Lasers (EU2012)|Precision Lasers]]&lt;br /&gt;
*[[Laser Pistol (EU2012)|Laser Pistol]]&lt;br /&gt;
*[[Laser Rifle (EU2012)|Laser Rifle]]&lt;br /&gt;
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]&lt;br /&gt;
*[[Laser Scatter (EU2012)|Laser Scatter]]&lt;br /&gt;
*[[Heavy Laser (EU2012)|Heavy Laser]]&lt;br /&gt;
*[[Plasma Pistol (EU2012)|Plasma Pistol]]&lt;br /&gt;
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]&lt;br /&gt;
*[[Plasma Rifle (EU2012)|Plasma Rifle]]&lt;br /&gt;
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]&lt;br /&gt;
*[[Heavy Plasma (EU2012)|Heavy Plasma]]&lt;br /&gt;
*[[Alloy Cannon (EU2012)|Alloy Cannon]]&lt;br /&gt;
*[[Alien Grenade (EU2012)|Alien Grenade]]&lt;br /&gt;
* Fusion Guided Launcher (Blaster Launcher)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Alien Research ===&lt;br /&gt;
*[[Xeno-Biology (2012)|Xeno-Biology]]&lt;br /&gt;
*[[Sectoid (EU2012)|Sectoid]]&lt;br /&gt;
*Sectoid Autopsy&lt;br /&gt;
*Sectoid Interragation&lt;br /&gt;
*[[Outsider (EU2012)|Outsider]]&lt;br /&gt;
*Sectoid Commander&lt;br /&gt;
*Sectoid Commander Autopsy&lt;br /&gt;
*Sectoid Commander Interragation&lt;br /&gt;
*[[Thin Man (EU2012)|Thin Man]]&lt;br /&gt;
*Thin Man Autopsy&lt;br /&gt;
*Thin Man Interragation&lt;br /&gt;
*[[Floater (EU2012)|Floater]]&lt;br /&gt;
*Floater Autopsy&lt;br /&gt;
*Floater Interragation&lt;br /&gt;
*Heavy Floater&lt;br /&gt;
*Heavy Floater Autopsy&lt;br /&gt;
*Heavy Floater Interragation&lt;br /&gt;
*[[Chryssalid (EU2012)|Chryssalid]]&lt;br /&gt;
*Chryssalid Autopsy&lt;br /&gt;
*[[Muton (EU2012)|Muton]]&lt;br /&gt;
*Muton Autopsy&lt;br /&gt;
*Muton Interragation&lt;br /&gt;
*[[Berserker (EU2012)|Muton Berserker]]&lt;br /&gt;
*Muton Berserker Autopsy&lt;br /&gt;
*Muton Berserker Interragation&lt;br /&gt;
*Muton Elite&lt;br /&gt;
*Muton Elite Autopsy&lt;br /&gt;
*Muton Elite Interragation&lt;br /&gt;
*Drone&lt;br /&gt;
*Drone Autopsy&lt;br /&gt;
*[[Cyberdisc (EU2012)|Cyberdisc]]&lt;br /&gt;
*Cyberdisk Autopsy&lt;br /&gt;
*[[Sectopod (EU2012)|Sectopod]]&lt;br /&gt;
*Sectopod Autopsy&lt;br /&gt;
*Ethereal&lt;br /&gt;
*Ethereal Autopsy&lt;br /&gt;
*Ethereal Interragation&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Uncategorized&amp;quot; ===&lt;br /&gt;
*[[Experimental Warfare (EU2012)|Experimental Warfare]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Priority Research&amp;quot; ===&lt;br /&gt;
*[[Outsider Shard (EU2012)|Outsider Shard]]&lt;br /&gt;
* hyperwave communication&lt;br /&gt;
* ethereal device&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
== Research diagram ==&lt;br /&gt;
&lt;br /&gt;
I need some help checking this diagram for corrections, I&#039;m not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:XCOM Research.png]]&lt;br /&gt;
&lt;br /&gt;
check this one:&lt;br /&gt;
[[File:Xcom2012techtree.png]]&lt;br /&gt;
&lt;br /&gt;
==EW==&lt;br /&gt;
1) guess we&#039;ll need to update those tech tree images. 2) someone who knows how to see the game code check me on what I added in the notes? C) It&#039;s a material cost minimum to &#039;&#039;start&#039;&#039; a research project, but they&#039;re not actually &#039;&#039;consumed&#039;&#039; untill completion? ie; &amp;quot;triple-dip&amp;quot; the same handful of fragments just to get the &#039;&#039;research points&#039;&#039; in? &lt;br /&gt;
&lt;br /&gt;
:2) What you wrote is correct. Whenever I&#039;m running out of Fragments I don&#039;t finish the project and start working on something else. 1) Kokkan is updating the second image with EW. I&#039;ve also been working on something a bit more graphical: [[Image: Research Tree Hobbes.png]]&lt;br /&gt;
[[User:Hobbes|Hobbes]] 22:59, 3 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Hm, might give it a shot myself at making a new tree, but for the record; I used XDude&#039;s the most, as it&#039;s the best design visually (directional, shows &amp;quot;types&amp;quot;, and big/spread out enough to see paths clearly while small enough that people on smaller screens can still see the whole thing without the shrinking making it illegible), while Nite&#039;s format was the most complete and efficient (if crazily tall). Otherwise, I may go over the top and make a Flash of the whole goddamn thing, with dropdown info and such (I think I could even program a point requirement calculator into it), if I get the drive to do so (don&#039;t count on it). --[[User:Xuncu|Xuncu]] 00:20, 4 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I feel that I am done with my update on the Nite tech tree. So I&#039;m posting the Excel source here.&lt;br /&gt;
:: https://www.dropbox.com/s/ynnf14w0f3el4pc/XCOM%20EW%20Tech%20Tree.xlsx  --[[User:Kokkan|Kokkan]] 06:12, 4 December 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53129</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53129"/>
		<updated>2013-11-28T14:25:02Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* Enemy Within Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].&lt;br /&gt;
&lt;br /&gt;
== Second Wave Options ==&lt;br /&gt;
&#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - [[Weapons (EU2012)|Weapons]] have a much wider range of damage&lt;br /&gt;
:* Does not apply to explosives.&lt;br /&gt;
:* Random damage range varies between 1 and the weapons&#039; base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. &lt;br /&gt;
&#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&lt;br /&gt;
&#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
:* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.&lt;br /&gt;
:* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.&lt;br /&gt;
:* Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.&lt;br /&gt;
:* All soldiers will have the same Health Points, value is defined by the difficulty level. &lt;br /&gt;
&#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&lt;br /&gt;
:* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.&lt;br /&gt;
:* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]&#039;s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.&lt;br /&gt;
:* Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
:** [[Sniper (EU2012)|Sniper]]: 3-9&lt;br /&gt;
:** [[Support (EU2012)|Support]]: 2-6&lt;br /&gt;
:** [[Assault (EU2012)|Assault]]: 1-5&lt;br /&gt;
:** [[Heavy (EU2012)|Heavy]]: 0-2&lt;br /&gt;
:**Movement: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.&lt;br /&gt;
:*These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]&lt;br /&gt;
&lt;br /&gt;
=== Normal win unlocks===&lt;br /&gt;
&#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
:* -15 aim with light wound, -30 with heavy wound.&lt;br /&gt;
:* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].&lt;br /&gt;
:* Movement is impaired by wounds too.&lt;br /&gt;
:* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
&#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&lt;br /&gt;
:* Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
:* Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
:** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
&#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&lt;br /&gt;
:* You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
&#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
:* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.&lt;br /&gt;
:* Time for research: x3&lt;br /&gt;
:* Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)&lt;br /&gt;
:* Cost of items and facilities: x2&lt;br /&gt;
:** You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you&#039;ll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.&lt;br /&gt;
:* Days in [[Infirmary (EU2012)|Infirmary]]: x2.&lt;br /&gt;
:* Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
:* Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
:** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.&lt;br /&gt;
:* Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.&lt;br /&gt;
:** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM&#039;s end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
:*:* With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
=== Classic win unlocks===&lt;br /&gt;
&#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
:* Funding is cut by 20% from countries with level 4 panic, 40% when it&#039;s level 5.&lt;br /&gt;
&#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
:* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].&lt;br /&gt;
&#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&lt;br /&gt;
:* This also increases engineer requirements for satellites.&lt;br /&gt;
:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.&lt;br /&gt;
:* Satellite build time is decreased.&lt;br /&gt;
&#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The [[Psionic (EU2012)|psionic]] gift is extremely rare.&lt;br /&gt;
:* If there isn&#039;t any Psionic soldiers, then you&#039;ll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. &lt;br /&gt;
&lt;br /&gt;
=== Impossible win unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&lt;br /&gt;
:* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.&lt;br /&gt;
&#039;&#039;&#039;War Wariness&#039;&#039;&#039; - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&lt;br /&gt;
:* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. &lt;br /&gt;
&#039;&#039;&#039;E-115&#039;&#039;&#039; - [[Elerium (EU2012)|Elerium]] stores will degrade over time.&lt;br /&gt;
:* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)&lt;br /&gt;
&#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
:* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==&lt;br /&gt;
&#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.&lt;br /&gt;
:* Does not affect Psi or MEC abilities.&lt;br /&gt;
:* Entire Ability tree appears to be chosen when the unit is assigned a class. Eg: Savescumming at the end of a mission, and a Rookie gains a level, or a leveled solider is given as a Abduction/Council reward (Zhang, Annete, or non-plotline), or New Guy is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines&lt;br /&gt;
&lt;br /&gt;
=== Classic win unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53128</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53128"/>
		<updated>2013-11-28T14:22:01Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Too much bullet points everywhere.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].&lt;br /&gt;
&lt;br /&gt;
== Second Wave Options ==&lt;br /&gt;
&#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - [[Weapons (EU2012)|Weapons]] have a much wider range of damage&lt;br /&gt;
:* Does not apply to explosives.&lt;br /&gt;
:* Random damage range varies between 1 and the weapons&#039; base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. &lt;br /&gt;
&#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&lt;br /&gt;
&#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
:* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.&lt;br /&gt;
:* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.&lt;br /&gt;
:* Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.&lt;br /&gt;
:* All soldiers will have the same Health Points, value is defined by the difficulty level. &lt;br /&gt;
&#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&lt;br /&gt;
:* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.&lt;br /&gt;
:* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]&#039;s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.&lt;br /&gt;
:* Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
:** [[Sniper (EU2012)|Sniper]]: 3-9&lt;br /&gt;
:** [[Support (EU2012)|Support]]: 2-6&lt;br /&gt;
:** [[Assault (EU2012)|Assault]]: 1-5&lt;br /&gt;
:** [[Heavy (EU2012)|Heavy]]: 0-2&lt;br /&gt;
:**Movement: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.&lt;br /&gt;
:*These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]&lt;br /&gt;
&lt;br /&gt;
=== Normal win unlocks===&lt;br /&gt;
&#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
:* -15 aim with light wound, -30 with heavy wound.&lt;br /&gt;
:* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].&lt;br /&gt;
:* Movement is impaired by wounds too.&lt;br /&gt;
:* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
&#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&lt;br /&gt;
:* Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
:* Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
:** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
&#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&lt;br /&gt;
:* You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
&#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
:* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.&lt;br /&gt;
:* Time for research: x3&lt;br /&gt;
:* Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)&lt;br /&gt;
:* Cost of items and facilities: x2&lt;br /&gt;
:** You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you&#039;ll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.&lt;br /&gt;
:* Days in [[Infirmary (EU2012)|Infirmary]]: x2.&lt;br /&gt;
:* Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
:* Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
:** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.&lt;br /&gt;
:* Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.&lt;br /&gt;
:** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM&#039;s end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
:*:* With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
=== Classic win unlocks===&lt;br /&gt;
&#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
:* Funding is cut by 20% from countries with level 4 panic, 40% when it&#039;s level 5.&lt;br /&gt;
&#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
:* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].&lt;br /&gt;
&#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&lt;br /&gt;
:* This also increases engineer requirements for satellites.&lt;br /&gt;
:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.&lt;br /&gt;
:* Satellite build time is decreased.&lt;br /&gt;
&#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The [[Psionic (EU2012)|psionic]] gift is extremely rare.&lt;br /&gt;
:* If there isn&#039;t any Psionic soldiers, then you&#039;ll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. &lt;br /&gt;
&lt;br /&gt;
=== Impossible win unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&lt;br /&gt;
:* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.&lt;br /&gt;
&#039;&#039;&#039;War Wariness&#039;&#039;&#039; - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&lt;br /&gt;
:* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. &lt;br /&gt;
&#039;&#039;&#039;E-115&#039;&#039;&#039; - [[Elerium (EU2012)|Elerium]] stores will degrade over time.&lt;br /&gt;
:* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)&lt;br /&gt;
&#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
:* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==&lt;br /&gt;
&#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&lt;br /&gt;
&#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.&lt;br /&gt;
:* Does not affect Psi or MEC abilities.&lt;br /&gt;
:* Entire Ability tree appears to be chosen when the unit is assigned a class. Eg: Savescumming at the end of a mission, and a Rookie gains a level, or a leveled solider is given as a Abduction/Council reward (Zhang, Annete, or non-plotline), or New Guy is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
&#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines&lt;br /&gt;
&lt;br /&gt;
=== Classic win unlocks ===&lt;br /&gt;
&#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53127</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53127"/>
		<updated>2013-11-28T14:18:51Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].&lt;br /&gt;
&lt;br /&gt;
== Second Wave Options ==&lt;br /&gt;
* &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - [[Weapons (EU2012)|Weapons]] have a much wider range of damage&lt;br /&gt;
** Does not apply to explosives.&lt;br /&gt;
** Random damage range varies between 1 and the weapons&#039; base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. &lt;br /&gt;
* &#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&lt;br /&gt;
* &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
** Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.&lt;br /&gt;
** Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.&lt;br /&gt;
** Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.&lt;br /&gt;
** All soldiers will have the same Health Points, value is defined by the difficulty level. &lt;br /&gt;
* &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&lt;br /&gt;
** HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.&lt;br /&gt;
** Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]&#039;s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.&lt;br /&gt;
** Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
*** [[Sniper (EU2012)|Sniper]]: 3-9&lt;br /&gt;
*** [[Support (EU2012)|Support]]: 2-6&lt;br /&gt;
*** [[Assault (EU2012)|Assault]]: 1-5&lt;br /&gt;
*** [[Heavy (EU2012)|Heavy]]: 0-2&lt;br /&gt;
***Movement: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.&lt;br /&gt;
**These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]&lt;br /&gt;
&lt;br /&gt;
=== Normal win unlocks===&lt;br /&gt;
* &#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
** -15 aim with light wound, -30 with heavy wound.&lt;br /&gt;
** Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].&lt;br /&gt;
** Movement is impaired by wounds too.&lt;br /&gt;
** Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
* &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&lt;br /&gt;
** Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
** Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
*** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
* &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&lt;br /&gt;
** You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
* &#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
** This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.&lt;br /&gt;
** Time for research: x3&lt;br /&gt;
** Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)&lt;br /&gt;
** Cost of items and facilities: x2&lt;br /&gt;
*** You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you&#039;ll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.&lt;br /&gt;
** Days in [[Infirmary (EU2012)|Infirmary]]: x2.&lt;br /&gt;
** Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
** Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
*** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.&lt;br /&gt;
** Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.&lt;br /&gt;
*** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM&#039;s end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
**** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
=== Classic win unlocks===&lt;br /&gt;
* &#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
** Funding is cut by 20% from countries with level 4 panic, 40% when it&#039;s level 5.&lt;br /&gt;
* &#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
** This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].&lt;br /&gt;
* &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&lt;br /&gt;
** This also increases engineer requirements for satellites.&lt;br /&gt;
** Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.&lt;br /&gt;
** Satellite build time is decreased.&lt;br /&gt;
* &#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The [[Psionic (EU2012)|psionic]] gift is extremely rare.&lt;br /&gt;
** If there isn&#039;t any Psionic soldiers, then you&#039;ll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. &lt;br /&gt;
&lt;br /&gt;
=== Impossible win unlocks ===&lt;br /&gt;
* &#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&lt;br /&gt;
** Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.&lt;br /&gt;
* &#039;&#039;&#039;War Wariness&#039;&#039;&#039; - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&lt;br /&gt;
** With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. &lt;br /&gt;
* &#039;&#039;&#039;E-115&#039;&#039;&#039; - [[Elerium (EU2012)|Elerium]] stores will degrade over time.&lt;br /&gt;
** Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)&lt;br /&gt;
* &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
** Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.&lt;br /&gt;
** Does not affect Psi or MEC abilities.&lt;br /&gt;
** Entire Ability tree appears to be chosen when the unit is assigned a class. Eg: Savescumming at the end of a mission, and a Rookie gains a level, or a leveled solider is given as a Abduction/Council reward (Zhang, Annete, or non-plotline), or New Guy is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines&lt;br /&gt;
&lt;br /&gt;
=== Classic win unlocks ===&lt;br /&gt;
* &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53126</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53126"/>
		<updated>2013-11-28T14:18:15Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* Enemy Within Additions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].&lt;br /&gt;
&lt;br /&gt;
== Second Wave Options ==&lt;br /&gt;
* &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - [[Weapons (EU2012)|Weapons]] have a much wider range of damage&lt;br /&gt;
** Does not apply to explosives.&lt;br /&gt;
** Random damage range varies between 1 and the weapons&#039; base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. &lt;br /&gt;
* &#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&lt;br /&gt;
* &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
** Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.&lt;br /&gt;
** Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.&lt;br /&gt;
** Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.&lt;br /&gt;
** All soldiers will have the same Health Points, value is defined by the difficulty level. &lt;br /&gt;
* &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&lt;br /&gt;
** HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.&lt;br /&gt;
** Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]&#039;s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.&lt;br /&gt;
** Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
*** [[Sniper (EU2012)|Sniper]]: 3-9&lt;br /&gt;
*** [[Support (EU2012)|Support]]: 2-6&lt;br /&gt;
*** [[Assault (EU2012)|Assault]]: 1-5&lt;br /&gt;
*** [[Heavy (EU2012)|Heavy]]: 0-2&lt;br /&gt;
***Movement: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.&lt;br /&gt;
**These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]&lt;br /&gt;
&lt;br /&gt;
=== Normal unlocks===&lt;br /&gt;
* &#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
** -15 aim with light wound, -30 with heavy wound.&lt;br /&gt;
** Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].&lt;br /&gt;
** Movement is impaired by wounds too.&lt;br /&gt;
** Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
* &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&lt;br /&gt;
** Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
** Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
*** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
* &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&lt;br /&gt;
** You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
* &#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
** This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.&lt;br /&gt;
** Time for research: x3&lt;br /&gt;
** Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)&lt;br /&gt;
** Cost of items and facilities: x2&lt;br /&gt;
*** You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you&#039;ll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.&lt;br /&gt;
** Days in [[Infirmary (EU2012)|Infirmary]]: x2.&lt;br /&gt;
** Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
** Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
*** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.&lt;br /&gt;
** Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.&lt;br /&gt;
*** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM&#039;s end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
**** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
=== Classic unlocks===&lt;br /&gt;
* &#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
** Funding is cut by 20% from countries with level 4 panic, 40% when it&#039;s level 5.&lt;br /&gt;
* &#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
** This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].&lt;br /&gt;
* &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&lt;br /&gt;
** This also increases engineer requirements for satellites.&lt;br /&gt;
** Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.&lt;br /&gt;
** Satellite build time is decreased.&lt;br /&gt;
* &#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The [[Psionic (EU2012)|psionic]] gift is extremely rare.&lt;br /&gt;
** If there isn&#039;t any Psionic soldiers, then you&#039;ll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. &lt;br /&gt;
&lt;br /&gt;
=== Impossible unlocks ===&lt;br /&gt;
* &#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&lt;br /&gt;
** Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.&lt;br /&gt;
* &#039;&#039;&#039;War Wariness&#039;&#039;&#039; - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&lt;br /&gt;
** With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. &lt;br /&gt;
* &#039;&#039;&#039;E-115&#039;&#039;&#039; - [[Elerium (EU2012)|Elerium]] stores will degrade over time.&lt;br /&gt;
** Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)&lt;br /&gt;
* &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
** Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.&lt;br /&gt;
** Does not affect Psi or MEC abilities.&lt;br /&gt;
** Entire Ability tree appears to be chosen when the unit is assigned a class. Eg: Savescumming at the end of a mission, and a Rookie gains a level, or a leveled solider is given as a Abduction/Council reward (Zhang, Annete, or non-plotline), or New Guy is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines&lt;br /&gt;
&lt;br /&gt;
=== Classic unlocks ===&lt;br /&gt;
* &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53125</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53125"/>
		<updated>2013-11-28T14:17:23Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].&lt;br /&gt;
&lt;br /&gt;
== Second Wave Options ==&lt;br /&gt;
* &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - [[Weapons (EU2012)|Weapons]] have a much wider range of damage&lt;br /&gt;
** Does not apply to explosives.&lt;br /&gt;
** Random damage range varies between 1 and the weapons&#039; base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. &lt;br /&gt;
* &#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&lt;br /&gt;
* &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
** Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.&lt;br /&gt;
** Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.&lt;br /&gt;
** Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.&lt;br /&gt;
** All soldiers will have the same Health Points, value is defined by the difficulty level. &lt;br /&gt;
* &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&lt;br /&gt;
** HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.&lt;br /&gt;
** Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]&#039;s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.&lt;br /&gt;
** Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
*** [[Sniper (EU2012)|Sniper]]: 3-9&lt;br /&gt;
*** [[Support (EU2012)|Support]]: 2-6&lt;br /&gt;
*** [[Assault (EU2012)|Assault]]: 1-5&lt;br /&gt;
*** [[Heavy (EU2012)|Heavy]]: 0-2&lt;br /&gt;
***Movement: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.&lt;br /&gt;
**These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]&lt;br /&gt;
&lt;br /&gt;
=== Normal unlocks===&lt;br /&gt;
* &#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
** -15 aim with light wound, -30 with heavy wound.&lt;br /&gt;
** Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].&lt;br /&gt;
** Movement is impaired by wounds too.&lt;br /&gt;
** Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
* &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&lt;br /&gt;
** Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
** Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
*** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
* &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&lt;br /&gt;
** You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
* &#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
** This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.&lt;br /&gt;
** Time for research: x3&lt;br /&gt;
** Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)&lt;br /&gt;
** Cost of items and facilities: x2&lt;br /&gt;
*** You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you&#039;ll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.&lt;br /&gt;
** Days in [[Infirmary (EU2012)|Infirmary]]: x2.&lt;br /&gt;
** Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
** Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
*** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.&lt;br /&gt;
** Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.&lt;br /&gt;
*** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM&#039;s end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
**** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
=== Classic unlocks===&lt;br /&gt;
* &#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
** Funding is cut by 20% from countries with level 4 panic, 40% when it&#039;s level 5.&lt;br /&gt;
* &#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
** This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].&lt;br /&gt;
* &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&lt;br /&gt;
** This also increases engineer requirements for satellites.&lt;br /&gt;
** Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.&lt;br /&gt;
** Satellite build time is decreased.&lt;br /&gt;
* &#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The [[Psionic (EU2012)|psionic]] gift is extremely rare.&lt;br /&gt;
** If there isn&#039;t any Psionic soldiers, then you&#039;ll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. &lt;br /&gt;
&lt;br /&gt;
=== Impossible unlocks ===&lt;br /&gt;
* &#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&lt;br /&gt;
** Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.&lt;br /&gt;
* &#039;&#039;&#039;War Wariness&#039;&#039;&#039; - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&lt;br /&gt;
** With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. &lt;br /&gt;
* &#039;&#039;&#039;E-115&#039;&#039;&#039; - [[Elerium (EU2012)|Elerium]] stores will degrade over time.&lt;br /&gt;
** Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)&lt;br /&gt;
* &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
** Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions==&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.&lt;br /&gt;
** Does not affect Psi or MEC abilities.&lt;br /&gt;
** Entire Ability tree appears to be chosen when the unit is assigned a class. Eg: Savescumming at the end of a mission, and a Rookie gains a level, or a leveled solider is given as a Abduction/Council reward (Zhang, Annete, or non-plotline), or New Guy is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines&lt;br /&gt;
&lt;br /&gt;
=== Classic unlocks ===&lt;br /&gt;
* &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53124</id>
		<title>Second Wave (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&amp;diff=53124"/>
		<updated>2013-11-28T14:13:14Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* Enemy Within Additions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. &#039;&#039;&#039;Second Wave&#039;&#039;&#039; was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game&#039;s code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.&lt;br /&gt;
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].&lt;br /&gt;
&lt;br /&gt;
==Starting Options==&lt;br /&gt;
* &#039;&#039;&#039;Damage Roulette&#039;&#039;&#039; - [[Weapons (EU2012)|Weapons]] have a much wider range of damage&lt;br /&gt;
** Does not apply to explosives.&lt;br /&gt;
** Random damage range varies between 1 and the weapons&#039; base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. &lt;br /&gt;
* &#039;&#039;&#039;New Economy&#039;&#039;&#039; - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.&lt;br /&gt;
* &#039;&#039;&#039;Not Created Equally&#039;&#039;&#039; - Rookies will have random starting stats.&lt;br /&gt;
** Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.&lt;br /&gt;
** Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.&lt;br /&gt;
** Range of Movement: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.&lt;br /&gt;
** All soldiers will have the same Health Points, value is defined by the difficulty level. &lt;br /&gt;
* &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.&lt;br /&gt;
** HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.&lt;br /&gt;
** Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]&#039;s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 12 Will per rank.&lt;br /&gt;
** Aim score raises depend on the soldier&#039;s class:&lt;br /&gt;
*** [[Sniper (EU2012)|Sniper]]: 3-9&lt;br /&gt;
*** [[Support (EU2012)|Support]]: 2-6&lt;br /&gt;
*** [[Assault (EU2012)|Assault]]: 1-5&lt;br /&gt;
*** [[Heavy (EU2012)|Heavy]]: 0-2&lt;br /&gt;
***Movement: Heavy has 10% chance of +1 move, all other classes have 20% per rank gained.&lt;br /&gt;
**These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]&lt;br /&gt;
&lt;br /&gt;
==Unlocked after winning on Normal or higher difficulty==&lt;br /&gt;
* &#039;&#039;&#039;Red Fog&#039;&#039;&#039; - Any wounds taken in combat will degrade a soldier&#039;s stats for that mission.&lt;br /&gt;
** -15 aim with light wound, -30 with heavy wound.&lt;br /&gt;
** Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].&lt;br /&gt;
** Movement is impaired by wounds too.&lt;br /&gt;
** Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.&lt;br /&gt;
* &#039;&#039;&#039;Absolutely Critical&#039;&#039;&#039; - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].&lt;br /&gt;
** Shots to flanked or exposed target has +100% crit chance, rather than +50%.&lt;br /&gt;
** Hardened target has -100% chance to hit by critical, rather than -60%.&lt;br /&gt;
*** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)&lt;br /&gt;
* &#039;&#039;&#039;The Greater Good&#039;&#039;&#039; - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].&lt;br /&gt;
** You&#039;ll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].&lt;br /&gt;
* &#039;&#039;&#039;Marathon&#039;&#039;&#039; - The game takes considerably longer to complete.&lt;br /&gt;
** This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.&lt;br /&gt;
** Time for research: x3&lt;br /&gt;
** Time for facilities building: x2 (ie: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days)&lt;br /&gt;
** Cost of items and facilities: x2&lt;br /&gt;
*** You may want to try Marathon in Easy or Normal mode, as you&#039;ll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). And more fights between research completions means you&#039;ll rarely be out of [[Weapon Fragments (EU2012)|Weapon Fragments]] for them.&lt;br /&gt;
** Days in [[Infirmary (EU2012)|Infirmary]]: x2.&lt;br /&gt;
** Marathon don&#039;t work if tutorial is activated.&lt;br /&gt;
** Item requirement for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.&lt;br /&gt;
*** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.&lt;br /&gt;
** Alien progress is slowed too. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month.&lt;br /&gt;
*** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM&#039;s end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.&lt;br /&gt;
**** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it&#039;s possible to get a massive lead on Plasma weaponry--- if you focus Abduction/Council rewards on Scientists.&lt;br /&gt;
&lt;br /&gt;
==Unlocked after winning on Classic or higher difficulty==&lt;br /&gt;
* &#039;&#039;&#039;Results Driven&#039;&#039;&#039; - A country will offer less funding as its panic increases.&lt;br /&gt;
** Funding is cut by 20% from countries with level 4 panic, 40% when it&#039;s level 5.&lt;br /&gt;
* &#039;&#039;&#039;High Stakes&#039;&#039;&#039; - The rewards granted for stopping alien abductions are randomized.&lt;br /&gt;
** This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].&lt;br /&gt;
* &#039;&#039;&#039;Diminishing Returns&#039;&#039;&#039; - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.&lt;br /&gt;
** This also increases engineer requirements for satellites.&lt;br /&gt;
** Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.&lt;br /&gt;
** Satellite build time is decreased.&lt;br /&gt;
* &#039;&#039;&#039;More Than Human&#039;&#039;&#039; - The [[Psionic (EU2012)|psionic]] gift is extremely rare.&lt;br /&gt;
** If there isn&#039;t any Psionic soldiers, then you&#039;ll automatically gain one amongst the next 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. &lt;br /&gt;
&lt;br /&gt;
==Unlocked only after winning Impossible==&lt;br /&gt;
* &#039;&#039;&#039;Total Loss&#039;&#039;&#039; - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.&lt;br /&gt;
** Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.&lt;br /&gt;
* &#039;&#039;&#039;War Wariness&#039;&#039;&#039; - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.&lt;br /&gt;
** With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. &lt;br /&gt;
* &#039;&#039;&#039;E-115&#039;&#039;&#039; - [[Elerium (EU2012)|Elerium]] stores will degrade over time.&lt;br /&gt;
** Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)&lt;br /&gt;
* &#039;&#039;&#039;Alternate Sources&#039;&#039;&#039; - The power requirements of all facilities are increased.&lt;br /&gt;
** Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.&lt;br /&gt;
&lt;br /&gt;
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Additions==&lt;br /&gt;
* &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.&lt;br /&gt;
* &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.&lt;br /&gt;
** Does not affect Psi or MEC abilities.&lt;br /&gt;
** Entire Ability tree appears to be chosen when the unit is assigned a class. Eg: Savescumming at the end of a mission, and a Rookie gains a level, or a leveled solider is given as a Abduction/Council reward (Zhang, Annete, or non-plotline), or New Guy is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
* &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
*&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines&lt;br /&gt;
&lt;br /&gt;
=== Classic ===&lt;br /&gt;
* &#039;&#039;&#039;Mind Hates Matter&#039;&#039;&#039; - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Stats_(EU2012)&amp;diff=51866</id>
		<title>Alien Stats (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Stats_(EU2012)&amp;diff=51866"/>
		<updated>2013-11-10T19:34:27Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &amp;quot;Stun&amp;quot; no &amp;quot;Stunning&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;8%&amp;quot; | HP&lt;br /&gt;
(E/N/C/I)&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
(E/N/C/I)&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;
|65/65/75/75&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;
|70/70/80/90&lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|Receives an additional +5 Movement bonus on Impossible and +10 Defense on Classic/Impossible. &lt;br /&gt;
|- &lt;br /&gt;
|Thin Man&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65/65/75/75&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Deals 2 less Damage on Easy/Normal.&lt;br /&gt;
|-&lt;br /&gt;
|Floater&lt;br /&gt;
|3/4/4/6&lt;br /&gt;
|50/50/60/60&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 stun.&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 stun.&lt;br /&gt;
|-&lt;br /&gt;
|Muton&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70/70/80/80&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|Blood Call gives +10 Aim/Will and +4 Movement. &lt;br /&gt;
|-&lt;br /&gt;
|Drone&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60/60/70/70&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;
|70/70/80/80&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|18&lt;br /&gt;
|Hardened while in closed form, Immune to stun, has 35 fuel.&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85/85/95/95&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;
|80/80/90/90&lt;br /&gt;
|30&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, Immune to stun.&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70/70/80/80&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;
|80/80/90/100&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
| +10 Defense on Classic/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 Defense, +10 Will and +10 Critical Chance on Impossible.&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. (100% if Absolutely Critical is active).&lt;br /&gt;
* On Classic and Impossible, all aliens receive +10 Critical Hit chance bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Aliens (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=49537</id>
		<title>MEC Trooper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&amp;diff=49537"/>
		<updated>2013-09-24T16:07:23Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS MECH.png|rigth|frame|64px|Mech Trooper]]&lt;br /&gt;
&lt;br /&gt;
The Mech Trooper is a new class of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A Mech Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class) after building the [[Cybernetic Labs (EU2012)|Cybernetic Labs]]. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Shock-Absorbent Armor.&lt;br /&gt;
&lt;br /&gt;
Mech Troopers have also specialized [[Armor (EU2012)|armor]], in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]), and will carry new weapons such as the [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and an energy weapon upgrade, along with a Kinetic Strike Module ([[KSM (EU2012)|KSM]]), a melee type weapon. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
![[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| .&lt;br /&gt;
| .&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
![[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| .&lt;br /&gt;
| .&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
| .&lt;br /&gt;
| .&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| .&lt;br /&gt;
| .&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| .&lt;br /&gt;
| . &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| .&lt;br /&gt;
| .&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(EU2012)&amp;diff=49536</id>
		<title>Psionic (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_(EU2012)&amp;diff=49536"/>
		<updated>2013-09-24T16:05:22Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PSIONICS (EU2012).png|thumb|480px|Psionic Squad]][[File: CLASS PSIONIC.png|right|frame|64px|Psionic]]A Psionic is a late game &#039;extra&#039; &amp;lt;noinclude&amp;gt;[[Classes (EU2012)|class]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;class&amp;lt;/includeonly&amp;gt; that appears once you tested your soldiers for psionic ability. Higher Will makes the more likely to have the gift. They can use their mental powers on the battlefield to panic/control enemy units or to create physical attacks. Psionic soldiers get access to their regular class abilities in addition to their psychic powers, allowing for some interesting combinations. A Psionic soldier will have a purple effect applied to their class identifier.&lt;br /&gt;
&lt;br /&gt;
==== Abilites ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank  &lt;br /&gt;
! width=&amp;quot;90%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:PSIONIC MINDFRAY.png|32px|center]]&#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039; Causes the target to lose grip on reality, inflicting penalties to Aim(-25), Will(-25), and Movement, and doing 5 base Damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Specialist&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:PSIONIC PSIINSPIRATION.png|32px|center]]&#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:PSIONIC PANIC.png|32px|center]]&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Cause target to panic on its following turn, if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Operative&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:PSIONIC TELEKINETICFIELD.png|32px|center]]&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:PSIONIC MINDCONTROL.png|32px|center]]&#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;The Volunteer&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:PSIONIC RIFT.png|32px|center]]&#039;&#039;&#039;Rift&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039;Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
* Psionics can only be used on an alien that can only be seen by the unit.&lt;br /&gt;
* Will penalty from &#039;&#039;&#039;Mindfray&#039;&#039;&#039; stacks with multiple application. Other effects does not stack.&lt;br /&gt;
* &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; will be centered on the psi user that created it, so it should be given to soldiers that will be near the front line.&lt;br /&gt;
* &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; don&#039;t give defense to enemy units unlike smoke grenades.&lt;br /&gt;
* An alien under the effects of &#039;&#039;&#039;Mind Control&#039;&#039;&#039; is treated as one of your soldiers for pretty much all intents and purposes. Your soldiers will take the Will penalty if he dies. Additionally, if he dies while being MC&#039;d, his weapon does &#039;&#039;&#039;not&#039;&#039;&#039; explode, allowing you to capture it at the end of the mission.&lt;br /&gt;
* A Mind Controlled unit cannot act on the turn it is controlled.&lt;br /&gt;
* &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; removes the Fallen Comrade will debuff. This is especially useful when using Mind Control.&lt;br /&gt;
* The Support&#039;s Combat Drugs includes a Will bonus, but this does &#039;&#039;&#039;not&#039;&#039;&#039; affect any Psi Abilites (ie: will not stack with Inspiration, or enhance MC/Panic/Mindfray probability).&lt;br /&gt;
* Contrary to the description, &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; will cause the victim to panic immediately and then skip its next turn. This will often cause it to fire on you in your turn if it can see you.&lt;br /&gt;
*Only one psi unit can become &#039;&#039;&#039;The Volunteer&#039;&#039;&#039;, and this occurs when they use the alien device in the [[Gollop Chamber (EU2012)|Gollop Chamber]].&lt;br /&gt;
* The &#039;&#039;&#039;Rift&#039;&#039;&#039; ability is a wide area-effect psi attack that can inflict massive damage, but has a long down-time.  &lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039; is the only Psi attack that can affect Robotic units, and, if the Volunteer is a Heavy, DOES benefit from the HEAT ammo ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here not included on the classes summary page --&amp;gt;&lt;br /&gt;
==Testing for Psionics==&lt;br /&gt;
After the [[Psionic Lab (EU2012)|Psi Lab]] is built it is possible to test up to three soldiers at a time to discover their Psionic potential. Testing takes 10 days for each soldier and the result is dependent upon the soldier&#039;s Will, as well as entry order, and with whom else.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Psionics are clearly an asset to any class. Shotgun Assaults can use psionics to engage at medium range when it&#039;s not possible for them to Run &amp;amp; Gun for a close range shot. Snipers can use psionics as a weapon after moving. Heavies can use psionics as a complement to their moderate aim at high levels. Supports in a way gain the least from psionics, but their Deep Pockets ability allows them to carry a Mind Shield without hampering their other functions greatly. This grants them psi defense and a higher offensive ability hit chance.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All psionic soldiers have this as their first ability. The main advantage of Mind Fray over simply shooting a target is that (like all psi abilities) it ignores Defense and cover and targets the alien&#039;s Will, which unless it is a psionic enemy, Chryssalid or Berserker is often a much easier target. While the damage is low compared to end-game weapons, it is fixed and guaranteed if the attack hits, which makes it a nice way of killing an alien with 5 HP or less left.&lt;br /&gt;
&lt;br /&gt;
Mind Fray&#039;s Will reduction will make further psionic attacks easier, and is the easiest psionic attack to land. This means you can use it to soften up an alien for a Mind Control or Panic, or for a further Mind Fray by a lower ranked soldier. This is particularly useful when going for the &#039;&#039;&#039;Xavier&#039;&#039;&#039; achievement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; vs &#039;&#039;&#039;Psi Panic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; causes the unit to panic immediately upon use and then skip the next turn. The main problem with this skill is that often the unit&#039;s panic action will be to take a shot at you, which isn&#039;t a massive improvement on what it would have done had you not panicked it. The unit will sometimes do something else like hunker down or run away. In any case, a successful psi panic prevents the use of any special abilities like grenades and will prevent the unit from moving to flank.&lt;br /&gt;
&lt;br /&gt;
Unlike Mind Fray, Psi Panic will not decloak a soldier using the Ghost Armor&#039;s Ghost ability. The panicked alien will not attack the hidden psi user, but may attack other soldiers that it can immediately see. When used carefully, this can be a good way to disable key enemies for a turn. Unfortunately, aliens don&#039;t suffer from regular panic like you do, so you can&#039;t start a panic chain among the enemy by getting them to shoot each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; gives a +30 boost to Will for 2 turns and removes Mind Fray and Panic. The most important thing this ability does that isn&#039;t mentioned is remove the Fallen Comrade Will debuff. This is very useful when using Mind Control, because mind controlled aliens dying will cause this debuff and you&#039;ll want to get rid of it so it doesn&#039;t hamper your morale and psi abilities for the rest of the mission. The Will bonus will buff your soldiers&#039; offensive psi ability hit chance and defense against enemy psi attacks, making it a useful ability to use before breaching a room. Psi Inspiration can be used to level up to the next psi level quickly, because it can be used on spare turns when not in combat. While Psi Inspiration is an area effect ability, it only reaches two tiles, so can be a pain to get many other soldiers without forming your squad into grenade bait formation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; vs &#039;&#039;&#039;Mind Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Control&#039;&#039;&#039; is easily the most powerful ability in the game in most encounters. While it&#039;s difficult-to-impossible to pull off against psionic enemies, they usually have non-psionic guards (Muton Elites in particular) who can be controlled. The only major enemies it doesn&#039;t help against are Cyberdiscs and Sectopods, though mind controlled aliens from a previous group will make for good cannon fodder for them. Mind Control is one of the hardest skills to pull of, and requires high Will to succeed. If your soldier has reasonably high Will, then this is the skill to take. &lt;br /&gt;
&lt;br /&gt;
Like Panic, Mind Control also does not decloak a soldier using the Ghost ability. This way only the mind controlled alien will be at risk of attacks from its allies. Additionally, MCing an alien in an inactive squad (ie: while in Ghost Mode) will not activate the remainder of the squad (or any others nearby) until your next action is taken. With Squad Sight, Snipers can wipe out an entire Alien Squad at once.&lt;br /&gt;
&lt;br /&gt;
An alien or human who is &#039;&#039;psi-linked&#039;&#039; is not a valid target for mind control. A psi-linked unit is one who is using or is the target of Mind Merge or Mind Control. This means if an alien MCs a soldier, you cannot attempt to MC the soldier back, or attempt to MC the alien to break the link. Likewise, if you MC an Ethereal&#039;s Muton Elite guard, the Ethereal will not be able to MC that soldier or the guard.&lt;br /&gt;
&lt;br /&gt;
You can keep track of how many turns are left of a controlled alien by the ability tile on the controlling soldier: if it reads &#039;&#039;&#039;T-3&#039;&#039;&#039;, then the alien will be released at the start of the next Alien Action. Some aliens will immediately fire if your soldiers are in range, and be especially wary of any with grenades. However, you &#039;&#039;can&#039;&#039; &#039;force&#039; their action-- or inaction: when the tile reads T-3, have the soon-to-be-free alien Hunker Down, and it will stay in that mode when released. As flanking ignores Hunker Down, and your soldier only needs to be a little away to be invisible to it, this is a safe way to either MC it again, or finish it off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; is essentially a psionic smoke grenade that is reusable after a 4 turn cooldown. It is always centered on the soldier creating it, rather than being placeable like a smoke grenade, but it makes up for this by being much larger. It also gives +40 defence like a dense smoke grenade. The main use for this ability is to protect your squad from the attacks of a sectopod or cyberdisc if you have to finish your turn under its guns. Telekinetic Field will not decloak a soldier using the Ghost ability. You may want to take this if your psionic has low Will.&lt;br /&gt;
&lt;br /&gt;
If you decide to have 4 troopers with TK field, and have them cast in turn, that means you can have a &#039;continuous&#039; TK field for as long as you desire. Add Mindfrays, advanced armors&#039; Defense bonus and a smoke grenade if things look dicy, and this can make you almost unhittable in a straight-up firefight. Focusing this much on TK field comes at the cost of Mind Control though, and limits how far apart you can deploy your squad while benefiting from it.&lt;br /&gt;
&lt;br /&gt;
Telekinetic Field can be a good replacement for smoke grenades if you take &#039;&#039;Combat Drugs&#039;&#039; on your Supports, since this makes their smoke grenades no longer give a Defense bonus.&lt;br /&gt;
&lt;br /&gt;
===Chances of Psi attacks===&lt;br /&gt;
Chance to land Mindfray/Psi panic is 50 + (your will) - (target&#039;s will) %.&amp;lt;br/&amp;gt;&lt;br /&gt;
Chance to land Mind control is 30% lower, 20 + (your will) - (target&#039;s will) %.&amp;lt;br/&amp;gt;&lt;br /&gt;
Psi armor and Mind shield gives bonus 20% and 30% (respectively) chance to all psi attacks, on top of will bonus.&amp;lt;br/&amp;gt;&lt;br /&gt;
On classic and Impossible difficulty, there is -10% and -20% (respectively) penalty to all psi attacks.&amp;lt;br/&amp;gt;&lt;br /&gt;
*Combat drugs will boost does not apply on psi attack.&lt;br /&gt;
*If you have 205 will with Psi armor and Mind shield, then you can MC an Ethereal with 100% chance on impossible difficulty.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
The requirements of your primary class will probably dominate your equipment choice. The only items of particular note for psionic soldiers are the [[Mind Shield (EU2012)|Mind Shield]] and [[Psi Armor (EU2012)|Psi Armor]]. The Mind Shield&#039;s description portrays it as a defensive item against hostile psionics, but the Will bonus it gives is equally useful for boosting your own psi ability hit rate. Psi Armor is an option for psionics that gives a Will bonus and all the effects that entails, but it&#039;s by no means automatic that Psi Armor is the best choice; Ghost and Titan have better defence and Ghost and Archangel have better mobility.&lt;br /&gt;
&lt;br /&gt;
When deciding on whether to use the Mind Shield or Psi Armor, look at the soldier&#039;s Will level and consider the sort of psi skills that your soldier will be using the most. A soldier mainly concentrating on buff skills for example will not need to use either, as these skills are not dependent on their Will level. A soldier specialising in Mind Control may want to take one or even both to get Will close to or beyond 100. Most combat oriented builds can get away without either and can use Mind Fray and Psi Panic to a good degree of success against most common enemies except the Muton Berserkers and Ethereals.&lt;br /&gt;
&lt;br /&gt;
Again: note that Combat Drugs&#039; (Support&#039;s skill) or Combat Stims&#039; (item) boosts to Will do not add to Psi techniques.&lt;br /&gt;
&lt;br /&gt;
===Care and Feeding of Psionics===&lt;br /&gt;
&lt;br /&gt;
You want to avoid your potential (or already identified) psi troopers being Critically Wounded, since this gives a &#039;&#039;permanent&#039;&#039; reduction to Will.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve obtained the &#039;&#039;&#039;Iron Will&#039;&#039;&#039; OTS upgrade, you may want to replace your current crop of high ranking soldiers with new ones, since these new soldiers will end up with significantly higher will scores than soldiers that gained their ranks without Iron Will. Even if your original soldiers test positive, the higher will of your new ones will make them more powerful psionics.&lt;br /&gt;
&lt;br /&gt;
To maximise the will of your soldiers, save before the final shot of each mission (usually either a Sectoid Commander, an Ethereal, or the last action of a Council Mission). This way, when you get back to base, if they didn&#039;t get the Will upgrade you&#039;d like, you can reload and try again. If playing with the Second Wave &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; option this can also be done to maximise other stats.&lt;br /&gt;
&lt;br /&gt;
Whether a soldier will be gifted or not is decided when they are placed in the Psi-Lab, so with saving and loading you can make any soldier a guaranteed psionic by placing them in the lab, saving, fast forwarding 10 days (skipping missions) and seeing what the result is. If it&#039;s positive, reload and play normally, if negative, reload, pull them out and back in to the lab, save again and repeat. Again, a positive or negative result is dependant on when that soldier is &#039;&#039;entered&#039;&#039;, so removing the soldier in slot 2 will not change the result of the soldiers already in slot 3 or 1.&lt;br /&gt;
&lt;br /&gt;
If playing on Iron Man (or are just unwilling to abuse saving and loading in this way) then after testing your current ranked soldiers, get the &#039;&#039;&#039;New Guy&#039;&#039;&#039; upgrade and recruit and test new squaddies of the class you want with high starting will as often as possible to identify psionics. If you are playing with the Second Wave option &#039;&#039;&#039;Not Created Equal&#039;&#039;&#039;, then you will also want to pay attention to aim and move as well. Psi Snipers in particular will want to prioritise aim. While Will is a factor (higher ranked soldiers will have a better chance of testing positive), it is more economical to test masses of squaddies than to promote soldiers to higher ranks before testing and then discarding that effort if they test negative.&lt;br /&gt;
&lt;br /&gt;
If you are playing with the Second Wave &#039;&#039;&#039;More Than Human&#039;&#039;&#039; keep in mind that you&#039;ll most likely only have 1 or 2 Psionics available at all times during the game. Once your single Psionic is dead you&#039;ll have to find and train a new one so you may want to think first before sending him/her on a risky move.&lt;br /&gt;
&lt;br /&gt;
===Leveling===&lt;br /&gt;
&lt;br /&gt;
As Psionics is a subclass, a newbie psionic can be a Rookie or a Colonel. Psionic leveling is rather quick, and dependant on successful Psionic actions. Basically, just make a lot of successful Mindfrays. And once you get the next level (Inspire or Panic), use that one a lot, too (if with Inspire, level faster by Inspiring multiple other soldiers in the same turn.&lt;br /&gt;
&lt;br /&gt;
As for starting a newbie Psionic &#039;&#039;as&#039;&#039; a Rookie/Squaddie or a Colonel: while hits made with Mindfray and Panic (and supporting with Inspire) level Psionic abilities, &#039;&#039;kills&#039;&#039; made with Mindfray still count as EXP for levelling Soldier Rank, and an additional &#039;weapon&#039; technique for a new recruit (whom may have low aim) that always hits does wonders for faster levelling (kills made &#039;&#039;with&#039;&#039; an MCed alien, or an MCed alien getting killed, do not grant EXP). Meanwhile, an experienced soldier&#039;s higher Will means that a Psionic attack is less likely to fail. If you have a backlog of high-stat recruits for Psi Testing, you may consider sending the choice soldiers into battle in the meanwhile, so at least they level some amount, reducing the odds of failed Mindfrays--- or remove all worry by giving them Psi Equipment: note that any soldier can equip Mind Shields, but only those that have already tested positive for Psi Potential can equip the Psi Armor.&lt;br /&gt;
&lt;br /&gt;
Council Missions, which are almost always only Thin Men, are excellent missions to train new Psi soldiers on: on all but Impossible difficulty, Mindfraying a Thin Man is a 1-hit kill.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Support_(EU2012)&amp;diff=49535</id>
		<title>Support (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Support_(EU2012)&amp;diff=49535"/>
		<updated>2013-09-24T16:03:08Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SUPPORTS (EU2012).png|thumb|480px|Support Squad]][[File: CLASS SUPPORT.png|right|frame|64px|Support]]&lt;br /&gt;
A flexible class focusing on squad defence, medic or fire support. Highly mobile and useful for setting up [[Flanking (EU2012)|flank]] attacks, or defending flanks. Its drawback being the lack of high damage attacks and low crit chance.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].&lt;br /&gt;
&lt;br /&gt;
The bonus in stats gained through rank promotions will give the Support a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT SMOKEMIRRORS.png|32px|center]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:SUPPORT REVIVE.png|32px|center]]&#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| [[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT COMBATDRUGS.png|32px|center]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039; (Also grants +20 Aim Bonus)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers an additional item slot in inventory. &#039;&#039;In Enemy Within, tha ability is chanaged to grant +1 charge to limited use equipment like Grenades and Medkits&#039;&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT SAVIOR.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
| [[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
:*Smoke Grenades mean the difference between life and death in the game due to the Defense bonus it provides. Later they can carry &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; switching their role for an offensive one. &lt;br /&gt;
:*Supports can carry an additional Smoke Grenade with &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; but they&#039;ll forgo the additional Medi-Kit usage.&lt;br /&gt;
:*&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; doubles the Defense to +40, giving units on the cloud the equivalent to full cover. If already in full cover the bonus can increase to +80 or more. &lt;br /&gt;
:*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; is also a great ability specially when setting ambushes to advancing aliens or if you can plan the cloud deployment in advance. It can also be used to counter Will losses coming from Psionic attacks in the late game stage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* The &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk dramatically improves the effectiveness of medikits, tripling the number of uses. &#039;&#039;&#039;Savior&#039;&#039;&#039; further improves medikit effectiveness, and &#039;&#039;&#039;Revive&#039;&#039;&#039; can allow the medikit to bring critically wounded soldiers back in to the fight.&lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity makes for a good scout.&lt;br /&gt;
* &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; smoke gives an undocumented +20 to aim, and &#039;&#039;loses&#039;&#039; its defensive benefit.&lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here not included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Supports aren&#039;t &#039;&#039;sexy&#039;&#039; in the way that the other classes are, but they do bring a lot more to the table than many realize. Their Aim and HP are both on par with Assaults, giving them comparable offense for the early portion of the game. On top of that, they have great mobility, effective damage mitigation and healing, and get the opportunity to bring 2 Items along for unparalleled customization. It is not by any means a bad decision to bring a pair of Supports on a mission as you expand your squad, and it can be very helpful to do so on long missions such as the Alien Base or lengthy UFO assaults.&lt;br /&gt;
There are 3 main paths while choosing perks for Support soldiers rather than the common 2 of the other classes. Those can be combined together in several combinations, although the choice is between specialization vs. flexibility. &lt;br /&gt;
* Scout. &#039;&#039;&#039;Sprinter&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&lt;br /&gt;
* Tactical Officer: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;&lt;br /&gt;
* Medic: &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039;, &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Sprinter vs. Covering Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sprinter&#039;&#039;&#039; gives an incredible amount of mobility to set up flanks. While the Assault&#039;s Run &amp;amp; Gun accomplishes this as well, Sprinter also helps set up grenades, stuns, or Medikit use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; is essentially an upgrade to the Overwatch ability of your Support to restrict enemy actions. It can be also useful for a Medic since its role is usually more of a sentry unit and Covering Fire grants more Overwatch options. However, this ability is only useful if activated when the soldier can already see an enemy. In this case, it is more effective to simply shoot rather than go on overwatch and shoot on the aliens&#039; turn with a penalty. The usefulness of Covering Fire is therefore a little questionable.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Field Medic vs. Smoke and Mirrors&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; gives you the ability to repair some/all damage to your squad after a major fight or when things go wrong. And they will go wrong. Depending on the opposition level it is normal to see 1-2 Medikits on squads so this skill is one of the most important to have present on any squad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; is, under ideal circumstances, better than Field Medic, as avoiding shots is preferable to healing (some of) the damage from a shot. The issue with this is that you&#039;re playing without a safety net, so if you don&#039;t use smokes effectively (or you deploy them correctly and the enemy shots connect anyway, or, as is more often the case in the later parts of the game, the enemy decides to lob a grenade at you), you&#039;re not going to find yourself in a good position. A side benefit of choosing Smoke and Mirrors is that you will never feel bad about packing an Arc Thrower, so consider that flexibility when making your decision.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Revive vs. Rifle Suppression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; is a great utility skill, keeping your squad safe from return fire and locking enemies in position. While Heavies can get Suppression as well (earlier, and with more ways to augment it), this is a great ability for Supports working as Scouts to have as well since they allow to lock newly seen aliens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revive&#039;&#039;&#039; is a useful skill but that can be tricky to use. While it is admittedly nice to be able to bring a soldier back from the almost-dead, if you can&#039;t protect the revived soldier from any alien shots then it will be killed and most likely your Medic with it afterwards. And if later the soldier will further require more healing before it can be relied not to die with a single shot. Sometimes it may just be better to stabilize the unit rather than revive him/her. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dense Smoke vs. Combat Drugs&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Defense vs Offense choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; is a huge defensive bonus that will make units in any kind of cover nearly untouchable. The catch to this is that after the appearance of Mutons, aliens will start carrying grenades. And any time they decide they don&#039;t like their odds to hit, they&#039;re liable to hurl a grenade instead. This will do 5 damage to one or more unit and set you up for further pain by destroying your cover. This is a Very Bad Thing. Aside from that quirk, this is, again, a huge defensive bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; provides a powerful boost to your Will and a small one to Crit Chance. And while this isn&#039;t listed, it loses its defense bonus and gets +20 Aim bonus instead (this might be a bug, but it works this way now). Since the smoke lasts to next your turn, you can benefit from the Aim bonus twice. Will bonus could be helpful when you want defense from Sectoid commanders or Ethereals, or using psi attacks against high will targets. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Savior vs. Sentinel&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savior&#039;&#039;&#039; synergizes with Field Medic (and Revive) very effectively, and with the Improved Medikit project from the Foundry will give a unit 30HP worth of total healing to hand out. This is a huge boost to your longevity, marking almost double the healing even if you already have the Foundry Project. Perhaps more importantly, this 8-10 HP will often counteract an entire shot&#039;s worth of damage. After all, healing a solider from 1 HP to 7HP does you no good if incoming attacks are dealing 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentinel&#039;&#039;&#039; combines with Covering Fire and Rifle Suppression for a sentry unit that will shoot twice at any aliens that move or fire within its field of vision.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Generally your Supports will be using your Assault&#039;s leftovers. Because they have no ability to increase their damage output, you&#039;ll need good weapons to make up for it. Unlike the Heavy, they have very few non-primary-weapon damage or utility, so unless you&#039;re planning on using Suppression every turn, you&#039;ll need to stay up to speed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Again, probably playing second banana to the Assault. With Sprinter, Supports don&#039;t have a huge need for Skeleton Suits during the mid game, and later on a case can be made for Titan Armor. Ghost is still preferable in the long run, but given how expensive it is, Titan is not a poor alternative while you scrape together resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you took Field Medic and/or Savior, you&#039;ll be carrying a Medikit. Sprinters are the best choice to use Arc Throwers, and with fast armor the Support will have an easy time getting into range. Chitin Plating helps to counteract the Support&#039;s lack of defensive talents, and does a good job of filling in any question marks in the extra slot. Psionic Supports would do well to bring a Mind Shield in their bonus slot, as it gives them very good hit rates on Mind Control.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
As discussed, you can mix and match to suit personal play style to Scouting, Medic, and Tactics. Field Medic is ideal for early on, when most soldiers are one or two hits away from death anyways, while it become less important as you get better armors and more HP. Smoke &amp;amp; Mirrors and Dense Smoke will help you from getting hit at all, while Combat Drugs may help with not getting &#039;&#039;fired at&#039;&#039; at all, by helping other soldiers kill aliens first. Ghost Armor is easily the best for Support troopers, as the add to move and grappling hook help get into position, Ghosting lets you get right next to aliens, and landing a shot while Ghosting is a guaranteed Critical. Getting Field Medic almost &amp;quot;forces&amp;quot; you to save one inventory slot for the Medkit, but plus Ghost Armor, and the Deep Pocket slot for a Scope, that makes Support pretty damn good at fighting Thin Men during your monthly(ish) Council Missions. Otherwise, Chitin Plating is a good choice, as it gives an extra 4 HP, though the &amp;quot;50% reduction to Melee&amp;quot; may not come up often for them. Sentinel may help your Support soldiers do more damage, while Savior, plus the Medkit Foundry upgrade, means +10HP a heal. Sentinel and Cover Fire gets two shots to an attacking alien during Overwatch: with laser/plasma rifles, the first shot may destroy the alien&#039;s cover, making the second a critical hit (though both may hit, both may miss, etc...).&lt;br /&gt;
&lt;br /&gt;
Psi Support: it seems as if Support troopers do not get the greatest of starting or leveling Will scores, so their role as support is expressed here. Mind Fray assist your front-line troops, naturally. Psi Panic may not be good for them, as since Supports are mid-range fighters, a Panic Attack will probably make the affected alien attack your forward Assault or Heavy, so again, Psi Inspiration as a support role is probably best. MC or TK is again, per preference: TK Field is good as, if you didn&#039;t get Smoke and Mirrors for that second Smoke Grenade, or got Combat Drugs (with reportedly &#039;&#039;loses&#039;&#039; the +20 Defense, while Dense Smoke makes it a +40 Defense item), acts as a regenerating defense field, and also, unlike the smoke grenades, doesn&#039;t help any aliens that happen to be in range of the effect. The downside is that TK field lasts 1 turn, while Smoke Grenades last two, but as your mid-line soldier, a TKing Support might cover your entire squad. Mind Control helps &#039;add a volunteer&#039; for your squad, but probably only the forwardmost alien will be in range, which if MCed, will almost always be killed by its former squadmates behind it.&lt;br /&gt;
&lt;br /&gt;
That being said, Supports often make for good, safe choices for the Volunteer, since they don&#039;t usually rely as much on the quirks of their end game armor like other classes do (eg: Shotgun Assaults using Ghost Armor to flatten an enemy, or Squadsight Snipers using Archangel Armor to hover out of reach). As a result, they won&#039;t be as seriously handicapped for the final mission when they&#039;re forced into the (when compared to other end game armors) lackluster Psi Armor. As an added bonus, with the benefit of Deep Pockets, you can give them Mind Shields without, again, seriously hampering them.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Support_(EU2012)&amp;diff=49534</id>
		<title>Talk:Support (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Support_(EU2012)&amp;diff=49534"/>
		<updated>2013-09-24T15:42:32Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Created page with &amp;quot;Table save.  {| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; |- ! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank ! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability |- align=&amp;quot;center&amp;quot;  ! rowspan=&amp;quot;1&amp;quot; | [[File:R...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Table save.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SUPPORT SMOKEGRENADE.png|32px|left]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_GRENADE1.png|32px|I]][[File:ABILITY HUNKERDOWN1.png|32px|-A20]] [[File:ABILITY_GRENADE2.png|32px|I]][[File:ABILITY HUNKERDOWN2.png|32px|-A20]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SPRINTER.png|32px|left]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY MOVE1.png|32px|M]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT COVERINGFIRE.png|32px|left]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |  [[File:ABILITY OVERWATCH2.png|32px|R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT FIELDMEDIC.png|32px|left]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-4D]][[File:ABILITY_GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SMOKEMIRRORS.png|32px|left]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HUNKERDOWN2.png|32px|-A20]][[File:ABILITY_GRENADE2.png|32px|I]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT REVIVE.png|32px|left]]&#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|=33%D]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT RIFLESUPPRESSION.png|32px|left]]&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]][[File:ABILITY HUNKERDOWN2.png|32px|-A30]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT DENSESMOKE.png|32px|left]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HUNKERDOWN1.png|32px|-A40]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT COMBATDRUGS.png|32px|left]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039; (Also grants +20 Aim Bonus)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY AIM2.png|32px|+10CA]][[File:ABILITY HARDENED2.png|32px|-DP20]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SUPPORT DEEPPOCKETS.png|32px|left]]&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers an additional item slot in inventory. &#039;&#039;In Enemy Within, tha ability is chanaged to grant +1 charge to limited use equipment like Grenades and Medkits&#039;&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_GRENADE1.png|32px|I]] [[File:ABILITY_GRENADE2.png|32px|I]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SAVIOR.png|32px|left]]&#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-4D]] &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SENTINEL.png|32px|left]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ KEYCHART&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY UNKNOWN20.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY OVERWATCH.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY MOVE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY GRENADE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY AIM.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HUNKERDOWN.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ALIEN CLUSTERBOMB.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HARDENED.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Additional Shot || align=&amp;quot;center&amp;quot; | Improves Reaction || align=&amp;quot;center&amp;quot; | Extra Movement || align=&amp;quot;center&amp;quot; | Additional Equipment || align=&amp;quot;center&amp;quot; | Change Unit Aim || align=&amp;quot;center&amp;quot; | Decrease Enemy Aim || align=&amp;quot;center&amp;quot; | Change Damage Given || align=&amp;quot;center&amp;quot; | Decrease Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(EU2012)&amp;diff=49533</id>
		<title>Sniper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(EU2012)&amp;diff=49533"/>
		<updated>2013-09-24T15:39:43Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* Tips &amp;amp; Trix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SNIPERS (EU2012).png|thumb|480px|Sniper Squad]][[File: CLASS SNIPER.png|right|frame|64px|Sniper]]&lt;br /&gt;
&lt;br /&gt;
A class able to inflict massive long range damage on enemy targets from a position of safety. They are good at inflicting critical hits, and can augment the chances further with their special &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability. Special training can allow the sniper to provide long range cover fire, disarm enemies or reconnaissance. The drawback being a sniper can&#039;t move and shoot except with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; talent.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; [[Sniper Rifle (EU2012)|Sniper Rifle]], [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] or [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]. &lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].  &lt;br /&gt;
&lt;br /&gt;
The Sniper relies heavily on positioning, favourable terrain and the cooperation of squad mates to locate their marks. The Sniper is otherwise a poor close range combatant. Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total)  &lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SNIPER HEADSHOT.png|32px|center]]&#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039; (including while flying)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER DISABLINGSHOT.png|32px|center]]&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.&#039;&#039; (-10 Aim, reduced Damage)&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SNIPER_LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER_ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Killing a flanked or uncovered target with the sniper rifle does not cost an action.&#039;&#039; (applies only once to Pistols)&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER_DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.&#039;&#039; (Can&#039;t be used with &#039;&#039;Snap Shot&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
&lt;br /&gt;
* Sniper Rifles suffer an aim penalty when targeting enemies in close quarters, making the pistol more useful than on other classes.&lt;br /&gt;
* &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; or &#039;&#039;&#039;Squad Sight&#039;&#039;&#039;, makes for two completely different play styles of snipers. Plan your build ahead.&lt;br /&gt;
* &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; still requires free line of sight from the sniper to the target.&lt;br /&gt;
* &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; is best combined with an armor with flight or a grapple hook. &lt;br /&gt;
* &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; is often more useful on &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; snipers, due to its limited range.&amp;lt;br/&amp;gt;It can also be thrown through UFO doors.&lt;br /&gt;
* &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; with Foundry [[Foundry_(EU2012)#Improved_Pistol_I| Pistol upgrades]] puts pistols on par with most Rifles.&lt;br /&gt;
* &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; is useful for captures or to disable high damage targets and mind controlled soldiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything after here won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
The Sniper works exactly as you would expect: long range, high damage, low mobility engagement. Depending on the level and your position, a Sniper will either be an unstoppable murder engine snuffing out at least one enemy every round, or he&#039;ll spend most of the time running around useless trying to get a line of sight. Building a sniper revolves around managing their killing power while stationary versus their complete lack of it while on the move. Despite this, there are a number of no-brainer choices in their ability tree, greatly limiting the viable customization.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Snap Shot vs. Squadsight&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadsight&#039;&#039;&#039; is the ability that allows your Sniper to actually snipe like the original game. In short, a soldier&#039;s ability to target enemies relies on the range of his weapon (100, or 66 game tiles for sniper rifles), having line of sight to the target, and being within vision range of the target (27, or 18 game tiles). Squadsight removes the last requirement, allowing the rest of your squad to spot for your sniper as he relaxes three-quarters of the level away. Squadsight allows you to make use of high ground more effectively (further amplifying your killing power), cover your squad as they advance, and actually hit anything, ever. Snipers that are not in vision range can not be attacked, making this ability an amazing boost to both offense and defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; is a future investment. It is designed to help the Sniper contribute on maps in which obtaining line of sight is difficult. However, the accuracy penalty drops the Sniper&#039;s Aim from the best in the game to noticeably worse than both Assaults and Supports and sniper rifles suffer from an additional Aim penalty in close quarters. However this can be compensated later by other Sniper abilities (&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;) and equipment (Archangel/Ghost armor) to turn the Snap Shot Sniper into a mobile flying/stealth Marksman that will be very effective at midrange fights (around 10 game tiles). &#039;&#039;&#039;In The Zone&#039;&#039;&#039; will further turn it into a killing machine, by allowing it to move and kill outflanked targets without using any action. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Gunslinger vs. Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; rewards you for parking on high ground and blasting away, which is what you want to be doing anyway. This helps the Sniper as your go-to for getting rid of a high priority target, and partially makes up for the fact that you are generally shooting into cover. You should be shooting from high ground more often than you shoot your pistol, and Damn Good Ground accentuates that. Both Snipers will get a ton of mileage out of Damn Good Ground. Once you research [[Archangel Armor (EU2012)|Archangel Armor]], getting the benefit of DGG becomes very easy, making it a good pick late game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; is the ability you want if you need a Sniper that can scoot and shoot. The boost to pistols is mostly effective to help snipers survive Floater and Thin Men ambushes. You won&#039;t be a force to be reckoned with in close range, but you&#039;ll contribute. Gunslinger is a little redundant for Snapshot Snipers, and becomes more so as abilities and promotions make up for the aim penalty. For Squadsight Snipers, Gunslinger will make the sniper more useful in situations demanding lots of movement, or where drawing line of sight is difficult, like larger UFOs. Gunslinger is significantly less useful for psionic snipers, since they can use Mind Fray on most occasions where they would use a pistol. Finally, Gunslinger combined with Double Tap and Improved Pistol III turns your Sniper into a unit that can fire with better Aim and deal more damage with a [[Plasma Pistol (EU2012)|Plasma Pistol]] at all ranges (6 base damage for each shot, or 12 combined damage), than a Support with a [[Plasma Rifle (EU2012)|Plasma Rifle]] (7 base damage). &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Disabling Shot vs. Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; is a nice option for when blowing a hole out the back of a target&#039;s head isn&#039;t an option. This ability is useful if you have a dangerous target you&#039;re not confident you can kill this turn ([[Cyberdisc (EU2012)|Cyberdisc]]s and [[Sectopod (EU2012)|Sectopod]]s), if you&#039;re going for a capture, or to neutralise a mind controlled friendly. There is a small Aim penalty (-10) attached to this shot, and the attack does reduced damage; if going for a capture, make sure you don&#039;t accidentally kill the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Disabling shot is the only thing you have that can prevent your mind controlled troops from flattening your non-mind controlled ones, short of killing them first; if killing the mind controller is not an option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; is the best scouting tool in the game this side of [[Ghost Armor (EU2012)|Ghost Armor]]. Giving it to a Snap Shot sniper turns it into a scout/sniper unit. Scanning does not trigger enemies to take cover, so you can use this to get the jump on a pack of aliens, either landing a rocket in them while they&#039;re bunched up, or getting a free sniper shot on one out of cover. Its limited range means that the Sniper will not be in range to use it on open maps where he&#039;s miles away from his team, but a Sniper with Squad Sight can use it and it can be very useful in close quarters, especially with melee enemies afoot. Battle Scanners can be thrown through alien doors, making them handy in UFOs.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Executioner vs. Opportunist&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executioner&#039;&#039;&#039; is nice when a wounded enemy absolutely needs to die, but there are two things to consider. First, the bonus itself is fairly minor on a class that already has great Aim but it can very useful for a Snap Shot sniper to deliver the killing blow. Second, snipers are generally able to kill most ordinary targets in one shot, which will keep the trigger condition from being relevant much of the time. When fighting very high hit-point enemies such as [[Sectopod (EU2012)|Sectopods]], 50% of such an enemy&#039;s health amounts to quite a significant chunk of health. As the random number generator can be fickle at times, pushing your to-hit rate up to 100% against a major enemy is never a bad thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opportunist&#039;&#039;&#039; improves your ability to cover the rest of the squad during [[Overwatch (EU2012)|Overwatch]], helping mostly when aliens decide to patrol into your team blindly. With the range on Sniper Rifles, this ends up being a nice bit of coverage. Enemies triggering Overwatch are frequently in the open, partially reducing the need for this, but it&#039;s still an improved chance to save you time during your actual turn. The biggest sell for Opportunist is that your Sniper&#039;s Overwatch shots can now score critical hits: with a Plasma Sniper Rifle on hand, pretty much any aliens, even [[Muton Elite (EU2012)|Muton Elites]], that wander into view during Alien Activity are often dead on arrival, or at least severely wounded. If you go for two Snipers with Opportunist, try to place them with different lines of sight, so that they&#039;re less likely to waste a shot shooting at the same alien.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;In the Zone vs. Double Tap&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In The Zone&#039;&#039;&#039; offers unmatched offensive potential in the right conditions. Snapshot snipers, if armed with Ghost Armor, can sneak behind a squad of entrenched enemies and picked them off on the next turn. Squad Sight snipers will rarely flank an enemy, so will need to focus on exposed targets. Aliens that can&#039;t take cover - [[Chryssalid (EU2012)|Chryssalids]], [[Zombie (EU2012)|Zombies]], [[Drone (EU2012)|Drones]], [[Cyberdisc (EU2012)|Cyberdiscs]], [[Berserker (EU2012)|Muton Berserkers]], [[Sectopod (EU2012)|Sectopods]], and [[Ethereal (EU2012)|Ethereals]] - and flying units (treated as exposed for the purposes of In The Zone) will be your primary targets. In the event that you kill an exposed alien with an overwatch shot, you&#039;ll get another non-move action next turn. Finally, squad mates can assist the sniper by blowing away cover with rockets or grenades. Note: In The Zone can be triggered with a pistol, but only once per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Tap&#039;&#039;&#039; is both powerful and broadly applicable. For comparison, this is Rapid Fire (Assault) without an aim penalty, and the ability to re-target. You will never ever regret having it. If you took Snap Shot, keep in mind that second shot suffers -20 aim penalty (due to a bug) and you can&#039;t Double Tap after moving.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; You can technically get by for a little while without upgrading your sniper rifles thanks to their good damage, high critical rate, and Headshot. However, a Sniper that can&#039;t kill targets in a single shot is not a very good asset to the squad, so you will want to keep up with tech here. Snipers also benefit from pistols much more than other classes, give them your best for those turns that they can&#039;t sit still or cannot fire their main weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; The best defense is a good offense. The second best defense is being too damn far away. Snipers have both of these, so you generally don&#039;t need to prioritize armor. Skeleton armor will help get you to a good position, and the defense bonus stacks nicely with Low Profile. Archangel is your go-to for the end game. A case for Ghost Armor can be made for Snap-Shot Snipers with In The Zone, as it will allow your Sniper to get into position with far less hassle. However, Ghost Armor can be expensive, and there are a couple other classes which should get the Ghost Armor first, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Snipers generally get the most benefit from equipping a S.C.O.P.E. as it augments their already high accuracy and critical rate. If you&#039;re finding their normal aim progression to be sufficient, you may want to arm items that mitigate the snipers&#039; close combat weakness such as a Nano-Fiber vest or Chitin plating. Alternately, arm equipment to provide additional functionality such as an Arc Thrower for capture, grenade for anti-cover, or another medikit.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
All-around designed for long-range combat, one of the [[Making The Game Harder (EU2012)|making the game harder]] suggestions is simply &amp;quot;Never choose Squadsight.&amp;quot; A Sniper with Squadsight and Damn Good Ground, flying high with Archangel Armor (an additional Defense bonus on top of DGG, for the rare time an enemy does get in range) and equipped with an upgraded Scope can pretty much ignore whatever cover aliens may have, and with Double Tap, one sniper fights like two soldiers, and two full snipers may seem like overkill. With Disabling Shot, the second shot can be used to simultaneously soften and disarm aliens for other solders to kill and level up with. With Opportunist, any alien that moves out of cover is almost a guaranteed kill. Watch your ammo levels, though.&lt;br /&gt;
&lt;br /&gt;
With a six-member [[Squads (EU2012)|squad]], and the UFOs and many levels having a degree of symmetry, a regular tactic is to send two 3-member squads on each path (a sniper with each, taking back positions), which keeps any aliens on the other path from flanking around: a well-positioned sniper will reach out and help with front-line combat, and should shoot first for any frisky aliens who try to rush through, like Chryssalids (who fall easily to a Headshot even from the basic Sniper Rifle), rather than leaving the front-line troops move-less in attacking, or having them fall back to defend, leaving a gap for any more aliens to rush through. With that in mind, both Floater species are perhaps the biggest threat to snipers: their frequently-used Launch ability is utilized to flank your rearmost soldier, which will often be your sniper. Your mid-range fighters being close enough to provide backup, or another Squad Sight sniper, and having them cover one another, is the best defense against this. &lt;br /&gt;
&lt;br /&gt;
An excellent lategame tactic involves two Squadsight Snipers (and at least one with Opportunist), and a forward soldier with Ghost Armor: the Ghosting soldier &amp;quot;recons&amp;quot; for the Snipers, and finds a 3-member squad of aliens, unactive and out of cover. The Sniper with Opportunist goes into Overwatch. Then the other sniper fires, killing the first alien. Activating the squad makes the aliens go into cover, triggering the Overwatching sniper, which will have equal aim, problably also killing another alien. Lastly, the cloaked soldier takes their shot, at 100% critical chance, possibly finishing off the squad.&lt;br /&gt;
&lt;br /&gt;
A [[Psionic (EU2012)|Psionic]] Sniper is generally hard to train in open terrain situations, as you will not have the tendency to have them up front to attack with Mind Fray, though it is a valuable alternative to the pistol in the event of a Floater jump. &amp;quot;Psi Panic&amp;quot; has similar limitations when outdoors, and TK Field probably won&#039;t have the range to cover your front-line soldiers, who would benefit the most from it. Psi Inspiration can be used as a kind of support, boosting other psi soldiers before sending them forward to Fray/Panic/MC. Lastly, Mind Control is an excellent auxiliary move for any aliens that happen to flank the sniper.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=49277</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=49277"/>
		<updated>2013-09-18T21:59:10Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Undo revision 49276 by Kokkan (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Primary Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol.  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=49276</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=49276"/>
		<updated>2013-09-18T21:57:47Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* Abilities */  test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Primary Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol.  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
{{Col}}&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
----&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
{{Col}}&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(EU2012)&amp;diff=49268</id>
		<title>Sniper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(EU2012)&amp;diff=49268"/>
		<updated>2013-09-18T17:23:05Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SNIPERS (EU2012).png|thumb|480px|Sniper Squad]][[File: CLASS SNIPER.png|right|frame|64px|Sniper]]&lt;br /&gt;
&lt;br /&gt;
A class able to inflict massive long range damage on enemy targets from a position of safety. They are good at inflicting critical hits, and can augment the chances further with their special &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability. Special training can allow the sniper to provide long range cover fire, disarm enemies or reconnaissance. The drawback being a sniper can&#039;t move and shoot except with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; talent.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; [[Sniper Rifle (EU2012)|Sniper Rifle]], [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] or [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]. &lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistol, Laser Pistol  or Plasma Pistol.  &lt;br /&gt;
&lt;br /&gt;
The Sniper relies heavily on positioning, favourable terrain and the cooperation of squad mates to locate their marks. The Sniper is otherwise a poor close range combatant. Rank promotions will give Snipers the biggest increase in Aim when compared to the other classes (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total)  &lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SNIPER HEADSHOT.png|32px|center]]&#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039; (including while flying)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER DISABLINGSHOT.png|32px|center]]&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.&#039;&#039; (-10 Aim, reduced Damage)&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SNIPER_LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER_ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Killing a flanked or uncovered target with the sniper rifle does not cost an action.&#039;&#039; (applies only once to Pistols)&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER_DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.&#039;&#039; (Can&#039;t be used with &#039;&#039;Snap Shot&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
&lt;br /&gt;
* Sniper Rifles suffer an aim penalty when targeting enemies in close quarters, making the pistol more useful than on other classes.&lt;br /&gt;
* &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; or &#039;&#039;&#039;Squad Sight&#039;&#039;&#039;, makes for two completely different play styles of snipers. Plan your build ahead.&lt;br /&gt;
&amp;lt;!--- WORK IN PROGRESS  TEMPORARY SAVE  //Kokkan&lt;br /&gt;
* &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; has a limited range,     ---&amp;gt;&lt;br /&gt;
:*A Snap Shot sniper is more mobile, while a Squad Sight sniper will stay back and deliver long-range fire. &lt;br /&gt;
:*&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; snipers equipped with Battle Scanner can be great scouts and/or deliver devastating medium range. The Snap Shot&#039;s -20 Aim penalty can be overcome through &#039;&#039;&#039;Executioner&#039;&#039;&#039; and use of S.C.O.P.E.s but it will always take time to develop &lt;br /&gt;
:*&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; is both a killer and a saver. It is one of the most essential skills to have in the early game. &lt;br /&gt;
:* But &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only works if the Snipers have a clear line of sight. This can limit their effectiveness in more built up maps like the larger UFOs.}}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The sniper has the choice of taking &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; to either combat their weakness in close combat or capitalize on their strength. Mind that Gunslinger can be redundant if a Sniper possesses &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; already.&lt;br /&gt;
* The &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; can reveal groups of enemies without activating them, and can also be thrown through UFO doors. If equipped with the Battle Scanner Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
* Snipers can also train on their unique &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; perk, allowing them to temporarily disable an alien&#039;s weapon. This is useful for captures, or to shut down Cyberdiscs or Sectopods that you won&#039;t be able to kill this turn. Disabling Shot is also very useful to prevent mind controlled squad members from firing at your soldiers.&lt;br /&gt;
* Equipping the Sniper with armor that has a grappling hook is particularly helpful to establish a safe shooting position with wide field coverage and to use the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; and &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; perks.&lt;br /&gt;
** Archangel armor will also allow this. The sniper will benefit from &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; while hovering.&lt;br /&gt;
* Snipers may be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability, and can augment it further with higher tech pistols and the relevant Foundry upgrades.&lt;br /&gt;
* On the PC: Snipers can overwatch with their sniper rifle after moving by reselecting the sniper and switching weapons. This can be a bit tricky on a Sniper who is flying with Archangel Armor, so another technique is to set a hotkey for Overwatch (through the pause menu or the main menu), and after moving your Sniper, have him/her wield their pistol, press the hotbutton for Overwatch, and click on the rifle icon on the lower right before the camera moves to the next trooper/Alien Activity. This is almost certainly a bug and cannot be done on the console releases.|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything after here won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
The Sniper works exactly as you would expect: long range, high damage, low mobility engagement. Depending on the level and your position, a Sniper will either be an unstoppable murder engine snuffing out at least one enemy every round, or he&#039;ll spend most of the time running around useless trying to get a line of sight. Building a sniper revolves around managing their killing power while stationary versus their complete lack of it while on the move. Despite this, there are a number of no-brainer choices in their ability tree, greatly limiting the viable customization.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Snap Shot vs. Squadsight&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadsight&#039;&#039;&#039; is the ability that allows your Sniper to actually snipe like the original game. In short, a soldier&#039;s ability to target enemies relies on the range of his weapon (100, or 66 game tiles for sniper rifles), having line of sight to the target, and being within vision range of the target (27, or 18 game tiles). Squadsight removes the last requirement, allowing the rest of your squad to spot for your sniper as he relaxes three-quarters of the level away. Squadsight allows you to make use of high ground more effectively (further amplifying your killing power), cover your squad as they advance, and actually hit anything, ever. Snipers that are not in vision range can not be attacked, making this ability an amazing boost to both offense and defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; is a future investment. It is designed to help the Sniper contribute on maps in which obtaining line of sight is difficult. However, the accuracy penalty drops the Sniper&#039;s Aim from the best in the game to noticeably worse than both Assaults and Supports and sniper rifles suffer from an additional Aim penalty in close quarters. However this can be compensated later by other Sniper abilities (&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;) and equipment (Archangel/Ghost armor) to turn the Snap Shot Sniper into a mobile flying/stealth Marksman that will be very effective at midrange fights (around 10 game tiles). &#039;&#039;&#039;In The Zone&#039;&#039;&#039; will further turn it into a killing machine, by allowing it to move and kill outflanked targets without using any action. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Gunslinger vs. Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; rewards you for parking on high ground and blasting away, which is what you want to be doing anyway. This helps the Sniper as your go-to for getting rid of a high priority target, and partially makes up for the fact that you are generally shooting into cover. You should be shooting from high ground more often than you shoot your pistol, and Damn Good Ground accentuates that. Both Snipers will get a ton of mileage out of Damn Good Ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; is the ability you want if you need a Sniper that can scoot and shoot. The boost to pistols is mostly effective to help snipers survive Floater and Thin Men ambushes. You won&#039;t be a force to be reckoned with in close range, but you&#039;ll contribute. Gunslinger is a little redundant for Snapshot Snipers, and becomes more so as abilities and promotions make up for the aim penalty. For Squadsight Snipers, Gunslinger will make the sniper more useful in situations demanding lots of movement, or where drawing line of sight is far more difficult, like larger UFOs.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Disabling Shot vs. Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; is a nice option for when blowing a hole out the back of a target&#039;s head isn&#039;t an option. This ability is useful if you have a dangerous target you&#039;re not confident you can kill this turn ([[Cyberdisc (EU2012)|Cyberdisc]]s and [[Sectopod (EU2012)|Sectopod]]s), if you&#039;re going for a capture, or to neutralise a mind controlled friendly. There is a small Aim penalty (-10) attached to this shot, and the attack does reduced damage; if going for a capture, make sure you don&#039;t accidentally kill the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Disabling shot is the only thing you have that can prevent your mind controlled troops from flattening your non-mind controlled ones, short of killing them first; if killing the mind controller is not an option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; is the best scouting tool in the game this side of Ghost Armor. Giving it to a Snap Shot sniper turns it into a scout/sniper unit. Scanning does not trigger enemies to take cover, so you can use this to get the jump on a pack of aliens, either landing a rocket in them while they&#039;re bunched up, or getting a free sniper shot on one out of cover. Its limited range means that the Sniper will not be in range to use it on open maps where he&#039;s miles away from his team, but a Sniper with Squad Sight can use it and it can be very useful in close quarters, especially with melee enemies afoot. Battle Scanners can be thrown through alien doors, making them handy in UFOs.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Executioner vs. Opportunist&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executioner&#039;&#039;&#039; is nice when a wounded enemy absolutely needs to die, but there are two things to consider. First, the bonus itself is fairly minor on a class that already has great Aim but it can very useful for a Snap Shot sniper to deliver the killing blow. Second, snipers are generally able to kill most ordinary targets in one shot, which will keep the trigger condition from being relevant much of the time. When fighting very high hit-point enemies such as Sectopods, 50% of such an enemy&#039;s health amounts to quite a significant chunk of health. As the random number generator can be fickle at times, pushing your to-hit rate up to 100% against a major enemy is never a bad thing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opportunist&#039;&#039;&#039; improves your ability to cover the rest of the squad during Overwatch, helping mostly when aliens decide to patrol into your team blindly. With the range on Sniper Rifles, this ends up being a nice bit of coverage. Enemies triggering Overwatch are frequently in the open, partially reducing the need for this, but it&#039;s still an improved chance to save you time during your actual turn. The biggest sell for Oppertunist is that your Sniper&#039;s Overwatch shots can now score critical hits: with a Plasma Sniper Rifle on hand, pretty much any aliens, even Elite Mutons, that wander into view during Alien Activity are often dead on arrival, or at least severely wounded. If you go for two Snipers with Oppertunist, try to place them with different lines of sight, so that they&#039;re less likeley to waste a shot shooting at the same alien.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;In the Zone vs. Double Tap&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In The Zone&#039;&#039;&#039; offers unmatched offensive potential in the right conditions. Snapshot snipers, if armed with Ghost Armor, can sneak behind a squad of entrenched enemies and picked them off on the next turn. Squad Sight snipers will rarely flank an enemy, so will need to focus on exposed targets. Aliens that can&#039;t take cover - Chryssalids, Zombies, Drones, Cyberdisks, Muton Berserkers, Sectopods, and Ethereals -- and flying units (treated as exposed for the purposes of In The Zone) will be your primary targets. In the event that you kill an exposed alien with an overwatch shot, you&#039;ll get another non-move action next turn. Finally, squad mates can assist the sniper by blowing away cover with rockets or grenades. Note: In The Zone can be triggered with a pistol, but only once per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double Tap&#039;&#039;&#039; is both powerful and broadly applicable. For comparison, this is Rapid Fire (Assault) without an aim penalty, and the ability to re-target. You will never ever regret having it. If you took Snap Shot, keep in mind that second shot suffers -20 aim penalty (due to a bug) and you can&#039;t Double Tap after moving.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; You can technically get by for a little while without upgrading your sniper rifles thanks to their good damage, high critical rate, and Headshot. However, a Sniper that can&#039;t kill targets in a single shot is not a very good asset to the squad, so you will want to keep up with tech here. Snipers also benefit from pistols much more than other classes, give them your best for those turns that they can&#039;t sit still or cannot fire their main weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; The best defense is a good offense. The second best defense is being too damn far away. Snipers have both of these, so you generally don&#039;t need to prioritize armor. Skeleton armor will help get you to a good position, and the defense bonus stacks nicely with Low Profile. Archangel is your go-to for the end game. A case for Ghost Armor can be made for Snap-Shot Snipers with In The Zone, as it will allow your Sniper to get into position with far less hassle. However, Ghost Armor can be expensive, and there are a couple other classes which should get the Ghost Armor first, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Snipers generally get the most benefit from equipping a S.C.O.P.E. as it augments their already high accuracy and critical rate. If you&#039;re finding their normal aim progression to be sufficient, you may want to arm items that mitigate the snipers&#039; close combat weakness such as a Nano-Fiber vest or Chitin plating. Alternately, arm equipment to provide additional functionality such as an Arc Thrower for capture, grenade for anti-cover, or another medikit.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
All-around designed for long-range combat, one of the &amp;quot;Making the Gamer Harder&amp;quot; suggestions is simply &amp;quot;Never choose Squadsight.&amp;quot; A Sniper with Squadsight and Damn Good Ground, flying high with Archangel Armor (an additional Defense bonus on top of DGG, for the rare time an enemy does get in range) and equipped with an upgraded Scope can pretty much ignore whatever cover aliens may have, and with Double Tap, one sniper fights like two soldiers, and two full snipers may seem like overkill. With Disabling Shot, the second shot can be used to simultaneously soften and disarm aliens for other solders to kill and level up with. With Opportunist, any alien that moves out of cover is almost a guaranteed kill. Watch your ammo levels, though.&lt;br /&gt;
&lt;br /&gt;
With a six-member squad, and the UFOs and many levels having a degree of symmetry, a regular tactic is to send two 3-member squads on each path (a sniper with each, taking back positions), which keeps any aliens on the other path from flanking around: a well-positioned sniper will reach out and help with front-line combat, and should shoot first for any frisky aliens who try to rush through, like Chryssalids (who fall easily to a headshot even from the basic Sniper Rifle), rather than leaving the front-line troops move-less in attacking, or having them fall back to defend, leaving a gap for any more aliens to rush through. With that in mind, both Floater species are perhaps the biggest threat to snipers: their frequently-used Launch ability is utilized to flank your rearmost soldier, which will often be your sniper. Your mid-range fighters being close enough to provide backup, or another Squadsight sniper, and having them cover one another, is the best defense against this. &lt;br /&gt;
&lt;br /&gt;
An excellent lategame tactic involves two Squadsight Snipers (and at least one with Opportunist), and a forward soldier with Ghost Armor: the Ghosting soldier &amp;quot;recons&amp;quot; for the Snipers, and finds a 3-member squad of aliens, unactive and out of cover. The Sniper with Opportunist goes into Overwatch. Then the other sniper fires, killing the first alien. Activating the squad makes the aliens go into cover, triggering the Overwatching sniper, which will have equal aim, problably also killing another alien. Lastly, the cloaked soldier takes their shot, at 100% critical chance, possibly finishing off the squad.&lt;br /&gt;
&lt;br /&gt;
A Psionic Sniper is generally hard to train in open terrain situations, as you will not have the tendency to have them up front to attack with Mind Fray, though it is a valuable alternative to the pistol in the event of a Floater jump. &amp;quot;Psi Panic&amp;quot; has similar limitations when outdoors, and TK Field probably won&#039;t have the range to cover your front-line soldiers, who would benefit the most from it. Psi Inspiration can be used as a kind of support, boosting other psi soldiers before sending them forward to Fray/Panic/MC. Lastly, Mind Control is an excellent auxiliary move for any aliens that happen to flank the sniper.&lt;br /&gt;
&lt;br /&gt;
For your early snipers, who will not benefit from Psi abilities like Mind Fray (and will have comparatively low will, even if they do test positive when you finally get to test them), Gunslinger may actually be the better option over DGG, if you find yourself often flanked or in situations where their starting position does not provide a clear shot (and you did not take Snapshot). With all the foundry upgrades for pistols, and Plasma Pistols, that&#039;s a base damage of 6: while not impressive, it&#039;s a decent holdout weapon for late-game.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Sniper_(EU2012)&amp;diff=49262</id>
		<title>Talk:Sniper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Sniper_(EU2012)&amp;diff=49262"/>
		<updated>2013-09-18T07:58:25Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Created page with &amp;quot;Saved table.  {| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; |- ! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank ! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability  |- align=&amp;quot;center&amp;quot;  ! rowspan=&amp;quot;1&amp;quot; | [[File...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Saved table.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
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|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SNIPER HEADSHOT.png|32px|left]]&#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_AIM1.png|32px|+30CAL]][[File: ALIEN CLUSTERBOMB1.png|32px|+TCDL]] [[File:ABILITY_AIM2.png|32px|+30CAL]][[File: ALIEN CLUSTERBOMB2.png|32px|+TCDL]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER SNAPSHOT.png|32px|left]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_UNKNOWN201.png|32px|S]][[File:ABILITY AIM1.png|32px|-20A]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER SQUADSIGHT.png|32px|left]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows firing at targets in any ally&#039;s sight radius.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY AIM2.png|32px|AL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER GUNSLINGER.png|32px|left]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+2DL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER_DGG.png|32px|left]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039; (including while flying)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY AIM2.png|32px|+10AL]][[File:ABILITY HUNKERDOWN2.png|32px|A-10L]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER DISABLINGSHOT.png|32px|left]]&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.&#039;&#039; (-10 Aim, reduced Damage)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY AIM1.png|32px|-10A]][[File:ALIEN CLUSTERBOMB1.png|32px|-100CDL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER BATTLESCANNER.png|32px|left]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY AIM2.png|32px|AL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER EXECUTIONER.png|32px|left]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY AIM1.png|32px|+10AL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER OPPORTUNIST.png|32px|left]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_OVERWATCH2.png|32px|RC]][[File:ABILITY AIM2.png|32px|+20A]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:SNIPER_LOWPROFILE.png|32px|left]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HUNKERDOWN1.png|32px|-A20]] [[File:ABILITY HUNKERDOWN2.png|32px|-A20]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER_ITZ.png|32px|left]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Killing a flanked or uncovered target with the sniper rifle does not cost an action.&#039;&#039; (applies only once to Pistols)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_UNKNOWN201.png|32px|SL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SNIPER_DOUBLETAP.png|32px|left]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.&#039;&#039; (Can&#039;t be used with &#039;&#039;Snap Shot&#039;&#039;)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_UNKNOWN202.png|32px|SL]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ KEYCHART&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY UNKNOWN20.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY OVERWATCH.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY MOVE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY GRENADE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY AIM.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HUNKERDOWN.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ALIEN CLUSTERBOMB.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HARDENED.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Additional Shot || align=&amp;quot;center&amp;quot; | Improves Reaction || align=&amp;quot;center&amp;quot; | Extra Movement || align=&amp;quot;center&amp;quot; | Additional Equipment || align=&amp;quot;center&amp;quot; | Change Unit Aim || align=&amp;quot;center&amp;quot; | Decrease Enemy Aim || align=&amp;quot;center&amp;quot; | Change Damage Given || align=&amp;quot;center&amp;quot; | Decrease Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=49061</id>
		<title>EU2012 Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EU2012_Table&amp;diff=49061"/>
		<updated>2013-09-14T21:49:58Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;XCOM: Enemy Unknown (2012)&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;4&amp;quot; | &#039;&#039;&#039;XCOM: Enemy Unknown (2012)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Vigilo_Confido_shield.png|20px]] &#039;&#039;&#039;XCOM&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (EU2012)|Game Information]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM (EU2012)|Commander&#039;s Briefing]]&lt;br /&gt;
&lt;br /&gt;
: [[XCOM_Base_Location_(EU2012)|Base Location]]&lt;br /&gt;
&lt;br /&gt;
: [[The Council (EU2012)|The Council]]&lt;br /&gt;
&lt;br /&gt;
: [[Difficulty (EU2012)|Difficulty Levels]]&lt;br /&gt;
&lt;br /&gt;
:: [[Second Wave (EU2012)|Second Wave]]&lt;br /&gt;
&lt;br /&gt;
: [[Achievements (EU2012)|Achievements]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[XCOM Headquarters (EU2012)|Headquarters]]&lt;br /&gt;
&lt;br /&gt;
: [[Mission Control (EU2012)|Mission Control]]&lt;br /&gt;
&lt;br /&gt;
: [[Hangar (EU2012)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
: [[Research (EU2012)|Research]]&lt;br /&gt;
&lt;br /&gt;
: [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
&lt;br /&gt;
: [[Foundry_(EU2012)|Foundry]]&lt;br /&gt;
&lt;br /&gt;
: [[Situation Room (EU2012)|Situation Room]]&lt;br /&gt;
:: [[Gray Market (EU2012)|Gray Market]]&lt;br /&gt;
&lt;br /&gt;
: [[OTS_(EU2012)| Officer Training School]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Soldiers (EU2012)|Soldiers]]&lt;br /&gt;
: [[Classes (EU2012)|Classes]]&lt;br /&gt;
: [[Armor (EU2012)|Armor]]&lt;br /&gt;
: [[Equipment (EU2012)#Portable Equipment|Equipment]]&lt;br /&gt;
: [[Weapons (EU2012)|Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[SHIV (EU2012)|SHIV]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[File:Head red.png|20px]] &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Alien Life Forms (EU2012)|Alien Life Forms]]&lt;br /&gt;
:[[Overviews of Aliens (EU2012)|Overview of Aliens]]&lt;br /&gt;
:[[Alien Stats (EU2012)|Alien Stats]]&lt;br /&gt;
|- &lt;br /&gt;
| [[UFOs (EU2012)|UFOs]]&lt;br /&gt;
|- &lt;br /&gt;
|[[Alien Artifacts (EU2012)|Alien Artifacts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| [[File:Xcom_eu_logo.jpg|30px]] &#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]&lt;br /&gt;
: [[Chance to Hit (EU2012)|Chance to Hit]]&lt;br /&gt;
: [[Cover (EU2012)|Cover]]&lt;br /&gt;
: [[Critical Wounds (EU2012)|Critical Wounds]]&lt;br /&gt;
: [[Flanking (EU2012)|Flanking]]&lt;br /&gt;
: [[Overwatch (EU2012)|Overwatch]]&lt;br /&gt;
: [[Suppression (EU2012)|Suppression]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Tactics (EU2012)|Combat Tactics]] &lt;br /&gt;
: [[Squads (EU2012)| Squads]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Missions (EU2012)|Mission Types]]&lt;br /&gt;
: [[Mission Names (EU2012)|Mission Names]]&lt;br /&gt;
: [[After Action Report (EU2012)|After Action Report]]&lt;br /&gt;
&lt;br /&gt;
[[Maps (EU2012)|Maps]]&lt;br /&gt;
: [[Map Tables (EU2012)|Tables]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Strategy&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Survival Guide (EU2012)|Guides &amp;amp; Tips]]&lt;br /&gt;
: [[Building Optimization]]&lt;br /&gt;
: [[Economy]]&lt;br /&gt;
: [[Managing Panic (EU2012)|Managing Panic]]&lt;br /&gt;
: [[Storyline Missions (EU2012)|Story Walkthrough]]&lt;br /&gt;
: [[Class Builds (EU2012)|Class Builds]]&lt;br /&gt;
: [[Classic vs Impossible (EU2012)|Classic vs Impossible]]&lt;br /&gt;
: [[Murphy&#039;s Laws (X-COM)#Strategic (Enemy Unknown)|Murphy&#039;s Laws (XCOM)]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Multiplayer&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[Multiplayer (EU2012)|Multiplayer]]&lt;br /&gt;
&lt;br /&gt;
[[Maps (EU2012)|Maps]]&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Tactics (EU2012)|Multiplayer Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Builds (EU2012)|Squad Builds]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:220px; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[Game Credits (EU2012)|Game Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Storyline (EU2012)|Storyline]]&lt;br /&gt;
&lt;br /&gt;
[[News Items (EU2012)|News Ticker]]&lt;br /&gt;
&lt;br /&gt;
[[Game Universe (EU2012)|Game Universe/Artwork]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|List of all Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Hero (EU2012)|XCOM Heroes]]&lt;br /&gt;
&lt;br /&gt;
[[Making The Game Harder (EU2012)|Making The Game Harder]]&lt;br /&gt;
&lt;br /&gt;
[[Glossary|Glossary of Terms]]&lt;br /&gt;
&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
|  &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
[[DLC (EU2012)| DLC]]&lt;br /&gt;
:[[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]]&lt;br /&gt;
:[[Slingshot DLC (EU2012)|Slingshot]]&lt;br /&gt;
:[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]]&lt;br /&gt;
&lt;br /&gt;
[[Patches (EU2012)| Patches]]&lt;br /&gt;
&lt;br /&gt;
[[Bugs (EU2012)| Bugs]]&lt;br /&gt;
&lt;br /&gt;
[[Mods (EU2012)| Mods &amp;amp; Suggestions]]&lt;br /&gt;
&lt;br /&gt;
[[Game Editors (EU2012)|Game Editors]]&lt;br /&gt;
&lt;br /&gt;
[[Game Files (EU2012)|Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Unused Features (EU2012)|Unused Features]]&lt;br /&gt;
&lt;br /&gt;
[[Wiki Tips (EU2012)|Wiki Tips]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=49060</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=49060"/>
		<updated>2013-09-14T21:27:37Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Primary Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol.  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=49059</id>
		<title>Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=49059"/>
		<updated>2013-09-14T21:23:50Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVIES (EU2012).png|thumb|480px|Heavy Squad]][[File: CLASS HEAVY.png|right|frame|64px|Heavy]]&lt;br /&gt;
A class specialising in high fire power and area damage with some support capabilities. The Heavy is at its strongest vs mechanical or high health enemies, but can also be really useful in situations were the enemies cluster together. With the heavy damage comes the drawback of high ammo consumption, lower accuracy, limited rockets and the the lack of a side arm.  &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[LMG (EU2012)|Light Machinegun]], [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]].&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: [[Rocket Launcher (EU2012)|Rocket Launcher]] or [[Blaster Launcher (EU2012)|Blaster Launcher]]. (Dosen&#039;t  carry a pistol)&lt;br /&gt;
&lt;br /&gt;
When it comes to abilities, the options are mostly between an improvement for more and powerful rockets/grenades versus a more potent attack with the soldiers primary weapon. &lt;br /&gt;
Heavies gain less stats upon promotion than other classes, +10 Aim, +4 HP and +14 Will as Colonel rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|center]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s. (4 Damage)&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY GRENADIER.png|32px|center]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY ROCKETEER.png|32px|center]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; a good opening since it will both destroy cover and increase damage on all following attacks that turn.&lt;br /&gt;
* &#039;&#039;&#039;Supression&#039;&#039;&#039; can be used cover another soldier that is moving up on an alien in Overwatch.&lt;br /&gt;
* &#039;&#039;&#039;Supression&#039;&#039;&#039; may neutralize a mind-controlled solder long enough to recover him/her.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; applies to all damage dealt by the Heavy (grenades, rockets, Mayhem ...)&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; gives  +1 damage for the LMG, +2 for Heavy Laser, and +3 for Heavy Plasma.&lt;br /&gt;
*&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; combined with &#039;&#039;&#039;Suppression&#039;&#039;&#039; will deal area damage to units close to the suppressed one. Useful against aliens in high cover or versus Cyberdiscs/Sectopods with Drones and does not require the Heavy to hit the shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Blaster Launcher does not require line of sight, but can be fired around buildings and walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here won&#039;t go on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Heavies are the class with the most varied choices: HEAT Ammo, Suppression, Shredder Rocket, etc. making each build an individual taste. You  can have an explosives specialist capable of putting out major damage in an area, making big plays to pull your squad out of the fire when XCOM decides to be... well, XCOM. Or you can have a Machinegunner expert that crowds out the Support for his job with Suppression, Bullet Swarm and Rapid Reaction. As for the Heavy himself, he&#039;s in an interesting place. Though all soldiers begin with 65 Aim, Heavies gain significantly less through promotion than their peers. In contrast, his machine gun deals high damage, on par with a sniper rifle or shotgun. These facts, combined with his rocket launcher, make him a terror in the early game but potentially less reliable (and thus less relevant) as it progresses. Between their poor Aim and inability to fire rockets after moving, Heavies are the class most hampered by mobility.&lt;br /&gt;
&lt;br /&gt;
In light of this, beginning players may find explosives-centric heavies preferable. Suppression-focused heavies take a while to come into their own and depend on their squad to provide killing power once they do. Explosives Heavies are somewhat more straightforward to play, and they themselves provide more firepower to carry your team before it becomes a well-oiled x-ray-killing machine.&lt;br /&gt;
&lt;br /&gt;
For psionic Heavies, Mind Control may suit a Heavy better, at least as a distraction to keep them and their cover from being attacked, keeping nearby aliens in position for a Rocket/Blaster attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Either choice will benefit both Heavy builds. Explosive Heavies usually go Bullet Swarm, although Holo-Targeting is also very useful for the rest of the squad to fire against the alien. Machinegunner Heavies may prefer Holo-Targeting in the long run, but also benefit from Bullet Swarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
* Gives tactical flexibility. It allows for Fire and Move, Fire and Reload or Fire and Fire. In particular, shooting twice ends up yielding a statistically better chance of hitting a particular alien than Holo-Targeting him and ordering the rest of your Rookies to open fire.&lt;br /&gt;
* Also allows other combinations of Fire and Throw Grenade, Fire and Overwatch and (very powerful) Fire and Reload.&lt;br /&gt;
* Also, firing twice gives the Heavy two chances to destroy his target&#039;s cover; in this event, he has just granted your squad &#039;&#039;more&#039;&#039; than the benefit of Holo-Targeting.&lt;br /&gt;
* The downside is its high ammo consumption plus using it can make the Heavy immobile and vulnerable against superior enemies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &lt;br /&gt;
* Applies to both the Machinegun and the Launcher - Heavy shoots/blows cover and marks the remaining aliens for the rest of the team to tag. &lt;br /&gt;
* Helps the whole team to focus their firepower on a single alien - it can be very useful in taking down high-threat aliens, regardless of storyline progression. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Shredder Rocket for Explosive Heavies, Suppression for Machinegunner Heavies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; &lt;br /&gt;
* Useful throughout the game. On all difficulties except Impossible, they deal enough damage to one-shot Sectoids, Thin Men, and Floaters, making them essentially just another rocket when you first get them;&lt;br /&gt;
* Shred effect helps with high HP targets;&lt;br /&gt;
* The set damage provided by explosives can help set up aliens for capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppression&#039;&#039;&#039; &lt;br /&gt;
* Also a handy utility skill; &lt;br /&gt;
* Can be used to pin down an alien and prevent it from moving (and flanking your position). It can also keep melee aliens (Muton Berserkers and Crysalids) stationary and prevent them from charging.&lt;br /&gt;
* Suppression will also drop its target&#039;s Aim by 30% if it fires against an exposed squadmate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Similar to the Corporal choice, both Heavies like HEAT Ammo, but Machinegunner Heavies can consider Rapid Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &lt;br /&gt;
* Deals extra damage to robotic opponents. Put simply, in XCOM, robots are the devil. Anything that hastens Cyberdiscs and Sectopods to their circuity grave is awesome;&lt;br /&gt;
* HEAT boosted grenades will make short work of Drones, saving your squad a lot of wasted effort.&lt;br /&gt;
* One of few ways to scale your explosives damage, until Blaster Launcher is available;&lt;br /&gt;
* If combined with Bullet Swarm, Heavies can dole out massive quantities of damage to robots, and the team can even drop Cyberdiscs and Sectopods in one turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
* The complement to HEAT Ammo: an ability for use against weaker enemies as found in Council missions, specially during Overwatch ambushes; &lt;br /&gt;
* Rapid Reaction can also be very useful to guard rooms and corridors;&lt;br /&gt;
* Be sure you get the Ammo Conservation project done in the Foundry or you will find that this is a fantastic way to empty your magazine.&lt;br /&gt;
* The AI almost never moves when suppressed, so this has surprisingly little synergy with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
* Can give disappointing results given that Heavies have the lowest aim of all the classes, and the first overwatch shot (with its penalty) has to hit in order to trigger the second shot. Consider giving this ability to Heavies with high aim when using the Hidden Potential option in [[Second Wave (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Both types of Heavy like Danger Zone. Explosive Heavies should also consider Grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
* Locks you into a single item to take advantage of it, but grenades are admittedly useful. &lt;br /&gt;
* Make sure you acquire some Alien Grenades if you go this route. &lt;br /&gt;
* Consider whether you typically have grenades on any of your other units. If not, giving up a wildly-inaccurate Heavy shot to hurl a grenade is not a big sacrifice by any stretch, and the rest of your squad will thank you for blowing the enemy&#039;s cover. &lt;br /&gt;
* Similarly, if you think you&#039;d rather Kool-Aid Man through a wall instead of using the door, doing it with a grenade beats burning a rocket on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
* Explosive Heavies will love having a bigger boom, but Suppression Heavies being able to AOE suppress enemies is the big payoff.&lt;br /&gt;
* AOE Suppression requires fairly particular enemy positioning, but when you can manage it, it&#039;s great;&lt;br /&gt;
* You can also apply Holo-Targeting to the whole group, turning it into a nice combination. If the rest of the squad can shoot the targets individually, this results in less collateral damage and more recovered weapon fragments in single player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Explosives Heavies will want Rocketeer. Suppression Heavies should take Mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &lt;br /&gt;
* Boosts your overall damage output while taking away some of the nerves you get when thinking about whether now is really the best time to shoot your one, single rocket;&lt;br /&gt;
* While Mayhem does add some damage to your rockets, Rocketeer ultimately amounts to more damage and gives you more control in how you apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &lt;br /&gt;
* The grand finale for the Machinegunner - makes Suppression becomes a reliable way to damage enemies;&lt;br /&gt;
* Can be a useful late game way of chipping the health off an enemy you want to capture.&lt;br /&gt;
* The extra damage on your rockets is a nice side benefit.&lt;br /&gt;
* Despite Rocketeer resulting in more overall rocket damage, Mayhem allows you to apply more damage in one turn. This could makes the difference between ending turn facing a Sectopod on 2 HP, or a dead one. Mayhem allows a HEAT Ammo Heavy to one-shot a Cyberdisc on Classic and Impossible.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; With the Heavy&#039;s high base damage, the standard LMG can often one-shot Sectoids, Thin Men and Floaters on Classic. This means there is no immediate urgency to hasten a Heavy&#039;s weapon upgrade over other class-specific weapons. Of course, do upgrade when you can spare the time and resources to keep the Heavy on par with the stronger enemies as they appear. &lt;br /&gt;
&lt;br /&gt;
For a Heavy taking the explosive build route, weapon upgrades do not confer bonus damage on rockets, grenades or suppression until paired with the high ranking &#039;&#039;Mayhem&#039;&#039;&#039; perk. Weapon upgrades in this instance will mainly be beneficial for personal defence once their munitions have expired and there are no nearby allies to provide support. &lt;br /&gt;
&lt;br /&gt;
A different approach should be taken for a machinegunner or suppressor build as the primary weapon will be the Heavy&#039;s bread and butter weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavies will typically be near the front of your group, as they need to advance and sit still in order to put rockets where they need to be. As a result, Armor is a fairly big priority for Heavies, and they should be considered after Assaults for cutting edge suits if you can&#039;t outfit your full team. Skeleton Armor and Ghost Armor eliminate mobility issues, with the invisibility from Ghost Armor being particularly helpful in setting up rockets, flanks, or moving into point-blank range to counteract their lesser Aim. Titan Armor, despite being the &amp;quot;heaviest,&amp;quot; is not always the best choice due to the aforementioned mobility consideration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you went Grenadier grab a Grenade. If you have HEAT ammo and are facing Cyberdiscs/Drones, grab a Grenade. A S.C.O.P.E. can improve the Heavy&#039;s low Aim, improving their long range combat effectiveness with the machine gun, making it a useful item for any build except for a Grenadier. Heavies also make decent carriers of Medikits if your Supports for some reason don&#039;t have enough. Chitin plating serves as a decent extra padding in any instance that requires your Heavy to get very close to the action.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Most Commanders will raise their Heavies as machine killers, and room-clearers, particulary for Terror Missions, and those occasions where every enemy in a mission seems to show up at once.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind Save Scumming, and have a rocket going off-course (a seeded outcome: it will happen every time): you can manipulate this to still land a rocket precisely where you want it to (it will explode at the same elevation and distance that you aim for, so merely compensate for the angle; roughly 20 degrees).&lt;br /&gt;
&lt;br /&gt;
While their aim starts and ends as the lowest in the game, their capactiy for explosives makes their aim semi-irrelevant. Indeed, with Grenadier, and the Blaster Launcher allowing you to place an explosive precisely where you want, they technically have 100% accuracy, and with limited Rocket capacity driving you to conserve rocket shots, those will tend to be the shots that really matter. &lt;br /&gt;
&lt;br /&gt;
With the Supression/Mayhem combo, you actually &#039;&#039;do&#039;&#039; have an 100% accuracy shot, if a weak one (and a somewhat ammo-costly one. Accurire the Ammo Conservation project to alleviate this, but you should be getting it ASAP anyways). A constant barrage of 3 damage with a Heavy Plasma, and splash damage to neighboring aliens, as well as the aim reduction the targeted aliens will suffer; it&#039;s an investment, but a worthy option to consider. Plus HEAT, that&#039;s 6 damage to robotic enemies, an excellent way to clear out a Disk or Pod&#039;s drones while causing significant damage, and not spend a rocket. The one drawback for this combo is that suppression will lose the ability to destroy cover (which is basically random and near-uncontrollable, anyways, and only happens with Laser or Plasma weaponry)(misses with the normal shot will still have the random chance to destroy cover).&lt;br /&gt;
&lt;br /&gt;
Being only able to carry their main weapon and a limited-use rocket, they actually have significant flexibility with item choice, unless Grenadier is chosen (in contrast, a Commander might never unequip Scopes and Archangel armor from their Snipers, or Medikits from their Supports), as well as armor. A Heavy can therefore function as an alternative to a second Assault, &#039;&#039;or&#039;&#039; a second Support, and their abilites lend to either. For example, Combat Stims and their Will To Survive ability pair well to make Heavies very hard to kill. Chitin plating, Titan Armor, and Bullet Swarm make them Chryssalid &amp;amp; Berserker Killers (and the way those two attack, makes Aim less of an issue), and Archangel armor (or one of the two with the Grappling Hook) can redefine the term &amp;quot;Death from Above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For UFO assault missions, a Support-centric heavy with Grenadier will allow you multiple, smaller demolitions, rather than risking the larger blast of Danger Zone destroying valuble Elerium generators and navigational computers, but still being able to bring down the hammer in a tough situation.&lt;br /&gt;
&lt;br /&gt;
With the stat-altering Second Wave options (Hidden Potential, Not Created Equal), Heavies can come out of the box with significant to very high Will, as well as good starting Aim, and can receive the same 2-to-12 Will (with OTC&#039;s Iron Will) bonus with every level, bringing them back to regular front-line combat readiness in late-game. Their Aim upgrades will still be quite low, though still (potentially) more than without the Second Wave options.&lt;br /&gt;
&lt;br /&gt;
As they have a mix of skills that work either as secondary Support or secondary Assault, and unspectacular leveling will scores, a Psi Heavy also works either way with support or offensive Psi skills, and again comes down to personal playing style. Inspiration and TK Field help him help others, while MCing an alien lowers the odds of your Psi heavy being shot at (and risking his cover being destroyed), keeping him safe to launch a rocket next turn, if you had to move to get into range this turn. Plus Ghost Armor, a Mind Shield, and damage-focused abilites, an Inspiration/MC Psi Heavy can be devstating to alien squads, even on his own (a good canidate for the Lone Wolf achievement on a Small Scout).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=49058</id>
		<title>Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=49058"/>
		<updated>2013-09-14T21:22:37Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* Tips &amp;amp; Trix */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVIES (EU2012).png|thumb|480px|Heavy Squad]][[File: CLASS HEAVY.png|right|frame|64px|Heavy]]&lt;br /&gt;
A class specialising in high fire power and area damage with some support capabilities. The Heavy is at it&#039;s strongest vs mechanical or high health enemies, but can also be really useful in situations were the enemies cluster together. With the heavy damage comes the drawback of high ammo consumption, lower accuracy, limited rockets and the the lack of a side arm.  &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[LMG (EU2012)|Light Machinegun]], [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]].&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: [[Rocket Launcher (EU2012)|Rocket Launcher]] or [[Blaster Launcher (EU2012)|Blaster Launcher]]. (Dosen&#039;t  carry a pistol)&lt;br /&gt;
&lt;br /&gt;
When it comes to abilities, the options are mostly between an improvement for more and powerful rockets/grenades versus a more potent attack with the soldiers primary weapon. &lt;br /&gt;
Heavies gain less stats upon promotion than other classes, +10 Aim, +4 HP and +14 Will as Colonel rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|center]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s. (4 Damage)&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY GRENADIER.png|32px|center]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY ROCKETEER.png|32px|center]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; a good opening since it will both destroy cover and increase damage on all following attacks that turn.&lt;br /&gt;
* &#039;&#039;&#039;Supression&#039;&#039;&#039; can be used cover another soldier that is moving up on an alien in Overwatch.&lt;br /&gt;
* &#039;&#039;&#039;Supression&#039;&#039;&#039; may neutralize a mind-controlled solder long enough to recover him/her.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; applies to all damage dealt by the Heavy (grenades, rockets, Mayhem ...)&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; gives  +1 damage for the LMG, +2 for Heavy Laser, and +3 for Heavy Plasma.&lt;br /&gt;
*&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; combined with &#039;&#039;&#039;Suppression&#039;&#039;&#039; will deal area damage to units close to the suppressed one. Useful against aliens in high cover or versus Cyberdiscs/Sectopods with Drones and does not require the Heavy to hit the shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Blaster Launcher does not require line of sight, but can be fired around buildings and walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here won&#039;t go on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Heavies are the class with the most varied choices: HEAT Ammo, Suppression, Shredder Rocket, etc. making each build an individual taste. You  can have an explosives specialist capable of putting out major damage in an area, making big plays to pull your squad out of the fire when XCOM decides to be... well, XCOM. Or you can have a Machinegunner expert that crowds out the Support for his job with Suppression, Bullet Swarm and Rapid Reaction. As for the Heavy himself, he&#039;s in an interesting place. Though all soldiers begin with 65 Aim, Heavies gain significantly less through promotion than their peers. In contrast, his machine gun deals high damage, on par with a sniper rifle or shotgun. These facts, combined with his rocket launcher, make him a terror in the early game but potentially less reliable (and thus less relevant) as it progresses. Between their poor Aim and inability to fire rockets after moving, Heavies are the class most hampered by mobility.&lt;br /&gt;
&lt;br /&gt;
In light of this, beginning players may find explosives-centric heavies preferable. Suppression-focused heavies take a while to come into their own and depend on their squad to provide killing power once they do. Explosives Heavies are somewhat more straightforward to play, and they themselves provide more firepower to carry your team before it becomes a well-oiled x-ray-killing machine.&lt;br /&gt;
&lt;br /&gt;
For psionic Heavies, Mind Control may suit a Heavy better, at least as a distraction to keep them and their cover from being attacked, keeping nearby aliens in position for a Rocket/Blaster attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Either choice will benefit both Heavy builds. Explosive Heavies usually go Bullet Swarm, although Holo-Targeting is also very useful for the rest of the squad to fire against the alien. Machinegunner Heavies may prefer Holo-Targeting in the long run, but also benefit from Bullet Swarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
* Gives tactical flexibility. It allows for Fire and Move, Fire and Reload or Fire and Fire. In particular, shooting twice ends up yielding a statistically better chance of hitting a particular alien than Holo-Targeting him and ordering the rest of your Rookies to open fire.&lt;br /&gt;
* Also allows other combinations of Fire and Throw Grenade, Fire and Overwatch and (very powerful) Fire and Reload.&lt;br /&gt;
* Also, firing twice gives the Heavy two chances to destroy his target&#039;s cover; in this event, he has just granted your squad &#039;&#039;more&#039;&#039; than the benefit of Holo-Targeting.&lt;br /&gt;
* The downside is its high ammo consumption plus using it can make the Heavy immobile and vulnerable against superior enemies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &lt;br /&gt;
* Applies to both the Machinegun and the Launcher - Heavy shoots/blows cover and marks the remaining aliens for the rest of the team to tag. &lt;br /&gt;
* Helps the whole team to focus their firepower on a single alien - it can be very useful in taking down high-threat aliens, regardless of storyline progression. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Shredder Rocket for Explosive Heavies, Suppression for Machinegunner Heavies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; &lt;br /&gt;
* Useful throughout the game. On all difficulties except Impossible, they deal enough damage to one-shot Sectoids, Thin Men, and Floaters, making them essentially just another rocket when you first get them;&lt;br /&gt;
* Shred effect helps with high HP targets;&lt;br /&gt;
* The set damage provided by explosives can help set up aliens for capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppression&#039;&#039;&#039; &lt;br /&gt;
* Also a handy utility skill; &lt;br /&gt;
* Can be used to pin down an alien and prevent it from moving (and flanking your position). It can also keep melee aliens (Muton Berserkers and Crysalids) stationary and prevent them from charging.&lt;br /&gt;
* Suppression will also drop its target&#039;s Aim by 30% if it fires against an exposed squadmate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Similar to the Corporal choice, both Heavies like HEAT Ammo, but Machinegunner Heavies can consider Rapid Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &lt;br /&gt;
* Deals extra damage to robotic opponents. Put simply, in XCOM, robots are the devil. Anything that hastens Cyberdiscs and Sectopods to their circuity grave is awesome;&lt;br /&gt;
* HEAT boosted grenades will make short work of Drones, saving your squad a lot of wasted effort.&lt;br /&gt;
* One of few ways to scale your explosives damage, until Blaster Launcher is available;&lt;br /&gt;
* If combined with Bullet Swarm, Heavies can dole out massive quantities of damage to robots, and the team can even drop Cyberdiscs and Sectopods in one turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
* The complement to HEAT Ammo: an ability for use against weaker enemies as found in Council missions, specially during Overwatch ambushes; &lt;br /&gt;
* Rapid Reaction can also be very useful to guard rooms and corridors;&lt;br /&gt;
* Be sure you get the Ammo Conservation project done in the Foundry or you will find that this is a fantastic way to empty your magazine.&lt;br /&gt;
* The AI almost never moves when suppressed, so this has surprisingly little synergy with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
* Can give disappointing results given that Heavies have the lowest aim of all the classes, and the first overwatch shot (with its penalty) has to hit in order to trigger the second shot. Consider giving this ability to Heavies with high aim when using the Hidden Potential option in [[Second Wave (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Both types of Heavy like Danger Zone. Explosive Heavies should also consider Grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
* Locks you into a single item to take advantage of it, but grenades are admittedly useful. &lt;br /&gt;
* Make sure you acquire some Alien Grenades if you go this route. &lt;br /&gt;
* Consider whether you typically have grenades on any of your other units. If not, giving up a wildly-inaccurate Heavy shot to hurl a grenade is not a big sacrifice by any stretch, and the rest of your squad will thank you for blowing the enemy&#039;s cover. &lt;br /&gt;
* Similarly, if you think you&#039;d rather Kool-Aid Man through a wall instead of using the door, doing it with a grenade beats burning a rocket on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
* Explosive Heavies will love having a bigger boom, but Suppression Heavies being able to AOE suppress enemies is the big payoff.&lt;br /&gt;
* AOE Suppression requires fairly particular enemy positioning, but when you can manage it, it&#039;s great;&lt;br /&gt;
* You can also apply Holo-Targeting to the whole group, turning it into a nice combination. If the rest of the squad can shoot the targets individually, this results in less collateral damage and more recovered weapon fragments in single player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Explosives Heavies will want Rocketeer. Suppression Heavies should take Mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &lt;br /&gt;
* Boosts your overall damage output while taking away some of the nerves you get when thinking about whether now is really the best time to shoot your one, single rocket;&lt;br /&gt;
* While Mayhem does add some damage to your rockets, Rocketeer ultimately amounts to more damage and gives you more control in how you apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &lt;br /&gt;
* The grand finale for the Machinegunner - makes Suppression becomes a reliable way to damage enemies;&lt;br /&gt;
* Can be a useful late game way of chipping the health off an enemy you want to capture.&lt;br /&gt;
* The extra damage on your rockets is a nice side benefit.&lt;br /&gt;
* Despite Rocketeer resulting in more overall rocket damage, Mayhem allows you to apply more damage in one turn. This could makes the difference between ending turn facing a Sectopod on 2 HP, or a dead one. Mayhem allows a HEAT Ammo Heavy to one-shot a Cyberdisc on Classic and Impossible.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; With the Heavy&#039;s high base damage, the standard LMG can often one-shot Sectoids, Thin Men and Floaters on Classic. This means there is no immediate urgency to hasten a Heavy&#039;s weapon upgrade over other class-specific weapons. Of course, do upgrade when you can spare the time and resources to keep the Heavy on par with the stronger enemies as they appear. &lt;br /&gt;
&lt;br /&gt;
For a Heavy taking the explosive build route, weapon upgrades do not confer bonus damage on rockets, grenades or suppression until paired with the high ranking &#039;&#039;Mayhem&#039;&#039;&#039; perk. Weapon upgrades in this instance will mainly be beneficial for personal defence once their munitions have expired and there are no nearby allies to provide support. &lt;br /&gt;
&lt;br /&gt;
A different approach should be taken for a machinegunner or suppressor build as the primary weapon will be the Heavy&#039;s bread and butter weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavies will typically be near the front of your group, as they need to advance and sit still in order to put rockets where they need to be. As a result, Armor is a fairly big priority for Heavies, and they should be considered after Assaults for cutting edge suits if you can&#039;t outfit your full team. Skeleton Armor and Ghost Armor eliminate mobility issues, with the invisibility from Ghost Armor being particularly helpful in setting up rockets, flanks, or moving into point-blank range to counteract their lesser Aim. Titan Armor, despite being the &amp;quot;heaviest,&amp;quot; is not always the best choice due to the aforementioned mobility consideration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you went Grenadier grab a Grenade. If you have HEAT ammo and are facing Cyberdiscs/Drones, grab a Grenade. A S.C.O.P.E. can improve the Heavy&#039;s low Aim, improving their long range combat effectiveness with the machine gun, making it a useful item for any build except for a Grenadier. Heavies also make decent carriers of Medikits if your Supports for some reason don&#039;t have enough. Chitin plating serves as a decent extra padding in any instance that requires your Heavy to get very close to the action.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Most Commanders will raise their Heavies as machine killers, and room-clearers, particulary for Terror Missions, and those occasions where every enemy in a mission seems to show up at once.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind Save Scumming, and have a rocket going off-course (a seeded outcome: it will happen every time): you can manipulate this to still land a rocket precisely where you want it to (it will explode at the same elevation and distance that you aim for, so merely compensate for the angle; roughly 20 degrees).&lt;br /&gt;
&lt;br /&gt;
While their aim starts and ends as the lowest in the game, their capactiy for explosives makes their aim semi-irrelevant. Indeed, with Grenadier, and the Blaster Launcher allowing you to place an explosive precisely where you want, they technically have 100% accuracy, and with limited Rocket capacity driving you to conserve rocket shots, those will tend to be the shots that really matter. &lt;br /&gt;
&lt;br /&gt;
With the Supression/Mayhem combo, you actually &#039;&#039;do&#039;&#039; have an 100% accuracy shot, if a weak one (and a somewhat ammo-costly one. Accurire the Ammo Conservation project to alleviate this, but you should be getting it ASAP anyways). A constant barrage of 3 damage with a Heavy Plasma, and splash damage to neighboring aliens, as well as the aim reduction the targeted aliens will suffer; it&#039;s an investment, but a worthy option to consider. Plus HEAT, that&#039;s 6 damage to robotic enemies, an excellent way to clear out a Disk or Pod&#039;s drones while causing significant damage, and not spend a rocket. The one drawback for this combo is that suppression will lose the ability to destroy cover (which is basically random and near-uncontrollable, anyways, and only happens with Laser or Plasma weaponry)(misses with the normal shot will still have the random chance to destroy cover).&lt;br /&gt;
&lt;br /&gt;
Being only able to carry their main weapon and a limited-use rocket, they actually have significant flexibility with item choice, unless Grenadier is chosen (in contrast, a Commander might never unequip Scopes and Archangel armor from their Snipers, or Medikits from their Supports), as well as armor. A Heavy can therefore function as an alternative to a second Assault, &#039;&#039;or&#039;&#039; a second Support, and their abilites lend to either. For example, Combat Stims and their Will To Survive ability pair well to make Heavies very hard to kill. Chitin plating, Titan Armor, and Bullet Swarm make them Chryssalid &amp;amp; Berserker Killers (and the way those two attack, makes Aim less of an issue), and Archangel armor (or one of the two with the Grappling Hook) can redefine the term &amp;quot;Death from Above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For UFO assault missions, a Support-centric heavy with Grenadier will allow you multiple, smaller demolitions, rather than risking the larger blast of Danger Zone destroying valuble Elerium generators and navigational computers, but still being able to bring down the hammer in a tough situation.&lt;br /&gt;
&lt;br /&gt;
With the stat-altering Second Wave options (Hidden Potential, Not Created Equal), Heavies can come out of the box with significant to very high Will, as well as good starting Aim, and can receive the same 2-to-12 Will (with OTC&#039;s Iron Will) bonus with every level, bringing them back to regular front-line combat readiness in late-game. Their Aim upgrades will still be quite low, though still (potentially) more than without the Second Wave options.&lt;br /&gt;
&lt;br /&gt;
As they have a mix of skills that work either as secondary Support or secondary Assault, and unspectacular leveling will scores, a Psi Heavy also works either way with support or offensive Psi skills, and again comes down to personal playing style. Inspiration and TK Field help him help others, while MCing an alien lowers the odds of your Psi heavy being shot at (and risking his cover being destroyed), keeping him safe to launch a rocket next turn, if you had to move to get into range this turn. Plus Ghost Armor, a Mind Shield, and damage-focused abilites, an Inspiration/MC Psi Heavy can be devstating to alien squads, even on his own (a good canidate for the Lone Wolf achievement on a Small Scout).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=49057</id>
		<title>Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=49057"/>
		<updated>2013-09-14T21:20:13Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVIES (EU2012).png|thumb|480px|Heavy Squad]][[File: CLASS HEAVY.png|right|frame|64px|Heavy]]&lt;br /&gt;
A class specialising in high fire power and area damage with some support capabilities. The Heavy is at it&#039;s strongest vs mechanical or high health enemies, but can also be really useful in situations were the enemies cluster together. With the heavy damage comes the drawback of high ammo consumption, lower accuracy, limited rockets and the the lack of a side arm.  &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[LMG (EU2012)|Light Machinegun]], [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]].&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: [[Rocket Launcher (EU2012)|Rocket Launcher]] or [[Blaster Launcher (EU2012)|Blaster Launcher]]. (Dosen&#039;t  carry a pistol)&lt;br /&gt;
&lt;br /&gt;
When it comes to abilities, the options are mostly between an improvement for more and powerful rockets/grenades versus a more potent attack with the soldiers primary weapon. &lt;br /&gt;
Heavies gain less stats upon promotion than other classes, +10 Aim, +4 HP and +14 Will as Colonel rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|center]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. (6 Damage)&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s. (4 Damage)&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY GRENADIER.png|32px|center]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY ROCKETEER.png|32px|center]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; a good opening since it will both destroy cover and increase damage on all following attacks that turn.&lt;br /&gt;
* &#039;&#039;&#039;Supression&#039;&#039;&#039; can be used cover another soldier that is moving up on an alien in Overwatch.&lt;br /&gt;
* &#039;&#039;&#039;Supression&#039;&#039;&#039; may neutralize a mind-controlled solder long enough to recover him/her.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; gives  +1 damage for the LMG, +2 for Heavy Laser, and +3 for Heavy Plasma.&lt;br /&gt;
*&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; combined with &#039;&#039;&#039;Suppression&#039;&#039;&#039; will deal area damage to units close to the suppressed one. Useful against aliens in high cover or versus Cyberdiscs/Sectopods with Drones and does not require the Heavy to hit the shot.&lt;br /&gt;
* &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; applies to all damage dealt by the Heavy (grenades, rockets, Mayhem ...)&lt;br /&gt;
&lt;br /&gt;
* Blaster Launcher does not require line of sight, but can be fired around buildings and walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here won&#039;t go on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Heavies are the class with the most varied choices: HEAT Ammo, Suppression, Shredder Rocket, etc. making each build an individual taste. You  can have an explosives specialist capable of putting out major damage in an area, making big plays to pull your squad out of the fire when XCOM decides to be... well, XCOM. Or you can have a Machinegunner expert that crowds out the Support for his job with Suppression, Bullet Swarm and Rapid Reaction. As for the Heavy himself, he&#039;s in an interesting place. Though all soldiers begin with 65 Aim, Heavies gain significantly less through promotion than their peers. In contrast, his machine gun deals high damage, on par with a sniper rifle or shotgun. These facts, combined with his rocket launcher, make him a terror in the early game but potentially less reliable (and thus less relevant) as it progresses. Between their poor Aim and inability to fire rockets after moving, Heavies are the class most hampered by mobility.&lt;br /&gt;
&lt;br /&gt;
In light of this, beginning players may find explosives-centric heavies preferable. Suppression-focused heavies take a while to come into their own and depend on their squad to provide killing power once they do. Explosives Heavies are somewhat more straightforward to play, and they themselves provide more firepower to carry your team before it becomes a well-oiled x-ray-killing machine.&lt;br /&gt;
&lt;br /&gt;
For psionic Heavies, Mind Control may suit a Heavy better, at least as a distraction to keep them and their cover from being attacked, keeping nearby aliens in position for a Rocket/Blaster attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Either choice will benefit both Heavy builds. Explosive Heavies usually go Bullet Swarm, although Holo-Targeting is also very useful for the rest of the squad to fire against the alien. Machinegunner Heavies may prefer Holo-Targeting in the long run, but also benefit from Bullet Swarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
* Gives tactical flexibility. It allows for Fire and Move, Fire and Reload or Fire and Fire. In particular, shooting twice ends up yielding a statistically better chance of hitting a particular alien than Holo-Targeting him and ordering the rest of your Rookies to open fire.&lt;br /&gt;
* Also allows other combinations of Fire and Throw Grenade, Fire and Overwatch and (very powerful) Fire and Reload.&lt;br /&gt;
* Also, firing twice gives the Heavy two chances to destroy his target&#039;s cover; in this event, he has just granted your squad &#039;&#039;more&#039;&#039; than the benefit of Holo-Targeting.&lt;br /&gt;
* The downside is its high ammo consumption plus using it can make the Heavy immobile and vulnerable against superior enemies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &lt;br /&gt;
* Applies to both the Machinegun and the Launcher - Heavy shoots/blows cover and marks the remaining aliens for the rest of the team to tag. &lt;br /&gt;
* Helps the whole team to focus their firepower on a single alien - it can be very useful in taking down high-threat aliens, regardless of storyline progression. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Shredder Rocket for Explosive Heavies, Suppression for Machinegunner Heavies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; &lt;br /&gt;
* Useful throughout the game. On all difficulties except Impossible, they deal enough damage to one-shot Sectoids, Thin Men, and Floaters, making them essentially just another rocket when you first get them;&lt;br /&gt;
* Shred effect helps with high HP targets;&lt;br /&gt;
* The set damage provided by explosives can help set up aliens for capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppression&#039;&#039;&#039; &lt;br /&gt;
* Also a handy utility skill; &lt;br /&gt;
* Can be used to pin down an alien and prevent it from moving (and flanking your position). It can also keep melee aliens (Muton Berserkers and Crysalids) stationary and prevent them from charging.&lt;br /&gt;
* Suppression will also drop its target&#039;s Aim by 30% if it fires against an exposed squadmate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Similar to the Corporal choice, both Heavies like HEAT Ammo, but Machinegunner Heavies can consider Rapid Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &lt;br /&gt;
* Deals extra damage to robotic opponents. Put simply, in XCOM, robots are the devil. Anything that hastens Cyberdiscs and Sectopods to their circuity grave is awesome;&lt;br /&gt;
* HEAT boosted grenades will make short work of Drones, saving your squad a lot of wasted effort.&lt;br /&gt;
* One of few ways to scale your explosives damage, until Blaster Launcher is available;&lt;br /&gt;
* If combined with Bullet Swarm, Heavies can dole out massive quantities of damage to robots, and the team can even drop Cyberdiscs and Sectopods in one turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
* The complement to HEAT Ammo: an ability for use against weaker enemies as found in Council missions, specially during Overwatch ambushes; &lt;br /&gt;
* Rapid Reaction can also be very useful to guard rooms and corridors;&lt;br /&gt;
* Be sure you get the Ammo Conservation project done in the Foundry or you will find that this is a fantastic way to empty your magazine.&lt;br /&gt;
* The AI almost never moves when suppressed, so this has surprisingly little synergy with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
* Can give disappointing results given that Heavies have the lowest aim of all the classes, and the first overwatch shot (with its penalty) has to hit in order to trigger the second shot. Consider giving this ability to Heavies with high aim when using the Hidden Potential option in [[Second Wave (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Both types of Heavy like Danger Zone. Explosive Heavies should also consider Grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
* Locks you into a single item to take advantage of it, but grenades are admittedly useful. &lt;br /&gt;
* Make sure you acquire some Alien Grenades if you go this route. &lt;br /&gt;
* Consider whether you typically have grenades on any of your other units. If not, giving up a wildly-inaccurate Heavy shot to hurl a grenade is not a big sacrifice by any stretch, and the rest of your squad will thank you for blowing the enemy&#039;s cover. &lt;br /&gt;
* Similarly, if you think you&#039;d rather Kool-Aid Man through a wall instead of using the door, doing it with a grenade beats burning a rocket on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
* Explosive Heavies will love having a bigger boom, but Suppression Heavies being able to AOE suppress enemies is the big payoff.&lt;br /&gt;
* AOE Suppression requires fairly particular enemy positioning, but when you can manage it, it&#039;s great;&lt;br /&gt;
* You can also apply Holo-Targeting to the whole group, turning it into a nice combination. If the rest of the squad can shoot the targets individually, this results in less collateral damage and more recovered weapon fragments in single player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Explosives Heavies will want Rocketeer. Suppression Heavies should take Mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &lt;br /&gt;
* Boosts your overall damage output while taking away some of the nerves you get when thinking about whether now is really the best time to shoot your one, single rocket;&lt;br /&gt;
* While Mayhem does add some damage to your rockets, Rocketeer ultimately amounts to more damage and gives you more control in how you apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &lt;br /&gt;
* The grand finale for the Machinegunner - makes Suppression becomes a reliable way to damage enemies;&lt;br /&gt;
* Can be a useful late game way of chipping the health off an enemy you want to capture.&lt;br /&gt;
* The extra damage on your rockets is a nice side benefit.&lt;br /&gt;
* Despite Rocketeer resulting in more overall rocket damage, Mayhem allows you to apply more damage in one turn. This could makes the difference between ending turn facing a Sectopod on 2 HP, or a dead one. Mayhem allows a HEAT Ammo Heavy to one-shot a Cyberdisc on Classic and Impossible.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; With the Heavy&#039;s high base damage, the standard LMG can often one-shot Sectoids, Thin Men and Floaters on Classic. This means there is no immediate urgency to hasten a Heavy&#039;s weapon upgrade over other class-specific weapons. Of course, do upgrade when you can spare the time and resources to keep the Heavy on par with the stronger enemies as they appear. &lt;br /&gt;
&lt;br /&gt;
For a Heavy taking the explosive build route, weapon upgrades do not confer bonus damage on rockets, grenades or suppression until paired with the high ranking &#039;&#039;Mayhem&#039;&#039;&#039; perk. Weapon upgrades in this instance will mainly be beneficial for personal defence once their munitions have expired and there are no nearby allies to provide support. &lt;br /&gt;
&lt;br /&gt;
A different approach should be taken for a machinegunner or suppressor build as the primary weapon will be the Heavy&#039;s bread and butter weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavies will typically be near the front of your group, as they need to advance and sit still in order to put rockets where they need to be. As a result, Armor is a fairly big priority for Heavies, and they should be considered after Assaults for cutting edge suits if you can&#039;t outfit your full team. Skeleton Armor and Ghost Armor eliminate mobility issues, with the invisibility from Ghost Armor being particularly helpful in setting up rockets, flanks, or moving into point-blank range to counteract their lesser Aim. Titan Armor, despite being the &amp;quot;heaviest,&amp;quot; is not always the best choice due to the aforementioned mobility consideration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you went Grenadier grab a Grenade. If you have HEAT ammo and are facing Cyberdiscs/Drones, grab a Grenade. A S.C.O.P.E. can improve the Heavy&#039;s low Aim, improving their long range combat effectiveness with the machine gun, making it a useful item for any build except for a Grenadier. Heavies also make decent carriers of Medikits if your Supports for some reason don&#039;t have enough. Chitin plating serves as a decent extra padding in any instance that requires your Heavy to get very close to the action.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Most Commanders will raise their Heavies as machine killers, and room-clearers, particulary for Terror Missions, and those occasions where every enemy in a mission seems to show up at once.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind Save Scumming, and have a rocket going off-course (a seeded outcome: it will happen every time): you can manipulate this to still land a rocket precisely where you want it to (it will explode at the same elevation and distance that you aim for, so merely compensate for the angle; roughly 20 degrees).&lt;br /&gt;
&lt;br /&gt;
While their aim starts and ends as the lowest in the game, their capactiy for explosives makes their aim semi-irrelevant. Indeed, with Grenadier, and the Blaster Launcher allowing you to place an explosive precisely where you want, they technically have 100% accuracy, and with limited Rocket capacity driving you to conserve rocket shots, those will tend to be the shots that really matter. &lt;br /&gt;
&lt;br /&gt;
With the Supression/Mayhem combo, you actually &#039;&#039;do&#039;&#039; have an 100% accuracy shot, if a weak one (and a somewhat ammo-costly one. Accurire the Ammo Conservation project to alleviate this, but you should be getting it ASAP anyways). A constant barrage of 3 damage with a Heavy Plasma, and splash damage to neighboring aliens, as well as the aim reduction the targeted aliens will suffer; it&#039;s an investment, but a worthy option to consider. Plus HEAT, that&#039;s 6 damage to robotic enemies, an excellent way to clear out a Disk or Pod&#039;s drones while causing significant damage, and not spend a rocket. The one drawback for this combo is that suppression will lose the ability to destroy cover (which is basically random and near-uncontrollable, anyways, and only happens with Laser or Plasma weaponry)(misses with the normal shot will still have the random chance to destroy cover).&lt;br /&gt;
&lt;br /&gt;
Being only able to carry their main weapon and a limited-use rocket, they actually have significant flexibility with item choice, unless Grenadier is chosen (in contrast, a Commander might never unequip Scopes and Archangel armor from their Snipers, or Medikits from their Supports), as well as armor. A Heavy can therefore function as an alternative to a second Assault, &#039;&#039;or&#039;&#039; a second Support, and their abilites lend to either. For example, Combat Stims and their Will To Survive ability pair well to make Heavies very hard to kill. Chitin plating, Titan Armor, and Bullet Swarm make them Chryssalid &amp;amp; Berserker Killers (and the way those two attack, makes Aim less of an issue), and Archangel armor (or one of the two with the Grappling Hook) can redefine the term &amp;quot;Death from Above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For UFO assault missions, a Support-centric heavy with Grenadier will allow you multiple, smaller demolitions, rather than risking the larger blast of Danger Zone destroying valuble Elerium generators and navigational computers, but still being able to bring down the hammer in a tough situation.&lt;br /&gt;
&lt;br /&gt;
With the stat-altering Second Wave options (Hidden Potential, Not Created Equal), Heavies can come out of the box with significant to very high Will, as well as good starting Aim, and can receive the same 2-to-12 Will (with OTC&#039;s Iron Will) bonus with every level, bringing them back to regular front-line combat readiness in late-game. Their Aim upgrades will still be quite low, though still (potentially) more than without the Second Wave options.&lt;br /&gt;
&lt;br /&gt;
As they have a mix of skills that work either as secondary Support or secondary Assault, and unspectacular leveling will scores, a Psi Heavy also works either way with support or offensive Psi skills, and again comes down to personal playing style. Inspiration and TK Field help him help others, while MCing an alien lowers the odds of your Psi heavy being shot at (and risking his cover being destroyed), keeping him safe to launch a rocket next turn, if you had to move to get into range this turn. Plus Ghost Armor, a Mind Shield, and damage-focused abilites, an Inspiration/MC Psi Heavy can be devstating to alien squads, even on his own (a good canidate for the Lone Wolf achievement on a Small Scout).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=49041</id>
		<title>Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=49041"/>
		<updated>2013-09-14T18:14:47Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVIES (EU2012).png|thumb|480px|Heavy Squad]][[File: CLASS HEAVY.png|right|frame|64px|Heavy]]&lt;br /&gt;
A class specialising in high fire power and area damage with some support capabilities. The Heavy is at it&#039;s strongest vs mechanical or high health enemies, but can also be really useful in situations were the enemies cluster together. With the heavy damage comes the drawback of high ammo consumption, lower accuracy, limited rockets and the the lack of a side arm.  &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[LMG (EU2012)|Light Machinegun]], [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]].&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: [[Rocket Launcher (EU2012)|Rocket Launcher]] or [[Blaster Launcher (EU2012)|Blaster Launcher]]. (Dosen&#039;t  carry a pistol)&lt;br /&gt;
&lt;br /&gt;
When it comes to abilities, the options are mostly between an improvement for more and powerful rockets/grenades versus a more potent attack with the soldiers primary weapon. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|center]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039; (67% normal damage)&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY GRENADIER.png|32px|center]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY ROCKETEER.png|32px|center]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; is the secondary weapon for the Heavy and grants 1 rocket, to use against groups or enemies or to take down terrain. The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability adds a special purpose rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk allows one further normal rocket to be carried. The Rocket Launcher can later be upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], which increases the effectiveness of the rockets. &lt;br /&gt;
* Heavies can carry 1 additional item for customization. [[Frag Grenade (EU2012)|Frag Grenades]]/[[Alien Grenade (EU2012)|Alien Grenades]] are an essential item for Heavies that have taken the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability.&lt;br /&gt;
* Heavies receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
&lt;br /&gt;
:*The Heavy&#039;s signature weapon. It provides a limited but powerful area effect attack that does heavy damage to targets and terrain. &lt;br /&gt;
:*A Heavy can only use 1 rocket per mission at first, but has the potential to carry up to 3 by Colonel rank by taking &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; and/or &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;.&lt;br /&gt;
:*Rockets require a full 2 actions to fire. &lt;br /&gt;
:*Rockets do not need a solid surface or target to detonate. They can be set to explode in mid-air. &lt;br /&gt;
:*The Rocket Launcher only fires in a straight line and has a chance to be fired off-target. Careful positioning of the Heavy is therefore a crucial element for an effective rocket attack. &lt;br /&gt;
:*Once upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], all rockets will gain more damage, the ability to navigate around walls and obstacles. They can also travel through closed doors. The Heavy only needs to be within rocket range, and can otherwise stay safely out of sight. &lt;br /&gt;
:*Rockets can be enhanced with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Danger Zone widens the blast area, while Mayhem adds more damage at the cost of the Rocketeer perk.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Heavy abilities are divided between Heavy Ordinance (Attack) or Heavy Supression:&lt;br /&gt;
:* Heavy Ordinance path: Focuses on area effect damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. This perk line is designed to accentuate area damage, good for taking out groups of weak aliens or to soften up and destroy the cover of hard targets.&lt;br /&gt;
:* Heavy Suppression path: Focuses on suppression perks like &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Suppression allows the player to pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* The Heavy can provide general purpose squad-support with &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Supression&#039;&#039;&#039; and the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; as well as use any carried explosives to destroy enemy cover. &lt;br /&gt;
:* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier, including other Heavy units, if present. &lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; allows you to use both of your move to fire your LMG. It counts as using your first move action, so cannot be followed by a Rocket attack. Bullet Swarm only works with your primary weapon, so using an item or psionic ability as your first action will still end the turn.&lt;br /&gt;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 base damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
:*Any targets hit by a Shredder Rocket will take on more damage from any subsequent attacks for the rest of the turn. This makes it a good opening attack on enemies with lots of hit-points. &lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the Heavy Laser will do 2 damage, and the Heavy Plasma will dish out 3 damage.&lt;br /&gt;
** Additionaly, Mayhem, paired with Supression, seems to have 100% accuracy AND splash damage (akin to the Sectopod&#039;s beam weapons) for 3 damage for all in-range targeted enemies (6 with HEAT Ammo on robotic enemies), excellent for pinning down a Disc or Pod while taking out it&#039;s drones, or aliens that are taking cover close together or to efficiently finish off a nearly dead alien. &lt;br /&gt;
*The suppression ability of Heavies allows a pair of them to effectively immobilize a mind-controlled ally. This will save you from killing your own soldiers, or having an alloy-cannon-armed assault soldier turning on you on while you&#039;re in the tight spaces of a downed UFO.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here won&#039;t go on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Heavies are the class with the most varied choices: HEAT Ammo, Suppression, Shredder Rocket, etc. making each build an individual taste. You  can have an explosives specialist capable of putting out major damage in an area, making big plays to pull your squad out of the fire when XCOM decides to be... well, XCOM. Or you can have a Machinegunner expert that crowds out the Support for his job with Suppression, Bullet Swarm and Rapid Reaction. As for the Heavy himself, he&#039;s in an interesting place. Though all soldiers begin with 65 Aim, Heavies gain significantly less through promotion than their peers. In contrast, his machine gun deals high damage, on par with a sniper rifle or shotgun. These facts, combined with his rocket launcher, make him a terror in the early game but potentially less reliable (and thus less relevant) as it progresses. Between their poor Aim and inability to fire rockets after moving, Heavies are the class most hampered by mobility.&lt;br /&gt;
&lt;br /&gt;
In light of this, beginning players may find explosives-centric heavies preferable. Suppression-focused heavies take a while to come into their own and depend on their squad to provide killing power once they do. Explosives Heavies are somewhat more straightforward to play, and they themselves provide more firepower to carry your team before it becomes a well-oiled x-ray-killing machine.&lt;br /&gt;
&lt;br /&gt;
For psionic Heavies, Mind Control may suit a Heavy better, at least as a distraction to keep them and their cover from being attacked, keeping nearby aliens in position for a Rocket/Blaster attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Either choice will benefit both Heavy builds. Explosive Heavies usually go Bullet Swarm, although Holo-Targeting is also very useful for the rest of the squad to fire against the alien. Machinegunner Heavies may prefer Holo-Targeting in the long run, but also benefit from Bullet Swarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
* Gives tactical flexibility. It allows for Fire and Move, Fire and Reload or Fire and Fire. In particular, shooting twice ends up yielding a statistically better chance of hitting a particular alien than Holo-Targeting him and ordering the rest of your Rookies to open fire.&lt;br /&gt;
* Also allows other combinations of Fire and Throw Grenade, Fire and Overwatch and (very powerful) Fire and Reload.&lt;br /&gt;
* Also, firing twice gives the Heavy two chances to destroy his target&#039;s cover; in this event, he has just granted your squad &#039;&#039;more&#039;&#039; than the benefit of Holo-Targeting.&lt;br /&gt;
* The downside is its high ammo consumption plus using it can make the Heavy immobile and vulnerable against superior enemies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &lt;br /&gt;
* Applies to both the Machinegun and the Launcher - Heavy shoots/blows cover and marks the remaining aliens for the rest of the team to tag. &lt;br /&gt;
* Helps the whole team to focus their firepower on a single alien - it can be very useful in taking down high-threat aliens, regardless of storyline progression. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Shredder Rocket for Explosive Heavies, Suppression for Machinegunner Heavies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; &lt;br /&gt;
* Useful throughout the game. On all difficulties except Impossible, they deal enough damage to one-shot Sectoids, Thin Men, and Floaters, making them essentially just another rocket when you first get them;&lt;br /&gt;
* Shred effect helps with high HP targets;&lt;br /&gt;
* The set damage provided by explosives can help set up aliens for capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppression&#039;&#039;&#039; &lt;br /&gt;
* Also a handy utility skill; &lt;br /&gt;
* Can be used to pin down an alien and prevent it from moving (and flanking your position). It can also keep melee aliens (Muton Berserkers and Crysalids) stationary and prevent them from charging.&lt;br /&gt;
* Suppression will also drop its target&#039;s Aim by 30% if it fires against an exposed squadmate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Similar to the Corporal choice, both Heavies like HEAT Ammo, but Machinegunner Heavies can consider Rapid Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &lt;br /&gt;
* Deals extra damage to robotic opponents. Put simply, in XCOM, robots are the devil. Anything that hastens Cyberdiscs and Sectopods to their circuity grave is awesome;&lt;br /&gt;
* HEAT boosted grenades will make short work of Drones, saving your squad a lot of wasted effort.&lt;br /&gt;
* One of few ways to scale your explosives damage, until Blaster Launcher is available;&lt;br /&gt;
* If combined with Bullet Swarm, Heavies can dole out massive quantities of damage to robots, and the team can even drop Cyberdiscs and Sectopods in one turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
* The complement to HEAT Ammo: an ability for use against weaker enemies as found in Council missions, specially during Overwatch ambushes; &lt;br /&gt;
* Rapid Reaction can also be very useful to guard rooms and corridors;&lt;br /&gt;
* Be sure you get the Ammo Conservation project done in the Foundry or you will find that this is a fantastic way to empty your magazine.&lt;br /&gt;
* The AI almost never moves when suppressed, so this has surprisingly little synergy with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
* Can give disappointing results given that Heavies have the lowest aim of all the classes, and the first overwatch shot (with its penalty) has to hit in order to trigger the second shot. Consider giving this ability to Heavies with high aim when using the Hidden Potential option in [[Second Wave (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Both types of Heavy like Danger Zone. Explosive Heavies should also consider Grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
* Locks you into a single item to take advantage of it, but grenades are admittedly useful. &lt;br /&gt;
* Make sure you acquire some Alien Grenades if you go this route. &lt;br /&gt;
* Consider whether you typically have grenades on any of your other units. If not, giving up a wildly-inaccurate Heavy shot to hurl a grenade is not a big sacrifice by any stretch, and the rest of your squad will thank you for blowing the enemy&#039;s cover. &lt;br /&gt;
* Similarly, if you think you&#039;d rather Kool-Aid Man through a wall instead of using the door, doing it with a grenade beats burning a rocket on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
* Explosive Heavies will love having a bigger boom, but Suppression Heavies being able to AOE suppress enemies is the big payoff.&lt;br /&gt;
* AOE Suppression requires fairly particular enemy positioning, but when you can manage it, it&#039;s great;&lt;br /&gt;
* You can also apply Holo-Targeting to the whole group, turning it into a nice combination. If the rest of the squad can shoot the targets individually, this results in less collateral damage and more recovered weapon fragments in single player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Explosives Heavies will want Rocketeer. Suppression Heavies should take Mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &lt;br /&gt;
* Boosts your overall damage output while taking away some of the nerves you get when thinking about whether now is really the best time to shoot your one, single rocket;&lt;br /&gt;
* While Mayhem does add some damage to your rockets, Rocketeer ultimately amounts to more damage and gives you more control in how you apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &lt;br /&gt;
* The grand finale for the Machinegunner - makes Suppression becomes a reliable way to damage enemies;&lt;br /&gt;
* Can be a useful late game way of chipping the health off an enemy you want to capture.&lt;br /&gt;
* The extra damage on your rockets is a nice side benefit.&lt;br /&gt;
* Despite Rocketeer resulting in more overall rocket damage, Mayhem allows you to apply more damage in one turn. This could makes the difference between ending turn facing a Sectopod on 2 HP, or a dead one. Mayhem allows a HEAT Ammo Heavy to one-shot a Cyberdisc on Classic and Impossible.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; With the Heavy&#039;s high base damage, the standard LMG can often one-shot Sectoids, Thin Men and Floaters on Classic. This means there is no immediate urgency to hasten a Heavy&#039;s weapon upgrade over other class-specific weapons. Of course, do upgrade when you can spare the time and resources to keep the Heavy on par with the stronger enemies as they appear. &lt;br /&gt;
&lt;br /&gt;
For a Heavy taking the explosive build route, weapon upgrades do not confer bonus damage on rockets, grenades or suppression until paired with the high ranking &#039;&#039;Mayhem&#039;&#039;&#039; perk. Weapon upgrades in this instance will mainly be beneficial for personal defence once their munitions have expired and there are no nearby allies to provide support. &lt;br /&gt;
&lt;br /&gt;
A different approach should be taken for a machinegunner or suppressor build as the primary weapon will be the Heavy&#039;s bread and butter weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavies will typically be near the front of your group, as they need to advance and sit still in order to put rockets where they need to be. As a result, Armor is a fairly big priority for Heavies, and they should be considered after Assaults for cutting edge suits if you can&#039;t outfit your full team. Skeleton Armor and Ghost Armor eliminate mobility issues, with the invisibility from Ghost Armor being particularly helpful in setting up rockets, flanks, or moving into point-blank range to counteract their lesser Aim. Titan Armor, despite being the &amp;quot;heaviest,&amp;quot; is not always the best choice due to the aforementioned mobility consideration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you went Grenadier grab a Grenade. If you have HEAT ammo and are facing Cyberdiscs/Drones, grab a Grenade. A S.C.O.P.E. can improve the Heavy&#039;s low Aim, improving their long range combat effectiveness with the machine gun, making it a useful item for any build except for a Grenadier. Heavies also make decent carriers of Medikits if your Supports for some reason don&#039;t have enough. Chitin plating serves as a decent extra padding in any instance that requires your Heavy to get very close to the action.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Most Commanders will raise their Heavies as machine killers, and room-clearers, particulary for Terror Missions, and those occasions where every enemy in a mission seems to show up at once.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind Save Scumming, and have a rocket going off-course (a seeded outcome: it will happen every time): you can manipulate this to still land a rocket precisely where you want it to (it will explode at the same elevation and distance that you aim for, so merely compensate for the angle; roughly 20 degrees).&lt;br /&gt;
&lt;br /&gt;
While their aim starts and ends as the lowest in the game, their capactiy for explosives makes their aim semi-irrelevant. Indeed, with Grenadier, and the Blaster Launcher allowing you to place an explosive precisely where you want, they technically have 100% accuracy, and with limited Rocket capacity driving you to conserve rocket shots, those will tend to be the shots that really matter. &lt;br /&gt;
&lt;br /&gt;
With the Supression/Mayhem combo, you actually &#039;&#039;do&#039;&#039; have an 100% accuracy shot, if a weak one (and a somewhat ammo-costly one. Accurire the Ammo Conservation project to alleviate this, but you should be getting it ASAP anyways). A constant barrage of 3 damage with a Heavy Plasma, and splash damage to neighboring aliens, as well as the aim reduction the targeted aliens will suffer; it&#039;s an investment, but a worthy option to consider. Plus HEAT, that&#039;s 6 damage to robotic enemies, an excellent way to clear out a Disk or Pod&#039;s drones while causing significant damage, and not spend a rocket. The one drawback for this combo is that suppression will lose the ability to destroy cover (which is basically random and near-uncontrollable, anyways, and only happens with Laser or Plasma weaponry)(misses with the normal shot will still have the random chance to destroy cover).&lt;br /&gt;
&lt;br /&gt;
Being only able to carry their main weapon and a limited-use rocket, they actually have significant flexibility with item choice, unless Grenadier is chosen (in contrast, a Commander might never unequip Scopes and Archangel armor from their Snipers, or Medikits from their Supports), as well as armor. A Heavy can therefore function as an alternative to a second Assault, &#039;&#039;or&#039;&#039; a second Support, and their abilites lend to either. For example, Combat Stims and their Will To Survive ability pair well to make Heavies very hard to kill. Chitin plating, Titan Armor, and Bullet Swarm make them Chryssalid &amp;amp; Berserker Killers (and the way those two attack, makes Aim less of an issue), and Archangel armor (or one of the two with the Grappling Hook) can redefine the term &amp;quot;Death from Above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For UFO assault missions, a Support-centric heavy with Grenadier will allow you multiple, smaller demolitions, rather than risking the larger blast of Danger Zone destroying valuble Elerium generators and navigational computers, but still being able to bring down the hammer in a tough situation.&lt;br /&gt;
&lt;br /&gt;
With the stat-altering Second Wave options (Hidden Potential, Not Created Equal), Heavies can come out of the box with significant to very high Will, as well as good starting Aim, and can receive the same 2-to-12 Will (with OTC&#039;s Iron Will) bonus with every level, bringing them back to regular front-line combat readiness in late-game. Their Aim upgrades will still be quite low, though still (potentially) more than without the Second Wave options.&lt;br /&gt;
&lt;br /&gt;
As they have a mix of skills that work either as secondary Support or secondary Assault, and unspectacular leveling will scores, a Psi Heavy also works either way with support or offensive Psi skills, and again comes down to personal playing style. Inspiration and TK Field help him help others, while MCing an alien lowers the odds of your Psi heavy being shot at (and risking his cover being destroyed), keeping him safe to launch a rocket next turn, if you had to move to get into range this turn. Plus Ghost Armor, a Mind Shield, and damage-focused abilites, an Inspiration/MC Psi Heavy can be devstating to alien squads, even on his own (a good canidate for the Lone Wolf achievement on a Small Scout).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=49040</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=49040"/>
		<updated>2013-09-14T17:54:28Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=49039</id>
		<title>Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=49039"/>
		<updated>2013-09-14T17:24:23Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Cleanup begun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVIES (EU2012).png|thumb|480px|Heavy Squad]][[File: CLASS HEAVY.png|right|frame|64px|Heavy]]&lt;br /&gt;
A class specialising in high fire power and area damage with some support capabilities. The Heavy is at it&#039;s strongest vs mechanical or high health enemies, but can also be really useful in situations were the enemies cluster together. With the heavy damage comes the drawback of high ammo consumption, lower accuracy, limited rockets and the the lack of a side arm.  &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[LMG (EU2012)|Light Machinegun]], [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]].&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: [[Rocket Launcher (EU2012)|Rocket Launcher]] or [[Blaster Launcher (EU2012)|Blaster Launcher]]. (Dosen&#039;t  carry a pistol)&lt;br /&gt;
&lt;br /&gt;
When it comes to abilities, the options are mostly between an improvement for more and powerful rockets/grenades versus a more potent attack with the soldiers primary weapon. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|center]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039; (67% normal damage)&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY GRENADIER.png|32px|center]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:HEAVY ROCKETEER.png|32px|center]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| [[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; is the secondary weapon for the Heavy and grants 1 rocket, to use against groups or enemies or to take down terrain. The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability adds a special purpose rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk allows one further normal rocket to be carried. The Rocket Launcher can later be upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], which increases the effectiveness of the rockets. &lt;br /&gt;
* Heavies can carry 1 additional item for customization. [[Frag Grenade (EU2012)|Frag Grenades]]/[[Alien Grenade (EU2012)|Alien Grenades]] are an essential item for Heavies that have taken the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability.&lt;br /&gt;
* Heavies receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
&lt;br /&gt;
:*The Heavy&#039;s signature weapon. It provides a limited but powerful area effect attack that does heavy damage to targets and terrain. &lt;br /&gt;
:*A Heavy can only use 1 rocket per mission at first, but has the potential to carry up to 3 by Colonel rank by taking &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; and/or &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;.&lt;br /&gt;
:*Rockets require a full 2 actions to fire. &lt;br /&gt;
:*Rockets do not need a solid surface or target to detonate. They can be set to explode in mid-air. &lt;br /&gt;
:*The Rocket Launcher only fires in a straight line and has a chance to be fired off-target. Careful positioning of the Heavy is therefore a crucial element for an effective rocket attack. &lt;br /&gt;
:*Once upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], all rockets will gain more damage, the ability to navigate around walls and obstacles. They can also travel through closed doors. The Heavy only needs to be within rocket range, and can otherwise stay safely out of sight. &lt;br /&gt;
:*Rockets can be enhanced with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Danger Zone widens the blast area, while Mayhem adds more damage at the cost of the Rocketeer perk.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Heavy abilities are divided between Heavy Ordinance (Attack) or Heavy Supression:&lt;br /&gt;
:* Heavy Ordinance path: Focuses on area effect damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. This perk line is designed to accentuate area damage, good for taking out groups of weak aliens or to soften up and destroy the cover of hard targets.&lt;br /&gt;
:* Heavy Suppression path: Focuses on suppression perks like &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Suppression allows the player to pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* The Heavy can provide general purpose squad-support with &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Supression&#039;&#039;&#039; and the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; as well as use any carried explosives to destroy enemy cover. &lt;br /&gt;
:* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier, including other Heavy units, if present. &lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; allows you to use both of your move to fire your LMG. It counts as using your first move action, so cannot be followed by a Rocket attack. Bullet Swarm only works with your primary weapon, so using an item or psionic ability as your first action will still end the turn.&lt;br /&gt;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 base damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
:*Any targets hit by a Shredder Rocket will take on more damage from any subsequent attacks for the rest of the turn. This makes it a good opening attack on enemies with lots of hit-points. &lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the Heavy Laser will do 2 damage, and the Heavy Plasma will dish out 3 damage.&lt;br /&gt;
** Additionaly, Mayhem, paired with Supression, seems to have 100% accuracy AND splash damage (akin to the Sectopod&#039;s beam weapons) for 3 damage for all in-range targeted enemies (6 with HEAT Ammo on robotic enemies), excellent for pinning down a Disc or Pod while taking out it&#039;s drones, or aliens that are taking cover close together or to efficiently finish off a nearly dead alien. &lt;br /&gt;
*The suppression ability of Heavies allows a pair of them to effectively immobilize a mind-controlled ally. This will save you from killing your own soldiers, or having an alloy-cannon-armed assault soldier turning on you on while you&#039;re in the tight spaces of a downed UFO.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here won&#039;t go on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Heavies are the class with the most varied choices: HEAT Ammo, Suppression, Shredder Rocket, etc. making each build an individual taste. You  can have an explosives specialist capable of putting out major damage in an area, making big plays to pull your squad out of the fire when XCOM decides to be... well, XCOM. Or you can have a Machinegunner expert that crowds out the Support for his job with Suppression, Bullet Swarm and Rapid Reaction. As for the Heavy himself, he&#039;s in an interesting place. Though all soldiers begin with 65 Aim, Heavies gain significantly less through promotion than their peers. In contrast, his machine gun deals high damage, on par with a sniper rifle or shotgun. These facts, combined with his rocket launcher, make him a terror in the early game but potentially less reliable (and thus less relevant) as it progresses. Between their poor Aim and inability to fire rockets after moving, Heavies are the class most hampered by mobility.&lt;br /&gt;
&lt;br /&gt;
In light of this, beginning players may find explosives-centric heavies preferable. Suppression-focused heavies take a while to come into their own and depend on their squad to provide killing power once they do. Explosives Heavies are somewhat more straightforward to play, and they themselves provide more firepower to carry your team before it becomes a well-oiled x-ray-killing machine.&lt;br /&gt;
&lt;br /&gt;
For psionic Heavies, Mind Control may suit a Heavy better, at least as a distraction to keep them and their cover from being attacked, keeping nearby aliens in position for a Rocket/Blaster attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Either choice will benefit both Heavy builds. Explosive Heavies usually go Bullet Swarm, although Holo-Targeting is also very useful for the rest of the squad to fire against the alien. Machinegunner Heavies may prefer Holo-Targeting in the long run, but also benefit from Bullet Swarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
* Gives tactical flexibility. It allows for Fire and Move, Fire and Reload or Fire and Fire. In particular, shooting twice ends up yielding a statistically better chance of hitting a particular alien than Holo-Targeting him and ordering the rest of your Rookies to open fire.&lt;br /&gt;
* Also allows other combinations of Fire and Throw Grenade, Fire and Overwatch and (very powerful) Fire and Reload.&lt;br /&gt;
* Also, firing twice gives the Heavy two chances to destroy his target&#039;s cover; in this event, he has just granted your squad &#039;&#039;more&#039;&#039; than the benefit of Holo-Targeting.&lt;br /&gt;
* The downside is its high ammo consumption plus using it can make the Heavy immobile and vulnerable against superior enemies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &lt;br /&gt;
* Applies to both the Machinegun and the Launcher - Heavy shoots/blows cover and marks the remaining aliens for the rest of the team to tag. &lt;br /&gt;
* Helps the whole team to focus their firepower on a single alien - it can be very useful in taking down high-threat aliens, regardless of storyline progression. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Shredder Rocket for Explosive Heavies, Suppression for Machinegunner Heavies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; &lt;br /&gt;
* Useful throughout the game. On all difficulties except Impossible, they deal enough damage to one-shot Sectoids, Thin Men, and Floaters, making them essentially just another rocket when you first get them;&lt;br /&gt;
* Shred effect helps with high HP targets;&lt;br /&gt;
* The set damage provided by explosives can help set up aliens for capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppression&#039;&#039;&#039; &lt;br /&gt;
* Also a handy utility skill; &lt;br /&gt;
* Can be used to pin down an alien and prevent it from moving (and flanking your position). It can also keep melee aliens (Muton Berserkers and Crysalids) stationary and prevent them from charging.&lt;br /&gt;
* Suppression will also drop its target&#039;s Aim by 30% if it fires against an exposed squadmate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Similar to the Corporal choice, both Heavies like HEAT Ammo, but Machinegunner Heavies can consider Rapid Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &lt;br /&gt;
* Deals extra damage to robotic opponents. Put simply, in XCOM, robots are the devil. Anything that hastens Cyberdiscs and Sectopods to their circuity grave is awesome;&lt;br /&gt;
* HEAT boosted grenades will make short work of Drones, saving your squad a lot of wasted effort.&lt;br /&gt;
* One of few ways to scale your explosives damage, until Blaster Launcher is available;&lt;br /&gt;
* If combined with Bullet Swarm, Heavies can dole out massive quantities of damage to robots, and the team can even drop Cyberdiscs and Sectopods in one turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
* The complement to HEAT Ammo: an ability for use against weaker enemies as found in Council missions, specially during Overwatch ambushes; &lt;br /&gt;
* Rapid Reaction can also be very useful to guard rooms and corridors;&lt;br /&gt;
* Be sure you get the Ammo Conservation project done in the Foundry or you will find that this is a fantastic way to empty your magazine.&lt;br /&gt;
* The AI almost never moves when suppressed, so this has surprisingly little synergy with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
* Can give disappointing results given that Heavies have the lowest aim of all the classes, and the first overwatch shot (with its penalty) has to hit in order to trigger the second shot. Consider giving this ability to Heavies with high aim when using the Hidden Potential option in [[Second Wave (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Both types of Heavy like Danger Zone. Explosive Heavies should also consider Grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
* Locks you into a single item to take advantage of it, but grenades are admittedly useful. &lt;br /&gt;
* Make sure you acquire some Alien Grenades if you go this route. &lt;br /&gt;
* Consider whether you typically have grenades on any of your other units. If not, giving up a wildly-inaccurate Heavy shot to hurl a grenade is not a big sacrifice by any stretch, and the rest of your squad will thank you for blowing the enemy&#039;s cover. &lt;br /&gt;
* Similarly, if you think you&#039;d rather Kool-Aid Man through a wall instead of using the door, doing it with a grenade beats burning a rocket on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
* Explosive Heavies will love having a bigger boom, but Suppression Heavies being able to AOE suppress enemies is the big payoff.&lt;br /&gt;
* AOE Suppression requires fairly particular enemy positioning, but when you can manage it, it&#039;s great;&lt;br /&gt;
* You can also apply Holo-Targeting to the whole group, turning it into a nice combination. If the rest of the squad can shoot the targets individually, this results in less collateral damage and more recovered weapon fragments in single player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Explosives Heavies will want Rocketeer. Suppression Heavies should take Mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &lt;br /&gt;
* Boosts your overall damage output while taking away some of the nerves you get when thinking about whether now is really the best time to shoot your one, single rocket;&lt;br /&gt;
* While Mayhem does add some damage to your rockets, Rocketeer ultimately amounts to more damage and gives you more control in how you apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &lt;br /&gt;
* The grand finale for the Machinegunner - makes Suppression becomes a reliable way to damage enemies;&lt;br /&gt;
* Can be a useful late game way of chipping the health off an enemy you want to capture.&lt;br /&gt;
* The extra damage on your rockets is a nice side benefit.&lt;br /&gt;
* Despite Rocketeer resulting in more overall rocket damage, Mayhem allows you to apply more damage in one turn. This could makes the difference between ending turn facing a Sectopod on 2 HP, or a dead one. Mayhem allows a HEAT Ammo Heavy to one-shot a Cyberdisc on Classic and Impossible.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; With the Heavy&#039;s high base damage, the standard LMG can often one-shot Sectoids, Thin Men and Floaters on Classic. This means there is no immediate urgency to hasten a Heavy&#039;s weapon upgrade over other class-specific weapons. Of course, do upgrade when you can spare the time and resources to keep the Heavy on par with the stronger enemies as they appear. &lt;br /&gt;
&lt;br /&gt;
For a Heavy taking the explosive build route, weapon upgrades do not confer bonus damage on rockets, grenades or suppression until paired with the high ranking &#039;&#039;Mayhem&#039;&#039;&#039; perk. Weapon upgrades in this instance will mainly be beneficial for personal defence once their munitions have expired and there are no nearby allies to provide support. &lt;br /&gt;
&lt;br /&gt;
A different approach should be taken for a machinegunner or suppressor build as the primary weapon will be the Heavy&#039;s bread and butter weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavies will typically be near the front of your group, as they need to advance and sit still in order to put rockets where they need to be. As a result, Armor is a fairly big priority for Heavies, and they should be considered after Assaults for cutting edge suits if you can&#039;t outfit your full team. Skeleton Armor and Ghost Armor eliminate mobility issues, with the invisibility from Ghost Armor being particularly helpful in setting up rockets, flanks, or moving into point-blank range to counteract their lesser Aim. Titan Armor, despite being the &amp;quot;heaviest,&amp;quot; is not always the best choice due to the aforementioned mobility consideration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you went Grenadier grab a Grenade. If you have HEAT ammo and are facing Cyberdiscs/Drones, grab a Grenade. A S.C.O.P.E. can improve the Heavy&#039;s low Aim, improving their long range combat effectiveness with the machine gun, making it a useful item for any build except for a Grenadier. Heavies also make decent carriers of Medikits if your Supports for some reason don&#039;t have enough. Chitin plating serves as a decent extra padding in any instance that requires your Heavy to get very close to the action.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Most Commanders will raise their Heavies as machine killers, and room-clearers, particulary for Terror Missions, and those occasions where every enemy in a mission seems to show up at once.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind Save Scumming, and have a rocket going off-course (a seeded outcome: it will happen every time): you can manipulate this to still land a rocket precisely where you want it to (it will explode at the same elevation and distance that you aim for, so merely compensate for the angle; roughly 20 degrees).&lt;br /&gt;
&lt;br /&gt;
While their aim starts and ends as the lowest in the game, their capactiy for explosives makes their aim semi-irrelevant. Indeed, with Grenadier, and the Blaster Launcher allowing you to place an explosive precisely where you want, they technically have 100% accuracy, and with limited Rocket capacity driving you to conserve rocket shots, those will tend to be the shots that really matter. &lt;br /&gt;
&lt;br /&gt;
With the Supression/Mayhem combo, you actually &#039;&#039;do&#039;&#039; have an 100% accuracy shot, if a weak one (and a somewhat ammo-costly one. Accurire the Ammo Conservation project to alleviate this, but you should be getting it ASAP anyways). A constant barrage of 3 damage with a Heavy Plasma, and splash damage to neighboring aliens, as well as the aim reduction the targeted aliens will suffer; it&#039;s an investment, but a worthy option to consider. Plus HEAT, that&#039;s 6 damage to robotic enemies, an excellent way to clear out a Disk or Pod&#039;s drones while causing significant damage, and not spend a rocket. The one drawback for this combo is that suppression will lose the ability to destroy cover (which is basically random and near-uncontrollable, anyways, and only happens with Laser or Plasma weaponry)(misses with the normal shot will still have the random chance to destroy cover).&lt;br /&gt;
&lt;br /&gt;
Being only able to carry their main weapon and a limited-use rocket, they actually have significant flexibility with item choice, unless Grenadier is chosen (in contrast, a Commander might never unequip Scopes and Archangel armor from their Snipers, or Medikits from their Supports), as well as armor. A Heavy can therefore function as an alternative to a second Assault, &#039;&#039;or&#039;&#039; a second Support, and their abilites lend to either. For example, Combat Stims and their Will To Survive ability pair well to make Heavies very hard to kill. Chitin plating, Titan Armor, and Bullet Swarm make them Chryssalid &amp;amp; Berserker Killers (and the way those two attack, makes Aim less of an issue), and Archangel armor (or one of the two with the Grappling Hook) can redefine the term &amp;quot;Death from Above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For UFO assault missions, a Support-centric heavy with Grenadier will allow you multiple, smaller demolitions, rather than risking the larger blast of Danger Zone destroying valuble Elerium generators and navigational computers, but still being able to bring down the hammer in a tough situation.&lt;br /&gt;
&lt;br /&gt;
With the stat-altering Second Wave options (Hidden Potential, Not Created Equal), Heavies can come out of the box with significant to very high Will, as well as good starting Aim, and can receive the same 2-to-12 Will (with OTC&#039;s Iron Will) bonus with every level, bringing them back to regular front-line combat readiness in late-game. Their Aim upgrades will still be quite low, though still (potentially) more than without the Second Wave options.&lt;br /&gt;
&lt;br /&gt;
As they have a mix of skills that work either as secondary Support or secondary Assault, and unspectacular leveling will scores, a Psi Heavy also works either way with support or offensive Psi skills, and again comes down to personal playing style. Inspiration and TK Field help him help others, while MCing an alien lowers the odds of your Psi heavy being shot at (and risking his cover being destroyed), keeping him safe to launch a rocket next turn, if you had to move to get into range this turn. Plus Ghost Armor, a Mind Shield, and damage-focused abilites, an Inspiration/MC Psi Heavy can be devstating to alien squads, even on his own (a good canidate for the Lone Wolf achievement on a Small Scout).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Heavy_(EU2012)&amp;diff=48993</id>
		<title>Talk:Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Heavy_(EU2012)&amp;diff=48993"/>
		<updated>2013-09-13T17:51:53Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Created page with &amp;quot;= Saving table =  Saving table before edit. --~~~~  {| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; |- ! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank ! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability |- a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Saving table =&lt;br /&gt;
&lt;br /&gt;
Saving table before edit. --[[User:Kokkan|Kokkan]] 13:51, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|left]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]][[File:ALIEN CLUSTERBOMB1.png|32px|+TDL]] [[File:ABILITY GRENADE2.png|32px|I]][[File:ALIEN CLUSTERBOMB2.png|32px|+TDL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY BULLETSWARM.png|32px|left]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_UNKNOWN201.png|32px|S]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|left]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_AIM2.png|32px|+10AL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SHREDDER.png|32px|left]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039; (67% normal damage)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+D33%L]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|left]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]][[File:ABILITY HUNKERDOWN2.png|32px|-A30]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HEAT AMMO.png|32px|left]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+D100%L]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|left]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|RL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY GRENADIER.png|32px|left]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY DANGERZONE.png|32px|left]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|left]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-2DL]] [[File:ABILITY HARDENED2.png|32px|-2DL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY ROCKETEER.png|32px|left]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY MAYHEM.png|32px|left]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ KEYCHART&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY UNKNOWN20.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY OVERWATCH.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY MOVE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY GRENADE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY AIM.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HUNKERDOWN.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ALIEN CLUSTERBOMB.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HARDENED.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Additional Shot || align=&amp;quot;center&amp;quot; | Improves Reaction || align=&amp;quot;center&amp;quot; | Extra Movement || align=&amp;quot;center&amp;quot; | Additional Equipment || align=&amp;quot;center&amp;quot; | Change Unit Aim || align=&amp;quot;center&amp;quot; | Decrease Enemy Aim || align=&amp;quot;center&amp;quot; | Change Damage Given || align=&amp;quot;center&amp;quot; | Decrease Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48992</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48992"/>
		<updated>2013-09-13T16:20:23Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: I be derping, wrong undo. Fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48990</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48990"/>
		<updated>2013-09-13T15:51:02Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Undo revision 48987 by Binkyuk (talk) Correct, but keep the EW info to the EW page until info is confirmed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. Renamed Up Close and Personal in the Enemy Within Expansion, A Soldier can run up to an alien and then run back into cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48985</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48985"/>
		<updated>2013-09-13T11:55:27Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. Renamed Up Close and Personal in the Enemy Within Expansion, A Soldier can run up to an alien and then run back into cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48984</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48984"/>
		<updated>2013-09-13T11:54:11Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|480px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. Renamed Up Close and Personal in the Enemy Within Expansion, A Soldier can run up to an alien and then run back into cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48983</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48983"/>
		<updated>2013-09-13T11:51:44Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|500px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. Renamed Up Close and Personal in the Enemy Within Expansion, A Soldier can run up to an alien and then run back into cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48982</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48982"/>
		<updated>2013-09-13T11:45:58Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|thumb|512px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. Renamed Up Close and Personal in the Enemy Within Expansion, A Soldier can run up to an alien and then run back into cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48981</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48981"/>
		<updated>2013-09-13T11:43:16Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|512px|Assault Squad]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. Renamed Up Close and Personal in the Enemy Within Expansion, A Soldier can run up to an alien and then run back into cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48980</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=48980"/>
		<updated>2013-09-13T11:40:36Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: MAJOR Clean up and Clarification begun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ASSAULTS (EU2012).png|right|512px|Assault Squad]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]&lt;br /&gt;
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run &amp;amp; Gun. Useful for flanking and scouting. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Alternative Weapon:&#039;&#039;&#039; [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] &amp;amp; [[Plasma Rifle (EU2012)|Plasma Rifles]]  &lt;br /&gt;
&lt;br /&gt;
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. &lt;br /&gt;
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. Renamed Up Close and Personal in the Enemy Within Expansion, A Soldier can run up to an alien and then run back into cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| [[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tips &amp;amp; Trix ====&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; could land you in trouble by activating more alien groups, when trying to set up a flanking position.&lt;br /&gt;
*&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; will only allow Fire, Overwatch and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against Berserkers  or defending from Chryssalids charges.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is not consumed if the alien is killed with the first shot.&lt;br /&gt;
*&#039;&#039;&#039;Flush&#039;&#039;&#039; will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, Supression or Close Combat Specialist shots beforehand.&lt;br /&gt;
* &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; gives +1 health with the starting Body armor, +2 for Carapace, Skeleton, Ghost, and Psi Amror, and +4 with Titan or Archangel Armor. &lt;br /&gt;
*&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
![[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
* If you have a lot of Ghost Armors on your team, you&#039;ll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can&#039;t see the enemies entering Overwatch that you&#039;ll still get usage of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. &lt;br /&gt;
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty Aim boost to a Shotgunner who is a little too far away.&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor (though on Council Missions, which are almost exclusively Thin Men, you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
Another way to consider your thinking on how to build your Assault Troopers is &amp;quot;Medium Range vs Close-Range&amp;quot;. Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style&lt;br /&gt;
&lt;br /&gt;
Assault troopers with rifles will be better served with Ghost Armor, plus Crit-chance boosting Abilities, and perhaps a Scope. As you will be keeping them just out of range, Close Combat and Close &amp;amp; Personal are less useful to them, and Bring &#039;Em On helps them get those last few points of damage they&#039;ll need to consistently kill aliens.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, an Assault with a Shotgun-type weapon won&#039;t benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with Titan or Archangel Armor and Chitin Plating (a grand total HP bonus of 18 for a Major or Colonel). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault Trooper won&#039;t even see that point loss on the aim percentage, when they&#039;ve got the barrel right in the alien&#039;s throat. Plus if Ghosting, and Rapid Fire counting as one move, and the Alloy Cannon, an Assault is capable of doing a &amp;quot;One&amp;quot; Shot Kill against anything, even a Sectopod, or the UberEtherial, even on Impossible.&lt;br /&gt;
&lt;br /&gt;
Lastly, the Second Wave option &amp;quot;Absolutely Critical&amp;quot; will render all the +Crit Chance abilities redundant-- save for Hardened enemies, which will actually have &#039;&#039;less&#039;&#039; chance of receiving Critical Hits.&lt;br /&gt;
&lt;br /&gt;
Also: a common Squad formation is two snipers, two support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being Anti-Mech Warriors.&lt;br /&gt;
&lt;br /&gt;
Psionic Assault troopers will be easy to train, since their being in the front line means there&#039;s always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It&#039;s a toss-up between TK Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they&#039;ll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
{{Template: Classes (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Assault_(EU2012)&amp;diff=48979</id>
		<title>Talk:Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Assault_(EU2012)&amp;diff=48979"/>
		<updated>2013-09-13T10:21:44Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: Created page with &amp;quot;== Table remakes ==  I am saving this table here, for future use later. Removing the unnecessary data from the tables (if you have to have an extra table explaining the data in t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Table remakes ==&lt;br /&gt;
&lt;br /&gt;
I am saving this table here, for future use later. Removing the unnecessary data from the tables (if you have to have an extra table explaining the data in the other table, that&#039;s bad.) --[[User:Kokkan|Kokkan]] 06:21, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT RUNGUN.png|32px|left]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File: ABILITY_UNKNOWN201.png|32px|SL]] [[File:ABILITY_UNKNOWN202.png|32px|SL]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ASSAULT TACTICALSENSE.png|32px|left]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_HUNKERDOWN1.png|32px|A5~20]]&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ASSAULT AGGRESSION.png|32px|left]]&#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_AIM2.png|32px|+10~30CA]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|left]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Forces the first reaction shot against this unit each turn to miss.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_HUNKERDOWN1.png|32px|-A100L]] &lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ASSAULT CLOSEPERSONAL.png|32px|left]]&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. Renamed Up Close and Personal in the Enemy Within Expansion, A Soldier can run up to an alien and then run back into cover.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_AIM2.png|32px|+30CAL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ASSAULT FLUSH.png|32px|left]]&#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039; (+30 Aim, 50% Damage)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_AIM1.png|32px|+30A]][[File:ALIEN CLUSTERBOMB1.png|32px|+=4D]]&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ASSAULT RAPIDFIRE.png|32px|left]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_UNKNOWN202.png|32px|S]][[File:ABILITY_AIM2.png|32px|-15A]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ASSAULT CLOSECOMBAT.png|32px|left]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_OVERWATCH1.png|32px|RL]]&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ASSAULT BRINGTHEMON.png|32px|left]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |  [[File:ALIEN CLUSTERBOMB2.png|32px|+1~5DC]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; | [[File:ASSAULT EXTRACONDITIONING.png|32px|left]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-TDL]] [[File:ABILITY HARDENED2.png|32px|-TDL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ASSAULT RESILLIENCE.png|32px|left]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-D100%C]]&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ASSAULT KILLERINSTINCT.png|32px|left]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+50%CDL]] &lt;br /&gt;
|}&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ KEYCHART&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY UNKNOWN20.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY OVERWATCH.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY MOVE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY GRENADE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY AIM.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HUNKERDOWN.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ALIEN CLUSTERBOMB.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HARDENED.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Additional Shot || align=&amp;quot;center&amp;quot; | Improves Reaction || align=&amp;quot;center&amp;quot; | Extra Movement || align=&amp;quot;center&amp;quot; | Additional Equipment || align=&amp;quot;center&amp;quot; | Change Unit Aim || align=&amp;quot;center&amp;quot; | Decrease Enemy Aim || align=&amp;quot;center&amp;quot; | Change Damage Given || align=&amp;quot;center&amp;quot; | Decrease Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=48978</id>
		<title>Soldiers (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(EU2012)&amp;diff=48978"/>
		<updated>2013-09-13T10:12:51Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* Status */  Removing &amp;quot;unconfirmed&amp;quot; info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:barracksEU2012.jpg|thumb|right|300px|The Barracks, where soldiers rest, relax and recover.]]&lt;br /&gt;
[[File:Sniper Colonel (EU2012).jpg|400px|thumb|right|A Sniper Colonel hero unit]]&lt;br /&gt;
&#039;&#039;Soldiers are your most important and valuable unit in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; and their death on the battlefield is permanent. Soldiers have distinct classes and their status can be checked at [[XCOM HQ (2012)|XCOM HQ]]&#039;s [[Barracks (EU2012)|Barracks]] facility, where you can also hire new soldiers. They can be equipped with the latest available [[Armor (EU2012)|armor]], [[Weapons (EU2012)|weapons]] and other [[Equipment (EU2012)|equipment]]. Soldiers may also be assigned to the [[OTS (EU2012)|Officer Training School]] in order to progress in rank and gain specific squad abilities. It is also possible to customize your soldiers&#039; name, call sign and physical appearance.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
You may increase your combat troops through the following:&lt;br /&gt;
* By hiring them through the Barracks facilities (and sacking them as well). &lt;br /&gt;
* By receiving soldiers of specific rank/class as a Funding Council reward for the completion of specific combat missions. You get to select how they skill up.&lt;br /&gt;
* Finally there are also &#039;XCOM [[Hero (EU2012)|heroes]]&#039; - those are beefed up soldiers you can unlock as an Easter Egg but unlocking  will disable the achievement score. &lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Status===&lt;br /&gt;
* Status&lt;br /&gt;
** Active&lt;br /&gt;
** On Mission&lt;br /&gt;
** Wounded&lt;br /&gt;
** Gravely Wounded&lt;br /&gt;
&amp;lt;!-- ** Tired (unconfirmed)&lt;br /&gt;
** Exhausted (unconfirmed) --&amp;gt;&lt;br /&gt;
** KIA&lt;br /&gt;
** Psionic Testing&lt;br /&gt;
* Number of Missions&lt;br /&gt;
* Number of Kills&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Customizable ===&lt;br /&gt;
* First and Last Name&lt;br /&gt;
* Nickname (earned at Sergeant rank)&lt;br /&gt;
* Race, Voice, Head, Skin Color, Hair, Hair Color and Facial Hair&lt;br /&gt;
* Armor Appearance and Color (Pre-Order perk)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
=== Locked ===&lt;br /&gt;
* Gender (Male/Female)&lt;br /&gt;
* Rank (see below)&lt;br /&gt;
* [[Soldiers (EU2012)#Nationality|Country]]&lt;br /&gt;
* [[Classes (EU2012)|Class]]&lt;br /&gt;
* [[Stats (EU2012)|Stats]]&lt;br /&gt;
** Attack&lt;br /&gt;
** [[Defense (EU2012)|Defense]]&lt;br /&gt;
** Will&lt;br /&gt;
** Aim&lt;br /&gt;
** Mobility&lt;br /&gt;
** Other&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
=== Nationality ===&lt;br /&gt;
&#039;&#039;Point on flag for country name.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Africa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Flag_of_Egypt.png|40px|                Egypt]]&lt;br /&gt;
[[image:Flag_of_Nigeria.png|40px|              Nigeria]]&lt;br /&gt;
[[image:Flag_of_South_Africa.png|40px|         South Africa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Flag_of_Australia.png|40px|            Australia]] &lt;br /&gt;
[[image:Flag_of_China.png|40px|                China]]&lt;br /&gt;
[[image:Flag_of_ India.png|40px|               India]]&lt;br /&gt;
[[image:Flag_of_Israel.png|40px|               Israel]]&lt;br /&gt;
[[image:Flag_of_Japan.png|40px|                Japan]]&lt;br /&gt;
[[image:Flag_of_Saudi_Arabia.png|40px|         Saudi Arabia]]&lt;br /&gt;
[[image:Flag_of_South_Korea.png|40px|          South Korea]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Europe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Flag_of_Belgium.png||40px|              Belgium]] &lt;br /&gt;
[[image:Flag_of_France.png|40px|               France]]&lt;br /&gt;
[[image:Flag_of_Germany.png|40px|              Germany]]&lt;br /&gt;
[[image:Flag_of_Greece.png|40px|               Greece]]&lt;br /&gt;
[[image:Flag_of_ Ireland.png|40px|             Ireland]]&lt;br /&gt;
[[image:Flag_of_Italy.png|40px|                Italy]]&lt;br /&gt;
[[image:Flag_of_Netherlands.png|40px|          Netherlands]]&lt;br /&gt;
[[image:Flag_of_Norway.png|40px|               Norway]]&lt;br /&gt;
[[image:Flag_of_Russia.png|40px|               Russia]]&lt;br /&gt;
[[image:Flag_of_Scotland.png|40px|             Scotland]]&lt;br /&gt;
[[image:Flag_of_Spain.png|40px|                Spain]]&lt;br /&gt;
[[image:Flag_of_Sweden.png|40px|               Sweden]]&lt;br /&gt;
[[image:Flag_of_UK.png|40px|                   United Kingdom]]&lt;br /&gt;
[[image:Flag_of_Ukraine.png|40px|              Ukraine]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North America&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Flag_of_Canada.png|40px|               Canada]] &lt;br /&gt;
[[image:Flag_of_Mexico.png|40px|               Mexico]]&lt;br /&gt;
[[image:Flag_of_USA.png|40px|                  USA]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;South America&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[image:Flag_of_Argentina_(bordered).png|40px| Argentina]]&lt;br /&gt;
[[image:Flag_of_Brazil.png|40px|               Brazil]]&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
All soldiers start as rookies with their [[Classes (EU2012)|class]] being only revealed after he/she is promoted to Squaddie and have their stats upgraded according to their class. Each class has unique [[Abilities_(EU2012)|abilities]], and will receive specific stat bonuses upon promotion but will also have specific stat limitations and/or restrictions on weapons/equipment they can carry. Generally, each promotion will require you to choose from one of two perks available to the class at that rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class Comparison&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! Description !! Move and Fire !! Firepower !! Aim !! Critical Hit Chance !! Primary Ability !! Primary Weapon&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:RANK_ROOKIE.png|left|24px]]&#039;&#039;&#039;Rookie&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Basic unit || align=&amp;quot;center&amp;quot; | Yes||  align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | None || align=&amp;quot;center&amp;quot; | [[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_ASSAULT.png|left|24px]]&#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Close combat unit || align=&amp;quot;center&amp;quot; | Yes || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Run &amp;amp; Gun ||align=&amp;quot;center&amp;quot; | [[Shotgun (EU2012)|Shotgun]]&amp;lt;br&amp;gt;[[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_HEAVY.png|left|24px]]&#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | High-caliber and explosive firepower || align=&amp;quot;center&amp;quot; | Yes || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Rocket Launcher || align=&amp;quot;center&amp;quot; | [[LMG (EU2012)|LMG]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_SNIPER.png|left|24px]]&#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Long-range accurate fire || align=&amp;quot;center&amp;quot; | No || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | High || align=&amp;quot;center&amp;quot; | Headshot ||align=&amp;quot;center&amp;quot; | [[Sniper Rifle (EU2012)|Sniper Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_SUPPORT.png|left|24px]]&#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Jack of all trades || align=&amp;quot;center&amp;quot; | Yes||  align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Normal || align=&amp;quot;center&amp;quot; | Smoke Grenade || align=&amp;quot;center&amp;quot; | [[Assault Rifle (EU2012)|Assault Rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:CLASS_PSIONIC.png|left|24px]]&#039;&#039;&#039;Psionic*&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Mental powers || align=&amp;quot;center&amp;quot; | * ||  align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | * || align=&amp;quot;center&amp;quot; | Mindfray || align=&amp;quot;center&amp;quot; | *&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Psionic class is a sub-class build from existing soldiers so it&#039;s stats will be based on the starting class.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further information about each class may be found on the [[Classes (EU2012)|Classes]] page.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Each soldier also has a rank, starting as a rookie. As he/she progresses through the ranks, the soldier gains additional combat abilities and stat bonuses. Attaining certain officer ranks unlocks improvements that can be purchased through the [[Officer Training School (EU2012)|Officer Training School]] (first available at Sergeant). Each class receives specific stat bonuses upon each rank-up: [[Abilities (EU2012)|Abilities]], HP, Aim, and Will. Newly-hired Rookies&#039; stats start at the following base values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Rookie stats &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; |  !! width=&amp;quot;75px&amp;quot; | Easy !! width=&amp;quot;75px&amp;quot; | Normal !! width=&amp;quot;75px&amp;quot; | Classic !! width=&amp;quot;75px&amp;quot; | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Health&#039;&#039;&#039; || 6 || 5 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Will&#039;&#039;&#039; || 40 || 40 || 40 || 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense&amp;lt;br&amp;gt;Aim&#039;&#039;&#039; || 65 || 65 || 65 || 65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defense&#039;&#039;&#039; || 0 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Second Wave&#039;&#039;&#039; option &#039;&#039;&#039;Not Created Equal&#039;&#039;&#039;, all soldiers will have Will scores between about 25 to 79, Aim of 49 to 89, +/- 1 HP (to your chosen difficulty&#039;s set soldier HP), and a range of movement scores.&lt;br /&gt;
&lt;br /&gt;
Once a rookie is promoted, they then get the following stat bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ Class, Rank and Stats Bonuses&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;100px&amp;quot; align=&amp;quot;center&amp;quot; | Class !! [[File:RANK SQUADDIE.png|24px]] Squaddie !! [[File:RANK CORPORAL.png|24px]] Corporal !! [[File:RANK SERGEANT.png|24px]] Sergeant !! [[File:RANK LIEUTENANT.png|24px]] Lieutenant !! [[File:RANK CAPTAIN.png|24px]] Captain !! [[File:RANK MAJOR.png|24px]] Major !! [[File:RANK COLONEL.png|24px]] Colonel !! Total&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS ASSAULT.png|left|24px]]&#039;&#039;&#039;Assault&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 24&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS HEAVY.png|left|24px]]&#039;&#039;&#039;Heavy&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 1&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 2&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS SNIPER.png|left|24px]]&#039;&#039;&#039;Sniper&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 4&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 7&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 10&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 3&amp;lt;br&amp;gt;Aim + 40&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File: CLASS SUPPORT.png|left|24px]]&#039;&#039;&#039;Support&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039;|| align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 0&amp;lt;br&amp;gt;Aim + 3&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 1&amp;lt;br&amp;gt;Aim + 5&amp;lt;br&amp;gt;Will + 2&#039;&#039; || align=&amp;quot;center&amp;quot; | &#039;&#039;Health Points + 4&amp;lt;br&amp;gt;Aim + 25&amp;lt;br&amp;gt;Will + 14&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to the fixed stat bonuses above, there is a random 0-4 bonus for willpower at each level. If the Iron Will upgrade was purchased at the OTS, another 2-6 willpower can be gained on top that too.&lt;br /&gt;
&lt;br /&gt;
With the &#039;&#039;&#039;Second Wave&#039;&#039;&#039; option &#039;&#039;&#039;Hidden Potential&#039;&#039;&#039; (and the Iron Will purchase), all classes can potentially get Will gains up to 13 points, and different/random HP, movement and Aim gains (except for heavies, which will always get little to no Aim gains).&lt;br /&gt;
&lt;br /&gt;
==Promotions==&lt;br /&gt;
&lt;br /&gt;
===XP Requirements===&lt;br /&gt;
In order to progress in ranks a XCOM soldier has gain experience points (XP) up to a certain level. Experience points can be gained by killing aliens (with the higher species worth more points) and by completing missions. It is also possible to purchase the &#039;&#039;&#039;Wet Work&#039;&#039;&#039; ability from the Officer Training School, which gives an additional +25% points gained from kills.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ XP Required per Rank&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Rank !! width=&amp;quot;100px&amp;quot; | Points Required&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK ROOKIE.png|24px]] Rookie || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SQUADDIE.png|24px]] Squaddie || 90&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CORPORAL.png|24px]] Corporal || 300&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK SERGEANT.png|24px]] Sergeant || 510&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK LIEUTENANT.png|24px]] Lieutenant || 745&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK CAPTAIN.png|24px]] Captain  || 1100&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK MAJOR.png|24px]] Major  || 1560&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:RANK COLONEL.png|24px]] Colonel || 2150&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Psionic* || 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Specialist || 50&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |[[File:CLASS PSIONIC.png|24px]] Operative || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* After their Gift being revealed on the Psi Labs, Psionic soldiers are required to perform specific Psionic actions to be promoted.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Earning XPs===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ XP Gained per Action&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Action !! width=&amp;quot;100px&amp;quot; | Points Earned&lt;br /&gt;
|-&lt;br /&gt;
| Alien Kill || 30/60*&lt;br /&gt;
|-&lt;br /&gt;
| Regular Missions || 60/90*&lt;br /&gt;
|-&lt;br /&gt;
| Storyline Missions || 120/180*&lt;br /&gt;
|-&lt;br /&gt;
| Zero KIAs || 20&lt;br /&gt;
|-&lt;br /&gt;
| Resist Psi Attack || 10**&lt;br /&gt;
|-&lt;br /&gt;
| Successful Mindfray || 20**&lt;br /&gt;
|-&lt;br /&gt;
| Successful Mind Inspiration || 30**&lt;br /&gt;
|-&lt;br /&gt;
| Assist Mind Inspiration || 30**&lt;br /&gt;
|-&lt;br /&gt;
| Successful Psi Panic || 30**&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Additional XPs earned if the soldier has a rank of Lieutenant or less and kills any of the higher alien ranks (Ethereals, Sectopods, Elite Mutons, Sectoid Commanders, etc.) during the mission.&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
&amp;lt;nowiki&amp;gt;**Psionic actions.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Source:  XComGame.upk\XGTacticalGameCore, originally posted here [http://forums.nexusmods.com/index.php?/topic/826312-experience-values/page__p__6619629#entry6619629]&lt;br /&gt;
&lt;br /&gt;
==Abilities/Perks==&lt;br /&gt;
Perks are special [[Abilities (EU2012)|abilities]] given to specific classes or the entire squad. They can be acquired through the following:&lt;br /&gt;
* Soldier can choose between two specific class abilities upon promotion (exclusively)&lt;br /&gt;
* Purchased through the Officer Training School (require presence of high rank officer(s)) &lt;br /&gt;
* Equipment, research, and upgrades may also provide additional abilities for your squad.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Stats (EU2012)|Stats]]&lt;br /&gt;
&lt;br /&gt;
* [[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
* [[Abilities (EU2012)|List of all Abilities]]&lt;br /&gt;
&lt;br /&gt;
* [[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
{{Base Facilities (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Classes_(EU2012)&amp;diff=48971</id>
		<title>Talk:Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Classes_(EU2012)&amp;diff=48971"/>
		<updated>2013-09-12T21:20:56Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* This page is a mess. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve just cleared the [[Soldiers (EU2012)]] of most of the material regarding classes/perks. My idea would be to put it on this page and have it focus on each class and how it can progress through rank (listing the abilities). The multiplayer builds for each class could also be included, since they&#039;ll give ideas on how to advance your soldiers through the ranks. Each major class has a total of 32 possible builds once they reach Colonel so it&#039;s too much work to list them all for now. &lt;br /&gt;
A full description of all perks could then go to the [[Abilities (EU2012)|Abilities]] page, which could include the basic abilities (Hunker, etc.), class/rank abilities, OTS and equipment. What do you guys think? [[User:Hobbes|Hobbes]] 21:19, 20 September 2012 (EDT)&lt;br /&gt;
: Looks like a great start,  once the game is released we should add a sections about class-synergy, how you can combine abilities from several classes to create powerful tactics in combat. I am thinking of having each ability on a separate page, that way they can be transcluded into the wiki where they are needed.--[[User:Kokkan|Kokkan]] 02:18, 21 September 2012 (EDT)&lt;br /&gt;
:: The class synergy page would be great on a Tactics section. It is possible to use section headings as bookmarks: e.g. &amp;lt;nowiki&amp;gt;[[Abilities (EU2012)#Run And Gun|Run And Gun]]&amp;lt;/nowiki&amp;gt; so there shouldn&#039;t be a need for individual pages for each ability, unless there&#039;s a ton of material for each perk (which doesn&#039;t seem to be the case). Or even might be better to list them and group them together on specific pages for each class. I&#039;ll have a look into the Abilities/Classes pages to see what can go into one or another. [[User:Hobbes|Hobbes]] 05:09, 21 September 2012 (EDT)&lt;br /&gt;
::: Yes, you are probably right. Lets keep them on one page, if the need the tanscluding later we can do that massive work later. --[[User:Kokkan|Kokkan]] 06:22, 21 September 2012 (EDT)&lt;br /&gt;
::I just finished the Abilities page - I used your descriptions plus some rewriting but someone on the forums already told me it would be better to use the ingame descriptions. It&#039;s basically a master list of all abilities, on this page people can go into further detail about the class, advantages, disadvantages, perks, etc. [[User:Hobbes|Hobbes]] 13:07, 21 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Categorizing Abilities==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve started to look into the effect of each ability so that a player is aware of the effects of their choice. As an example, here&#039;s the Heavy class perks sorted according to several categories based on their descriptions and the effect they have on game stats - Firepower, Damage, Aim, Overwatch, Suppress, Team, Aim, Defense, Ammo, Equipment and Lethality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Heavy Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Primary 1 !! Primary 2 !! Primary 3&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie&#039;&#039; || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; | Aim&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; |  Ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;HEAT Rounds&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |  Ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Survival&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; |   || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Defense&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Focused Suppression&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Tracer Beam Rounds&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel B || align=&amp;quot;center&amp;quot; | Team  || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This way a player can quickly sort out the abilities (using the sort buttons) and map out a specific path for a specialized build, focusing on one or more characteristics. &lt;br /&gt;
&lt;br /&gt;
A brief explanation of the categories:&lt;br /&gt;
* Firepower - Increases amount of shots a unit can fire during a turn&lt;br /&gt;
* Damage  - Increase in damage inflicted by the unit&#039;s weapon&lt;br /&gt;
* Lethality - Increase in chance of critical hit&lt;br /&gt;
* Team - Ability to act as force multiplier (increase teammate&#039;s stats)&lt;br /&gt;
* Suppress - Prevent enemy actions using suppressive/disabling fire&lt;br /&gt;
* Overwatch - Reach to enemy movement during the alien&#039;s turn&lt;br /&gt;
* Defense - Increase in cover or armor&lt;br /&gt;
&lt;br /&gt;
What do you guys think? [[User:Hobbes|Hobbes]] 12:18, 24 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the Sniper table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sniper Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;75px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Rank Required !! Primary 1 !! Primary 2 !! Primary 3&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Squaddie || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | Lethality || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Corporal B || align=&amp;quot;center&amp;quot; | Aim || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant A || align=&amp;quot;center&amp;quot; | Equipment || align=&amp;quot;center&amp;quot; | Team || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Sergeant B || align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Overwatch || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Disabling Round&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Lieutenant B || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain A || align=&amp;quot;center&amp;quot; | Aim || align=&amp;quot;center&amp;quot; | Defense || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Captain B || align=&amp;quot;center&amp;quot; | Aim || align=&amp;quot;center&amp;quot; | Lethality || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Major || align=&amp;quot;center&amp;quot; |  || align=&amp;quot;center&amp;quot; | Defense || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; || align=&amp;quot;center&amp;quot; | Colonel A || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Suppress || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;In The Zone || align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Colonel B || align=&amp;quot;center&amp;quot; | Firepower || align=&amp;quot;center&amp;quot; | Lethality || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In the Zone? ==&lt;br /&gt;
&lt;br /&gt;
Does the &amp;quot;flank&amp;quot; mean that any squad member can flank the target and the Sniper just makes the kill on that target, or does the Sniper have to be the one flanking its target? [[User:Robbx213|Robbx213]] 19:15, 25 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:So far as I&#039;ve seen, the Sniper has to be the one doing the flanking.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 03:08, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Armored Screenshots ==&lt;br /&gt;
You may have noticed, but on all but I think the Archangel and Psi armors, the Snipers and Heavies have slightly different armor designs: the heavies have this chin-high blast plate on their chest, and the snipers have binoculars, and I think it was the Assault who had this &amp;quot;sheriff star&amp;quot; thing when wearing Titan armor. Instead of the uniform equipment choice in the photos, anyone else think it&#039;d be more interesting to see a range of equipment in the &#039;line up&#039; screenshots, instead of &amp;quot;all endgame&amp;quot; equip/weapons? I do like that the OP took the time to match the colors, tho. And funny how they&#039;re all female. --[[User:Xuncu|Xuncu]] 17:26, 5 May 2013 (EDT)&lt;br /&gt;
:The &#039;sheriff star&#039; is a shoulder pad to absorb the shotgun recoil. They&#039;re present on all armors. I can take new pictures of the classes, I just used those because I had a game with 50+ something Psionic Colonels. And I only play with female soldiers because I dislike the male soldiers - they&#039;re too big and out of proportion to my taste. [[User:Hobbes|Hobbes]] 18:59, 5 May 2013 (EDT)&lt;br /&gt;
::Oh, &#039;&#039;that&#039;s&#039;&#039; what the stars are for. Neat. And sweet screenshots; exactly what I had in mind! --[[User:Xuncu|Xuncu]] 00:34, 6 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== This page is a mess. ==&lt;br /&gt;
&lt;br /&gt;
This page is a fucking mess, it would need a thorough clean up.&lt;br /&gt;
:* Double information (in tables and text), trivial information.&lt;br /&gt;
:* Double pictures (why do we have 2 pictures of each class?)&lt;br /&gt;
:* The tables are overloaded (saying they hold too much different information) making them messy.&lt;br /&gt;
:* Layout breaks in page (on 1920 or higher resolutions)&lt;br /&gt;
:* Grouping Abilites by effect should be in a separate article since it&#039;s strategy related.&lt;br /&gt;
::--[[User:Kokkan|Kokkan]] 05:28, 7 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Heniv, those are well made points since I&#039;m also having a more critical look at a lot of pages in the EU section since I&#039;ve recently had some professional training on digital publications. However, I personally just prefer not to start constructive criticism by something like: &amp;quot;this sucks&amp;quot;, if not only to respect the voluntary work that several people did, no matter how misguided it is. That being said, I&#039;d like you to change what you feel it&#039;s relevant since you have more experience that most of us here regarding wikis and I barely have time right now other than to keep track of the upcoming changes with Enemy Within and do some wiki housekeepin. [[User:Hobbes|Hobbes]] 18:55, 7 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Right, my apologies it was badly put. I&#039;ll see if I have the time and energy to do a cleanup/restructure. Not promising anything though. =D --[[User:Kokkan|Kokkan]] 17:20, 12 September 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48970</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48970"/>
		<updated>2013-09-12T21:14:19Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* Gene Mods */  It&amp;#039;s BioELECTRIC skin. Ref: Pax Panel, 2K Twitch stream.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld Canister]]&lt;br /&gt;
[[Image:Meld 2 (EU2012).png|right|300px|Meld Molecule]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines.&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister will be located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.&lt;br /&gt;
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of Canisters in a given campaign.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all aliens on a mission you&#039;ll automatically recover any unexploded Meld containers, including still hidden ones, according to a Rock, Paper, Shotgun [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/ interview].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your soldiers.&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses.&lt;br /&gt;
* &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Mech Troopers can be created from any soldier above rookie rank, but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits and each allows for a choice between two tactical subsystems: the &#039;&#039;&#039;Warden&#039;&#039;&#039; has the &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc); the &#039;&#039;&#039;Sentinel&#039;&#039;&#039; has the &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;; and the &#039;&#039;&#039;Paladin&#039;&#039;&#039; tier has the &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units). &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon.&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Trooper abilities are called base augments. Those include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and &#039;&#039;&#039;One For All&#039;&#039;&#039; where the Mech acts as cover for any squad mates behind it. Another ability mentioned is Jump Jets and &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;. &lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; a passive ability from them. For example Sniper-turned-Mech gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. Former Support Mechs have a &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a 6 damage reducing shield [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10562-PAX-2013-XCOM-Enemy-Within-Hands-On-Preview?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;t die if the merger is killed). Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. Mechtoids replace Sectoids as the game progresses.&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] and has been revealed on his video [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight] to be some sort of a biomechanic floating squid, somewhat similar in concept to TFTD&#039;s [[Tentaculat]], that can become invisible to your soldier&#039;s eyes.&lt;br /&gt;
** Seekers have a new AI, designed as hit and run units that will use their stealth to approach lone soldiers (such as Snipers with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take damage each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a ranged plasma attack. &lt;br /&gt;
** Seekers are immune to the Flamethrower and arrive during April. They can be detected through the Battle Scanner and the Biometric Skin mod. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features.&lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* At least three new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint, a &#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; and a &#039;&#039;&#039;Gas Grenade&#039;&#039;&#039;. &lt;br /&gt;
* New item: &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039; - [[Foundry (EU2012)|Foundry]] upgrade that gives all classes an additional item slot.&lt;br /&gt;
* Respirator Implant: new item to protect from Seeker strangulation. &lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* HEAT Ammo doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* Sentinel Module (Foundry project) gives the SHIV an ability Close Combat Specialist.&lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks from other classes [http://www.digitalspy.co.uk/gaming/news/a510568/xcom-enemy-within-preview-mechs-and-genetic-mods-in-new-expansion.html]. This applies only to abilities that are not dependent of class weapons, such as Rockets. &lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
** &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be slightly increased, [http://www.nowgamer.com/news/2052890/xcom_enemy_within_will_be_even_harder.html| according] to the developers. Tech costs have been increased ddramatically for both levels. &lt;br /&gt;
* Several issues have been fixed, including Line of Sight.&lt;br /&gt;
** Teleporting of aliens has been removed.&lt;br /&gt;
** Flanking bugs have been fixed.&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
* New mission types hinted by the developers (to be revealed later).&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
&lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalization applies to soldiers nicknames as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;unconfirmed - original source mentions PC Gamer magazine physical edition&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to weapons being carried by the soldier, as well as armor.&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there will be 47 new maps.&lt;br /&gt;
* Snow covered maps are clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight Polygon video].&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=3&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced. &lt;br /&gt;
&lt;br /&gt;
==Progeny==&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion. &lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Quoting from Rock, Paper Shotgun article:&lt;br /&gt;
 RPS: The teaser does mention a new threat. It’s not talking about Mechtoids, right?&lt;br /&gt;
 Gupta: I’m really looking forward to talking about that (laughs).&lt;br /&gt;
 RPS: Everybody has asked you this. Base invasions. I’m not even wording it as a question.&lt;br /&gt;
 Gupta: I love the way you’re thinking.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48969</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48969"/>
		<updated>2013-09-12T21:11:12Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* New Maps */  link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld Canister]]&lt;br /&gt;
[[Image:Meld 2 (EU2012).png|right|300px|Meld Molecule]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines.&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister will be located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.&lt;br /&gt;
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of Canisters in a given campaign.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all aliens on a mission you&#039;ll automatically recover any unexploded Meld containers, including still hidden ones, according to a Rock, Paper, Shotgun [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/ interview].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your soldiers.&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: &#039;&#039;&#039;Biometric/Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and &#039;&#039;&#039;Mimetic Skin&#039;&#039;&#039; a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses.&lt;br /&gt;
* &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Mech Troopers can be created from any soldier above rookie rank, but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits and each allows for a choice between two tactical subsystems: the &#039;&#039;&#039;Warden&#039;&#039;&#039; has the &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc); the &#039;&#039;&#039;Sentinel&#039;&#039;&#039; has the &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;; and the &#039;&#039;&#039;Paladin&#039;&#039;&#039; tier has the &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units). &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon.&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Trooper abilities are called base augments. Those include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and &#039;&#039;&#039;One For All&#039;&#039;&#039; where the Mech acts as cover for any squad mates behind it. Another ability mentioned is Jump Jets and &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;. &lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; a passive ability from them. For example Sniper-turned-Mech gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. Former Support Mechs have a &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a 6 damage reducing shield [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10562-PAX-2013-XCOM-Enemy-Within-Hands-On-Preview?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;t die if the merger is killed). Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. Mechtoids replace Sectoids as the game progresses.&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] and has been revealed on his video [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight] to be some sort of a biomechanic floating squid, somewhat similar in concept to TFTD&#039;s [[Tentaculat]], that can become invisible to your soldier&#039;s eyes.&lt;br /&gt;
** Seekers have a new AI, designed as hit and run units that will use their stealth to approach lone soldiers (such as Snipers with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take damage each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a ranged plasma attack. &lt;br /&gt;
** Seekers are immune to the Flamethrower and arrive during April. They can be detected through the Battle Scanner and the Biometric Skin mod. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features.&lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* At least three new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint, a &#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; and a &#039;&#039;&#039;Gas Grenade&#039;&#039;&#039;. &lt;br /&gt;
* New item: &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039; - [[Foundry (EU2012)|Foundry]] upgrade that gives all classes an additional item slot.&lt;br /&gt;
* Respirator Implant: new item to protect from Seeker strangulation. &lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* HEAT Ammo doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* Sentinel Module (Foundry project) gives the SHIV an ability Close Combat Specialist.&lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Abilities (EU2012)|ability]] it will choose afterwards from perks from other classes [http://www.digitalspy.co.uk/gaming/news/a510568/xcom-enemy-within-preview-mechs-and-genetic-mods-in-new-expansion.html]. This applies only to abilities that are not dependent of class weapons, such as Rockets. &lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
** &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be slightly increased, [http://www.nowgamer.com/news/2052890/xcom_enemy_within_will_be_even_harder.html| according] to the developers. Tech costs have been increased ddramatically for both levels. &lt;br /&gt;
* Several issues have been fixed, including Line of Sight.&lt;br /&gt;
** Teleporting of aliens has been removed.&lt;br /&gt;
** Flanking bugs have been fixed.&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
* New mission types hinted by the developers (to be revealed later).&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
&lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalization applies to soldiers nicknames as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced (&#039;&#039;unconfirmed - original source mentions PC Gamer magazine physical edition&#039;&#039;). &lt;br /&gt;
* Color customization options now apply also to weapons being carried by the soldier, as well as armor.&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there will be 47 new maps.&lt;br /&gt;
* Snow covered maps are clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight Polygon video].&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=3&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced. &lt;br /&gt;
&lt;br /&gt;
==Progeny==&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion. &lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Quoting from Rock, Paper Shotgun article:&lt;br /&gt;
 RPS: The teaser does mention a new threat. It’s not talking about Mechtoids, right?&lt;br /&gt;
 Gupta: I’m really looking forward to talking about that (laughs).&lt;br /&gt;
 RPS: Everybody has asked you this. Base invasions. I’m not even wording it as a question.&lt;br /&gt;
 Gupta: I love the way you’re thinking.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48878</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48878"/>
		<updated>2013-09-10T07:37:05Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld Canister]]&lt;br /&gt;
[[Image:Meld 2 (EU2012).png|right|300px|Meld Molecule]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines.&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister will be located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.&lt;br /&gt;
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of Canisters in a given campaign.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all aliens on a mission you&#039;ll automatically recover any unexploded Meld containers, including still hidden ones, according to a Rock, Paper, Shotgun [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/ interview].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your soldiers.&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: &#039;&#039;&#039;Bioelectric Skin&#039;&#039;&#039; (allows a player to detect unseen aliens) and a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses.&lt;br /&gt;
* &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Mech Troopers can be created from any soldier above rookie rank, but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked soldier, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits and each allows for a choice between two tactical subsystems: the &#039;&#039;&#039;Warden&#039;&#039;&#039; has the &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc); the &#039;&#039;&#039;Sentinel&#039;&#039;&#039; has the &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;; and the &#039;&#039;&#039;Paladin&#039;&#039;&#039; tier has the &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units). &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon.&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Trooper abilities are called base augments. Those include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and &#039;&#039;&#039;One For All&#039;&#039;&#039; where the Mech acts as cover for any squad mates behind it. Another ability mentioned is Jump Jets and &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;. &lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; a passive ability from them. For example Sniper-turned-Mech gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. Former Support Mechs have a &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a 6 damage reducing shield [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10562-PAX-2013-XCOM-Enemy-Within-Hands-On-Preview?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;t die if the merger is killed). Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. Mechtoids replace Sectoids as the game progresses.&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] and has been revealed on his video [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight] to be some sort of a biomechanic floating squid, somewhat similar in concept to TFTD&#039;s [[Tentaculat]], that can become invisible to your soldier&#039;s eyes.&lt;br /&gt;
** Seekers have a new AI, designed as hit and run units that will use their stealth to approach lone soldiers (such as Snipers with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take damage each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a ranged plasma attack. &lt;br /&gt;
** Seekers are immune to the Flamethrower and arrive during April. They can be detected through the Battle Scanner and the Biometric Skin mod. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features.&lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* At least three new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint, a &#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; and a &#039;&#039;&#039;Gas Grenade&#039;&#039;&#039;. &lt;br /&gt;
* New item: &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039; - [[Foundry (EU2012)|Foundry]] upgrade that gives all classes an additional item slot.&lt;br /&gt;
* Respirator Implant: new item to protect from Seeker strangulation. &lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* HEAT Ammo doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* Sentinel Module (Foundry project) gives the SHIV an ability Close Combat Specialist.&lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Ability (EU2012)|ability]] it will choose afterwards from perks from other classes [http://www.digitalspy.co.uk/gaming/news/a510568/xcom-enemy-within-preview-mechs-and-genetic-mods-in-new-expansion.html]. This applies only to abilities that are not dependent of class weapons, such as Rockets. &lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
** &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be slightly increased, [http://www.nowgamer.com/news/2052890/xcom_enemy_within_will_be_even_harder.html| according] to the developers. Tech costs have been increased ddramatically for both levels. &lt;br /&gt;
* Several issues have been fixed, including Line of Sight.&lt;br /&gt;
** Teleporting of aliens has been removed.&lt;br /&gt;
** Flanking bugs have been fixed.&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
* New mission types hinted by the developers (to be revealed later).&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
&lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalization applies to soldiers nicknames as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced. &lt;br /&gt;
* Color customization options now apply also to weapons being carried by the soldier, as well as armor.&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there will be 47 new maps.&lt;br /&gt;
* Snow covered maps are clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight| Polygon video].&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=3&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced. &lt;br /&gt;
&lt;br /&gt;
==Progeny==&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion. &lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Quoting from Rock, Paper Shotgun article:&lt;br /&gt;
 RPS: The teaser does mention a new threat. It’s not talking about Mechtoids, right?&lt;br /&gt;
 Gupta: I’m really looking forward to talking about that (laughs).&lt;br /&gt;
 RPS: Everybody has asked you this. Base invasions. I’m not even wording it as a question.&lt;br /&gt;
 Gupta: I love the way you’re thinking.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48877</id>
		<title>XCOM: Enemy Within DLC (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=XCOM:_Enemy_Within_DLC_(EU2012)&amp;diff=48877"/>
		<updated>2013-09-10T07:09:19Z</updated>

		<summary type="html">&lt;p&gt;Kokkan: /* New Aliens */ Added timestamp to youtube link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:XCOM Enemy Within Poster.png|right|600px|Enemy Within poster]]&lt;br /&gt;
&lt;br /&gt;
On August 21st, Producer 2K revealed during Gamescom 2013 a new expansion/DLC for [[Enemy Unknown (EU2012)|XCOM: Enemy Unknown]] called &#039;&#039;&#039;XCOM: Enemy Within&#039;&#039;&#039;. It will be available also for consoles and has a release date of November 12th, 2013 on the US, and November 15th internationally. There are more surprises coming according to the producers other than what&#039;s revealed so far.&lt;br /&gt;
&lt;br /&gt;
A list of details of was revealed on August 21st on this [http://www.youtube.com/watch?v=GCSoqdOZ0-M| video], along with these articles from  [http://www.polygon.com/2013/8/21/4642424/xcom-enemy-within-expansion-announcement-release-date Polygon] and [http://uk.ign.com/articles/2013/08/21/xcom-enemy-within-announced-tons-of-details IGN]:&lt;br /&gt;
&lt;br /&gt;
==PC/Console Versions==&lt;br /&gt;
* The PC version will cost 30$ and the Console 40$.&lt;br /&gt;
* The PC will be sold as traditional DLC through Steam but the console owners will have to buy the Commander&#039;s Edition, consisting of Enemy Unknown, plus the [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]], [[Slingshot DLC (EU2012)|Slingshot]] and Enemy Within DLCs.&lt;br /&gt;
* Currently Firaxis has no plans to launch Enemy Within for iOS, due to the already large file size of the original game for the device.&lt;br /&gt;
&lt;br /&gt;
==The Meld==&lt;br /&gt;
[[Image:Meld (EU2012).png|right|300px|Meld Canister]]&lt;br /&gt;
[[Image:Meld 2 (EU2012).png|right|300px|Meld Molecule]]&lt;br /&gt;
* The Meld is a new resource that will be present in containers on several maps (Abductions and [[UFOs (EU2012)|UFOs]]).&lt;br /&gt;
* Meld is composed of organic nanomachines.&lt;br /&gt;
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister will be located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.&lt;br /&gt;
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of Canisters in a given campaign.&lt;br /&gt;
* When Meld canisters self-destruct they will explode and cause damage to any player units nearby. [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]&lt;br /&gt;
* When you kill all aliens on a mission you&#039;ll automatically recover any unexploded Meld containers, including still hidden ones, according to a Rock, Paper, Shotgun [http://www.rockpapershotgun.com/2013/08/27/the-mod-squad-xcom-enemy-within-interview/ interview].&lt;br /&gt;
* The Meld can be used to create either [[Mech Trooper (EU2012)|Mech Troopers]] (a new class) or to genetically increase any class abilities (including Mechs).&lt;br /&gt;
** In consideration of the limited number of Canisters, it&#039;s also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.&lt;br /&gt;
* The Meld also brings 2 new base facilities: [[Genetics Labs (EU2012)|Genetics Labs]] and [[Cybernetics Labs (EU2012)|Cybernetics Labs]]. There&#039;s also a mention about a &amp;quot;single, very low-cost new tech to power both&amp;quot; on this [http://www.eurogamer.net/articles/2013-07-18-xcom-enemy-within-preview-things-to-mech-and-do interview]. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] for adjacency bonus.&lt;br /&gt;
* Overuse of Meld may &#039;corrupt&#039; your soldiers.&lt;br /&gt;
* There will be a small tutorial to show how Meld works. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gene Mods==&lt;br /&gt;
[[Image:Custodiam (EU2012).png|right|100px|Gene Mods Insignia]]&lt;br /&gt;
* Alien Autopsies will reveal genetic modifications (&amp;quot;[[Gene Mods (EU2012)|Gene Mods]]&amp;quot;) for your [[Soldiers (EU2012)|soldiers]]. &lt;br /&gt;
* Gene Mods can apply to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost)&lt;br /&gt;
* Brain: &#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; (damages an alien attempting mind control but doesn&#039;t reduce its chance) or &#039;&#039;&#039;Neural Damping&#039;&#039;&#039; (soldier immune to panic, becomes unconscious if enemy manages to MC it). &lt;br /&gt;
* Legs: &#039;&#039;&#039;Muscle Fiber&#039;&#039;&#039; (a soldier can climb walls without a Skeleton Suit) or &#039;&#039;&#039;Adaptive Bone Marrow&#039;&#039;&#039; (limited health regeneration for wounded soldiers).&lt;br /&gt;
* Chest: a double heart ability to protect your soldiers from death.&lt;br /&gt;
* Skin: &#039;&#039;&#039;BioelectricSkin&#039;&#039;&#039; (allows a player to detect unseen aliens) and a type of stealth skin that turns your soldiers invisible.&lt;br /&gt;
* Eyes: &#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039;: gives +10 Aim to a 2nd shot, if the 1st misses.&lt;br /&gt;
* &#039;&#039;&#039;Adrenal Neurosympathy&#039;&#039;&#039;: soldier gives bonus to rest of squad when he kills an alien. &lt;br /&gt;
* Modded soldiers have a different appearance than regular soldiers, with less armor being shown.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Gene Mods (EU2012).png|Gene Mods&lt;br /&gt;
File:Gene Modded Soldier (EU2012).png|Modded Soldier&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mech Trooper==&lt;br /&gt;
[[Image:Bellator (EU2012).png|right|100px|Mech Trooper Insignia]]&lt;br /&gt;
* Mech Troopers can be created from any soldier above rookie rank, but they&#039;ll lose all abilities they previously had. For example, if player sacrifices a sergeant-ranked solider, he/she would get sergeant-ranked MEC, along with the ability to purchase skills from the first three ranks.&lt;br /&gt;
* According to the developers Mechs are very expensive to purchase.&lt;br /&gt;
* Mech Troopers have the Mechanized Exoskeleton Cybersuit or [[MEC suit (EU2012)|MEC Suit]] which can be damaged and need to be repaired.&lt;br /&gt;
* There are 3 tiers of MEC Suits and each allows for a choice between two tactical subsystems: the &#039;&#039;&#039;Warden&#039;&#039;&#039; has the &#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;, which allows to punch aliens in the face, dealing 12 [[Damage (EU2012)|damage ]] points, or the &#039;&#039;&#039;Flamethrower&#039;&#039;&#039; (deals 6 damage on an arc); the &#039;&#039;&#039;Sentinel&#039;&#039;&#039; has the &#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; or &#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;; and the &#039;&#039;&#039;Paladin&#039;&#039;&#039; tier has the &#039;&#039;&#039;Proximity Mines&#039;&#039;&#039; (which are smart not to detonate upon friendly units) or the &#039;&#039;&#039;Electropulse&#039;&#039;&#039; (electric charge that can disable enemy robotic units). &lt;br /&gt;
* Mech Weapons: &#039;&#039;&#039;Minigun&#039;&#039;&#039; (starting weapon), &#039;&#039;&#039;Railgun&#039;&#039;&#039; and an energy weapon.&lt;br /&gt;
* Mech&#039;s skill tree is divided into two categories: Fire Support (offense) and Survivability (defense)&lt;br /&gt;
* Mech Trooper abilities are called base augments. Those include: &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; (starting ability); &#039;&#039;&#039;Collateral Damage&#039;&#039;&#039; (allows to target terrain), a high powered firing attack that uses a full clip of ammo, &#039;&#039;&#039;Damage Control&#039;&#039;&#039; (which reduces the damage taken for one turn), and &#039;&#039;&#039;One For All&#039;&#039;&#039; where the Mech acts as cover for any squad mates behind it. Another ability mentioned is Jump Jets and &#039;&#039;&#039;Expanded Storage&#039;&#039;&#039;. &lt;br /&gt;
* Mech Troopers &amp;quot;remember&amp;quot; the original soldier class and &amp;quot;inherit&amp;quot; a passive ability from them. For example Sniper-turned-Mech gains the &#039;&#039;&#039;Platform Stability&#039;&#039;&#039; perk, which grants it additional damage for a turn if it doesn&#039;t move. Former Support Mechs have a &#039;&#039;&#039;Distortion Field&#039;&#039;&#039; that increases defense on nearby squad mates.&lt;br /&gt;
* Mechs can&#039;t use [[Cover (EU2012)|Cover]] (and they can&#039;t be flanked). This mean that they probably have the &#039;&#039;&#039;Hardened&#039;&#039;&#039; ability present on [[SHIV (EU2012)|SHIVs]] and alien robotic units that gives increased protection against critical hits.&lt;br /&gt;
* As per GameSpot article, Mech Troopers get monotone, Robocop-esque voice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=6&amp;gt;&lt;br /&gt;
File:Mech Trooper hr (EU2012).jpg|The Mech Trooper&lt;br /&gt;
File:Mech Trooper cut (EU2012).jpg|The MEC Suit&lt;br /&gt;
File:Mech Trooper fire (EU2012).jpg|Burn baby burn&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New Aliens==&lt;br /&gt;
[[Image:Enemy_Within 3.png|right|300px|The Mechtoid]]&lt;br /&gt;
[[Image:Enemy_Within 5.png|right|300px|The Seeker]]&lt;br /&gt;
* Aliens also have two confirmed new classes, including the [[Mechtoid (EU2012)|Mechtoid]] (Sectoid Mech version). The Mechtoid can fire twice in a turn and [[Sectoid (EU2012)|Sectoids]] can mind merge with it and give it a 6 damage reducing shield [http://www.escapistmagazine.com/articles/view/editorials/reviews/previews/10562-PAX-2013-XCOM-Enemy-Within-Hands-On-Preview?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=articles](but it won&#039;t die if the merger is killed). Mechtoids are immune to the effects of the new Poison Grenade and to the Flamethrower. Mechtoids replace Sectoids as the game progresses.&lt;br /&gt;
* The 2nd new alien is the [[Seeker (EU2012)|Seeker]] and has been revealed on his video [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight] to be some sort of a biomechanic floating squid, somewhat similar in concept to TFTD&#039;s [[Tentaculat]], that can become invisible to your soldier&#039;s eyes.&lt;br /&gt;
** Seekers have a new AI, designed as hit and run units that will use their stealth to approach lone soldiers (such as Snipers with Squad Sight) and attack them through a melee attack of strangulation. The victim will not die immediately but will take damage each turn until the Seeker is killed or releases its victim. After a soldier is released from strangulation it will have to catch its breath. Seekers also have a ranged plasma attack. &lt;br /&gt;
** Seekers are immune to the Flamethrower and arrive during April. They can be detected through the Battle Scanner and the Biometric Skin mod. &lt;br /&gt;
* The first Mech alien was based on the [[Muton (EU2012)|Muton]] but the idea was dropped because of the alien&#039;s already big size.&lt;br /&gt;
* According to this [http://kotaku.com/xcom-isnt-any-easier-in-enemy-within-but-it-is-more-t-1244778141 interview], Mutons and Sectopods will be also improved to balance the addition of the new features.&lt;br /&gt;
* Gupta confirmed on this video interview [http://www.youtube.com/watch?v=yqqSRxuD_TM&amp;amp;feature=player_detailpage#t=661] that &#039;a bunch of enemies will be received&#039;.&lt;br /&gt;
* Another report mentions &#039;several&#039; new aliens. Wait and see...&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class and Weapons Changes==&lt;br /&gt;
* At least three new grenades: &#039;&#039;&#039;Needle Grenade&#039;&#039;&#039; (after researching [[Chryssalid (EU2012)|Chryssalid]] Autopsy), with a big blast radius but doesn&#039;t affect enemies in cover; &#039;&#039;&#039;Stealth Grenade&#039;&#039;&#039;, provides allies with a invisibility paint, a &#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; and a &#039;&#039;&#039;Gas Grenade&#039;&#039;&#039;. &lt;br /&gt;
* New item: &#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; - can be thrown on the map into a square within the player&#039;s moving range. The mimic beacon will send out a signal that tricks aliens into thinking it&#039;s human, drawing them towards it and away from any nearby player units. Robot and psi enemies aren&#039;t fooled. &lt;br /&gt;
* &#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; gives ballistic weapon a bonus to Critical Hit chance.&lt;br /&gt;
* [[Assault (EU2012)|Assault]]&#039;s Close and Personal now gives a free shot when within 4 tiles of an enemy.&lt;br /&gt;
**You can run up to an enemy shoot it and then run back into cover.&lt;br /&gt;
* [[Support (EU2012)|Support]]&#039;s &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; now fires before the enemy uses its weapon.&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]&#039;s &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; aim penalty reduced from -20 to -10.&lt;br /&gt;
* Sniper&#039;s &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; only gives Critical Damage if Headshot is used.&lt;br /&gt;
* Support&#039;s &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; now gives +1 charge to Grenades, Arc Thrower, Medikits or any other item with limited uses.&lt;br /&gt;
* &#039;&#039;&#039;Tactical Rigging&#039;&#039;&#039; - [[Foundry (EU2012)|Foundry]] upgrade that gives all classes an additional item slot.&lt;br /&gt;
* Respirator Implant: new item to protect from Seeker strangulation. &lt;br /&gt;
* Soldier progression has been delayed to balance the new Mechs and GMods.&lt;br /&gt;
* HEAT Ammo doesn&#039;t double damage, but only adds 50% now. &lt;br /&gt;
* Sentinel Module (Foundry project) gives the SHIV an ability Close Combat Specialist.&lt;br /&gt;
* SHIVs can also be further upgraded, based on the new Mech abilities.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Changes==&lt;br /&gt;
* New [[Second Wave (EU2012)|Second Wave]] options.&lt;br /&gt;
** &#039;&#039;&#039;Training Roulette&#039;&#039;&#039; - After a soldier is assigned to a class and receives the starting [[Ability (EU2012)|ability]] it will choose afterwards from perks from other classes [http://www.digitalspy.co.uk/gaming/news/a510568/xcom-enemy-within-preview-mechs-and-genetic-mods-in-new-expansion.html]. This applies only to abilities that are not dependent of class weapons, such as Rockets. &lt;br /&gt;
** &#039;&#039;&#039;Save Scum&#039;&#039;&#039; – Saving a game will reset the RNG seed for the shots.&lt;br /&gt;
**&#039;&#039;&#039;Aiming Angles&#039;&#039;&#039; – the closer you get to flank an alien, the more its cover bonus declines (works also against your soldiers).&lt;br /&gt;
** &#039;&#039;&#039;Itchy Trigger Tentacle&#039;&#039;&#039; - non-cover aliens have a 50% chance of firing or going into Overwatch when discovered. &lt;br /&gt;
* Non-Cover Aliens (Sectopod, Cyberdisc, Mechtoid) will go on Overwatch when they are activated after the soldier who discovered them has finished moving. &lt;br /&gt;
* Critical bonus of stealth attacks reduced from 100 to 30, likely to balance out the stealth grenade.&lt;br /&gt;
* Panicked soldiers will have chance to hit decreased, so friendly fire will be less deadly.&lt;br /&gt;
* Difficulty in Classic and Impossible modes will be slightly increased, [http://www.nowgamer.com/news/2052890/xcom_enemy_within_will_be_even_harder.html| according] to the developers. Tech costs have been increased ddramatically for both levels. &lt;br /&gt;
* Several issues have been fixed, including Line of Sight.&lt;br /&gt;
** Teleporting of aliens has been removed.&lt;br /&gt;
** Flanking bugs have been fixed.&lt;br /&gt;
* Alien Starting Areas have been changed. On the Pax Prime video [http://www.twitch.tv/2k/b/454351097] the Outsider starts outside a Small Scout instead of inside.&lt;br /&gt;
* New mission types hinted by the developers (to be revealed later).&lt;br /&gt;
&lt;br /&gt;
==Interface Changes== &lt;br /&gt;
&lt;br /&gt;
* There will be an inventory button to strip away all items from soldiers not in the squad lineup (&amp;quot;Make items available&amp;quot;).&lt;br /&gt;
* You can now personalize your soldier&#039;s voice according to its nationality (French soldiers can speak in French or any other language) using the available audio packs for the current language editions (following languages were confirmed: Spanish, German, Italian, French, Polish, Russian). The personalization applies to soldiers nicknames as well. The game footage released has nicknames such as Tirailleur (French for skirmisher), Unruhe (German for Restless) and Maestro (Italian for Master).&lt;br /&gt;
* There&#039;s an option to shut up Drs. Vahlen and Shen - &#039;&#039;&#039;Reduced Beginner VO&#039;&#039;&#039;. &lt;br /&gt;
* Memorial (place where you see fallen soldiers) will have additional information shown: cause of death.&lt;br /&gt;
* A.C. Clarke&#039;s quote at the beginning of the game has been replaced with one from the futurist Buckminster Fuller: &#039;&#039;Those who play with the devil’s toys will be brought by degrees to wield his sword.&#039;&#039;&lt;br /&gt;
* Medals for soldiers will be introduced. &lt;br /&gt;
* Color customization options now apply also to weapons being carried by the soldier, as well as armor.&lt;br /&gt;
** Mech Troopers have a new customization feature allowing to choose between tiger stripes, flames or spiral decorations.&lt;br /&gt;
** More helmets, armor decos and colors. &lt;br /&gt;
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&lt;br /&gt;
==New Maps==&lt;br /&gt;
* [[Maps (EU2012)|Maps]]: some maps have been &amp;quot;tweaked&amp;quot;, some to address exploding car issues and to add Meld containers.&lt;br /&gt;
* The old and new maps will be mixed together but the game is set so that you&#039;ll see more of the new maps during a gameplay. &lt;br /&gt;
* There&#039;s two new map settings that deal with crashed UFOs in a destroyed city and in a Farm. There&#039;s also a Dam map, most from the cancelled Progeny DLC (which will be included with EW). &lt;br /&gt;
* According to this Polish [http://www.cdaction.pl/news-34311/gamescom-13-xcom-enemy-within---pierwsze-rozszerzenie-do-enemy-unknown-zapowiedziane-wideo.html| article], there will be 47 new maps.&lt;br /&gt;
* Snow covered maps are clearly visible on the [http://www.polygon.com/2013/8/31/4677276/xcom-enemy-within-war-machines-trailer-augments-soldiers-to-fight| Polygon video].&lt;br /&gt;
* Other maps confirmed by Ananda Gupta during Pax Prime include a bank, ice cream shop, road house, coffee shop and a new truck stop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=200px perrow=3&amp;gt;&lt;br /&gt;
File:Enemy_Within.jpg&lt;br /&gt;
File:XCOM Enemy_Within 2.png&lt;br /&gt;
File:XCOM Enemy_Within 4.png&lt;br /&gt;
File:New Map EW (EU2012).jpg&lt;br /&gt;
File:XCOM Enemy_Within 6.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
* In one of the interviews there&#039;s a mention by the lead designer that they moved more settings to the game&#039;s .INI files rather than the Unreal script to help modders.&lt;br /&gt;
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&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
* You can now edit your squad on offline mode.&lt;br /&gt;
* 8 more maps for [[Multiplayer (EU2012)|Multiplayer]]. &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Grenades/Rockets and XCOM Rookies cost have been reduced, because they&#039;re considered overpriced. &lt;br /&gt;
&lt;br /&gt;
==Progeny==&lt;br /&gt;
* In this interview [http://www.insidegamingdaily.com/2013/09/01/pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom/?utm_source=rss&amp;amp;utm_medium=rss&amp;amp;utm_campaign=pax-prime-2013-firaxis-ananda-gupta-and-the-enemy-within-xcom], EW&#039;s lead designer, Ananda Gupta has confirmed that Progeny, the 2nd planned (and cancelled) DLC, will be included with Enemy Within.&lt;br /&gt;
* Gupta also said that the narrative has suffered changes to adapt it more with the EW expansion. &lt;br /&gt;
&lt;br /&gt;
==Unrevealed Features==&lt;br /&gt;
* Enemy Within will have Easter Eggs related to [[The Bureau: XCOM Declassified]].&lt;br /&gt;
* The Enemy Within [http://www.youtube.com/watch?v=P4KdSli869U trailer ] now has a new version that includes a brief glimpse of a new symbol. Wait and see...&lt;br /&gt;
[[Image:Enemy_Within_Unknown_symbol.png|thumb|center]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
* Quoting from Rock, Paper Shotgun article:&lt;br /&gt;
 RPS: The teaser does mention a new threat. It’s not talking about Mechtoids, right?&lt;br /&gt;
 Gupta: I’m really looking forward to talking about that (laughs).&lt;br /&gt;
 RPS: Everybody has asked you this. Base invasions. I’m not even wording it as a question.&lt;br /&gt;
 Gupta: I love the way you’re thinking.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kokkan</name></author>
	</entry>
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