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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kooper</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kooper"/>
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	<updated>2026-05-01T08:58:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Low_Friends_(EU2012)&amp;diff=44560</id>
		<title>Low Friends (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Low_Friends_(EU2012)&amp;diff=44560"/>
		<updated>2013-02-04T17:23:50Z</updated>

		<summary type="html">&lt;p&gt;Kooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LowFriends.png|right|frame|Low Friendsloading screen]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
* Council ([[Friends in Low Places (EU2012)|Escort Zhang]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Dimensions&#039;&#039;&#039;&lt;br /&gt;
* Length: ? tiles&lt;br /&gt;
* Width: ? tiles&lt;br /&gt;
* Height: 4 tiles&lt;br /&gt;
* Total map area: ? tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* Starting Location&lt;br /&gt;
* Notable Locations&lt;br /&gt;
* Sneaking left along the elevated walkway ensures that you have the high ground and makes it easier to deal with the Chryssalids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LowFriends1 (EU2012).png|thumb|512px|Low Friends overview]]&lt;br /&gt;
&lt;br /&gt;
[[File:LowFriends2 (EU2012).png|thumb|512px|Low Friends opposite overview]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=HighwayFallen_(EU2012)&amp;diff=44559</id>
		<title>HighwayFallen (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=HighwayFallen_(EU2012)&amp;diff=44559"/>
		<updated>2013-02-04T17:20:16Z</updated>

		<summary type="html">&lt;p&gt;Kooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HighwayFallen.png|frame| loading screen]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
* Council (Extraction - UN General Peter Van Doorne)&lt;br /&gt;
* Terror Site&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Dimensions&#039;&#039;&#039;&lt;br /&gt;
* Length: 65 tiles&lt;br /&gt;
* Width: 20 tiles&lt;br /&gt;
* Height: 4 tiles (maximum - varies)&lt;br /&gt;
* Total map area: 3320 tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* The elevated far end of the map is often used by the aliens to shoot at the fallen segment below. &lt;br /&gt;
* The fallen segment has few full cover spots.&lt;br /&gt;
* Set up your fire teams on top of your raised section before sending someone to rescue the General. Once a soldier reaches the bottom often it will trigger the aliens above. &lt;br /&gt;
* On the Extraction mission the General will be located on the fallen segment, by the jeep. &lt;br /&gt;
&lt;br /&gt;
[[File:HighwayFallen1 (EU2012).png|thumb|512px|Highway Fallen LZ overview]]&lt;br /&gt;
[[File:HighwayFallen2 (EU2012).png|thumb|512px|Highway Fallen opposite overview]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=44558</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=44558"/>
		<updated>2013-02-04T17:08:05Z</updated>

		<summary type="html">&lt;p&gt;Kooper: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an XCOM solder.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a soldier, so can fit through doors, and follow most of the same rules as soldiers with regards to moving, firing and dashing. S.H.I.V.s cannot use cover, but make up for this by having high HP and innate defense equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus critical hit chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
 &lt;br /&gt;
S.H.I.V. uses one space in the Barracks and can be sent on missions using one of the team slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new abilities except through additional Foundry projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a minigun by default.  The weapon is automatically upgraded to the best available based on [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70+25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low Cover by XCOM soldiers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20+10&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70+25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to Archangel armor. The Hover S.H.I.V does not provide cover like an Alloy S.H.I.V.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20+20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70+25&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Foundry Upgrades ==&lt;br /&gt;
&lt;br /&gt;
* S.H.I.V. Suppression&lt;br /&gt;
* S.H.I.V. Laser&lt;br /&gt;
* S.H.I.V. Plasma&lt;br /&gt;
* S.H.I.V. Repair&lt;br /&gt;
* Advanced Repair&lt;br /&gt;
* Advanced Flight&lt;br /&gt;
&lt;br /&gt;
Advanced Construction (unknown)&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic soldier and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased critical hit chance.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop Carapace Armor in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that Titan Armor makes them somewhat obsolete.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to cover makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and suppressing the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake you can&#039;t undo (on ironman) move the S.H.I.V. into position where it is the obvious choice to be shot at.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Overwatch_(EU2012)&amp;diff=40548</id>
		<title>Overwatch (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Overwatch_(EU2012)&amp;diff=40548"/>
		<updated>2012-10-29T13:38:21Z</updated>

		<summary type="html">&lt;p&gt;Kooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A soldier or alien with a remaining action can enter Overwatch (default hotkey Y).  This ends the soldier&#039;s turn, but allows them to shoot at the first enemy that enters their overwatch range during the enemy turn, albeit at a small penalty(aim penalty/cannot crit).&lt;br /&gt;
&lt;br /&gt;
Some class abilities alter or improve various aspects and properties of Overwatch. These include Rapid Reaction (Heavy), Squad Sight (Sniper), Opportunist (Sniper), Covering Fire (Support), and Sentinel (Support).&lt;br /&gt;
&lt;br /&gt;
When overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risking a 20% shot. Especially early on with rookies with low accuracy and carrying weak weapons it isn&#039;t worth the risk. &lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=40547</id>
		<title>Cover (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=40547"/>
		<updated>2012-10-29T13:35:18Z</updated>

		<summary type="html">&lt;p&gt;Kooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In combat, soldiers and aliens can take cover behind objects in the environment to lower their chance of being hit by enemy fire.  Cover is taken automatically as the soldier moves through the environment.  While in cover the soldier gains a defensive bonus against enemy attacks unless the enemy has flanked the soldier.  Cover is divided into two categories: Low Cover and High Cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low Cover&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Low Cover is represented by a half shield symbol on the tactical HUD.  It conveys a &#039;&#039;&#039;-20%&#039;&#039;&#039; accuracy for the enemy firing at the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Cover&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
High Cover is represented by a full shield symbol on the tactical HUD.  It conveys a &#039;&#039;&#039;-40%&#039;&#039;&#039; accuracy for the enemy firing at the target.&lt;br /&gt;
&lt;br /&gt;
At Classic and Impossible difficulties, it&#039;s better to try to stay out of line-of-sight of aliens whenever possible (assuming you are not going on Overwatch yourself). When overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risking a 20% shot. Especially early on with rookies with low accuracy and carrying weak weapons it isn&#039;t worth the risk.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=40353</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=40353"/>
		<updated>2012-10-25T17:03:50Z</updated>

		<summary type="html">&lt;p&gt;Kooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leap frog your way forward on maps while also rotating through your squad&#039;s first move before deciding to perform a second move.&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch, or fire if you encounter something along the way.&amp;lt;br&amp;gt;&lt;br /&gt;
This helps you maintain battlefield awareness including map size, squad spacing, and flank openings.&lt;br /&gt;
&lt;br /&gt;
It will also help make sure you have someone with a move left to take action should you encounter aliens.&lt;br /&gt;
&lt;br /&gt;
Save putting your soldiers on overwatch until the end of the turn. This tactic is important for 2 reasons. 1. Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn. 2. If you want to move them somewhere else you can&#039;t because they are locked once on overwatch.&lt;br /&gt;
&lt;br /&gt;
Alternatively, put several secure units (like snipers) into overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover and the penalty to reaction fire will be more than compensated by the absence of a cover penalty. If you follow this up with careful Run &amp;amp; Gun tactics you can clean up weaker groups before they have a chance to fire at you.&lt;br /&gt;
&lt;br /&gt;
Also, with all the other equipment such as medkits and nano fiber vests and such, the grenade is often overlooked. It is a good idea to have at least one grenade on hand, because a grenade is guaranteed damage, regardless of cover. Better yet, it destroys cover, making a poor shot into an easy shot. Early on when accuracy is poor and weapons are weak a grenade is a great way to dispatch Sectoids. &lt;br /&gt;
&lt;br /&gt;
Muton berserkers have a handy habit of chasing down the soldier that shot them. If unprepared, or early on in the game with weak weapons and soldiers, this can be hard to deal with. Later on in the game with stronger characters and weapons it can be used to your advantage. If there are 3 or more soldiers in a line/group use the first soldier on the end to draw the Berserker to the group. Then shoot the berserker with the next closest soldier and repeat along the line. If executed properly the berserker will move from one soldier to the next each time getting closer to the soldier next in line to shoot him. This tactic is especially useful when using the alloy cannon, a weapon with great power but short range. It is also useful if you have a heavy with Bullet Swarm or a sniper with double tap because you can encourage the berserker to move into position instead of your soldier moving and only having 1 shot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover vs Firing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While shooting at enemies is always better than nothing, if you miss or don&#039;t kill the target, said shooter is exposed to return fire. Unless you are&lt;br /&gt;
confident in the shot, or have a second shooter, it may be a good idea to hunker down.&lt;br /&gt;
&lt;br /&gt;
Hunkering down in full cover gives -80 acc to enemy aliens, making it highly likely that nearly all alien shots will miss, or in the worst case scenario,&lt;br /&gt;
non critical damage. This is especially useful for scouts, as they can mark targets for snipers and live to spot the next turn. Be sure to hunker down as the last move, so the scout spots for all your shooters.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=40352</id>
		<title>Alien Life Forms (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=40352"/>
		<updated>2012-10-25T16:49:58Z</updated>

		<summary type="html">&lt;p&gt;Kooper: /* Outsider */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of Alien Life Forms to be encountered during the First Alien War, each with a unique set of strengths, weaknesses and abilities.  Know your enemy; your soldiers&#039; lives depend on it.&lt;br /&gt;
&lt;br /&gt;
All weapons carried by the aliens explode when they are killed. Captured weapons are indistinguishable from built weapons of the same type.&lt;br /&gt;
=Races=&lt;br /&gt;
==Sectoid==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
Sectoids are a basic, weak unit with an average ranged attack. They are capable of some psionics. Killing a unit that is performing &#039;&#039;&#039;Mind Merge&#039;&#039;&#039; will also kill the unit receiving the merge.&lt;br /&gt;
*&#039;&#039;&#039;Mind Merge&#039;&#039;&#039;: the merged ally receives +1 hit points, increased accuracy, &amp;amp; increased critical hit chance.&lt;br /&gt;
&lt;br /&gt;
For the main page on Sectoids, click [[Sectoid (EU2012)|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are weak, highly mobile units with an average ranged attack. They use a light plasma rifle, making them more accurate than Sectoids, but they don&#039;t pack as much firepower as other enemies.&lt;br /&gt;
* &#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: Causes damage each turn for &#039;&#039;up to&#039;&#039; 3 turns to any unit poisoned by the cloud of spit. Being poisoned reduces a unit&#039;s accuracy.&lt;br /&gt;
* Thin Men explode into a cloud of poison upon death. Moving into this cloud has the same effect as being poisoned by their spit attack.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump vertically up onto high ground (e.g., roof tops).&lt;br /&gt;
* Note: Units carrying a medikit or titan armor are immune to the Thin Man&#039;s poison.&lt;br /&gt;
*&#039;&#039;Trivia: The Thin Man&#039;s face is a caricature of Sid Meier, boss of Firaxis. Sid&#039;s face has a habit of popping up in his games.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gray Market description:&#039;&#039;&#039;&lt;br /&gt;
&amp;quot;The Thin Man cadaver begins to severely decomposed severely decompose within hours after death, giving off an overwhelming stench which may relate to toxins stored within its body&amp;quot; &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- THIN MAN is LONG ---&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
For the main page on Thin Men click [[Thin Man (EU2012)|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
A fast and aggressive flying unit with a light plasma rifle. They prefer to use their mobility to outflank your squad, and their high mobility grants them an innate defensive bonus. They can be especially dangerous to Snipers.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: The Floater can launch to any point on the map (ends its turn).&lt;br /&gt;
* Floaters are always considered to have at least Light cover even in the open or when flying, unless in proper cover and Flanked. This bonus &#039;&#039;does not&#039;&#039; stack with existing cover bonuses - they only recieve the best cover.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:Heavy Floater (EU2012).png|right|thumb]]&lt;br /&gt;
A tougher version of the regular Floater with considerably more hit points than a Floater, and a more powerful variant of the Plasma Rifle. They also carry an Alien Grenade.&lt;br /&gt;
* &#039;&#039;&#039;Evasion&#039;&#039;&#039;: Enemies targeting this unit when it is airborn suffer a -20 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Launch&#039;&#039;&#039;: Move anywhere on the battlefield in a single turn.  Launch cannot be used indoors.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Floater Heavy Plasma (EU2012)|Floater Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are very strong units and carry a respectably powerful Plasma Rifle, though they are susceptible to psionics.  Wounding a Muton without killing it can intimidate your soldiers and lower their Will.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that gratns reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Blood Call&#039;&#039;&#039;: Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns.  4 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Intimidate&#039;&#039;&#039;: Reacts unpredictably when wounded, provoking panic in enemies.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
* They carry light rifles on first month they appear, and rifles after that month.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Light Rifle (EU2012)|Muton Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Rifle (EU2012)|Muton Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Muton Elite==&lt;br /&gt;
An even tougher version of the regular Muton, armed with a powerful Heavy Plasma. They are not noticeably more resistant to psionic attack, though.&lt;br /&gt;
* &#039;&#039;&#039;Suppression&#039;&#039;&#039;: Can fire a special shot that grants reaction fire at a single target.  The target also suffers a -30 Aim penalty.&lt;br /&gt;
* &#039;&#039;&#039;Bombard&#039;&#039;&#039;: Throw or launch grenades over exceptionally long distances.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Muton Heavy Plasma (EU2012)|Muton Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Muton Berserker==&lt;br /&gt;
[[File:Muton Berserker (EU2012).jpg|right|thumb]]&lt;br /&gt;
Muton Berserkers are extremely strong and very tough melee units, susceptible to their own bloodlust; they have a habit of chasing after whichever unit damaged them last (uncontrollable in multiplayer?). They are also quite resilient to psionic attack.&lt;br /&gt;
* &#039;&#039;&#039;Bull Rush&#039;&#039;&#039;: Charges through cover and causes damage to any units within a small radius.&lt;br /&gt;
* &#039;&#039;&#039;Blood Lust&#039;&#039;&#039;: Allows the Berserker to charge an enemy that wounds it.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% chance to crit)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Muton Blade|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 33 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | No reaction shot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Outsiders are relatively fragile alien units that are only encountered on UFO missions. They will not spawn until an XCOM soldier approaches the bridge(the room containing the flight computer). Their purpose seems to be to defend that position, as they will not go far beyond it. &lt;br /&gt;
* Outsiders do not seem to possess any particularly unique abilities, though capturing one is required to progress the main plot. They are not usually encountered on larger UFOs. After the alien base mission they are replaced by sectoid commanders or ethreals. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File:Chryssalid.png|right|thumb]]&lt;br /&gt;
Chryssalids are fast melee units.  Their &#039;&#039;&#039;Implant&#039;&#039;&#039; attack is particularly dangerous. Their corpses can be used to make Chitin Vests, an equippable item that makes your soldiers tougher and more resilient to melee damage. Since melee attacks ignore cover, Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire. Note: Chrssalids are where the changes in the action system are most notable. While not fundamentally different from their counterpart in the original, so long as you are far enough away to force them to dash they are significantly less dangerous, often running right up to your soldiers and ending their turn there.&lt;br /&gt;
* &#039;&#039;&#039;Stun Immune&#039;&#039;&#039;: This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows vertical leaps onto elevated surfaces during movement.&lt;br /&gt;
* &#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039;: &amp;quot;&#039;&#039;Poison enemies wounded by a melee attack.&#039;&#039;&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Implant&#039;&#039;&#039;: &amp;quot;&#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by the attack. (not from poison caused by Poisonous Claws.&#039;&#039;&amp;quot;  - A successful implant converts the victim into a zombie that eventually hatches into another Chryssalid a couple turns later. Killing the zombie seemingly prevents this transformation from occurring.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
[[File:Cyberdisc Open (EU2012).jpg|right|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
[[File:Cyberdisc Closed (EU2012).jpg|right|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs are strong, flying robotic units with a powerful plasma barrage attack that frequently destroys cover even if it fails to hit the target. When in their &#039;closed&#039; form, they take less damage and are highly resistant to Critical Hits. They are always accompanied by a pair of Drones, which can repair them during combat.  They are immune to most psionic attacks.&lt;br /&gt;
* Can throw an Alien Grenade to attack multiple soldiers at once.&lt;br /&gt;
* Cyberdiscs automatically &#039;close-up&#039; into their disc form after being attacked. In their closed form, they are almost immune to Critical Hits.&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;: An area of effect attack dealing high damage to all units within a few spaces in all directions.&lt;br /&gt;
* Cyberdiscs explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones are weak flying robotic units with a weak ranged attack.  Their purpose is to repair accompanying Cyberdiscs and Sectopods during combat.&lt;br /&gt;
* With Foundry Upgrades, the Arc Thrower can be used to &#039;hack&#039; Drones and seize control of them for the duration of a mission.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:2012-10-14 00005.jpg|right|thumb]]&lt;br /&gt;
Physically weak, slow units with high health and powerful psionic attacks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psi Lance&#039;&#039;&#039;: Offensive Psi ability that deals more damage if the target fails a will challenge.&lt;br /&gt;
* &#039;&#039;&#039;Mindfray&#039;&#039;&#039;, offensive psionic ability that causes damage and lowers will.&lt;br /&gt;
* Can &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Psi Drain&#039;&#039;&#039;: Drains up to 5 hitpoints worth of health from a friendly organic target. Cannot kill target(Can be used on mind-linked targets such as mind controlled squaddie)&lt;br /&gt;
* &#039;&#039;&#039;Rift&#039;&#039;&#039;, a powerful AoE attack that inflicts more damage if they fail a will challenge.&lt;br /&gt;
* Chance to reflect physical projectiles back at the attacker.&lt;br /&gt;
* High Will; resistant to psionic attacks.&lt;br /&gt;
* Ethereals explode upon death, dealing damage to all units within a fairly small radius.&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
[[File:Sectoid Commander (EU2012).png|right|thumb]]&lt;br /&gt;
The Sectoid Commander is a slightly stronger Sectoid with more psionic capabilities. They have much more health than normal Sectoids, but are otherwise unremarkable aside from their Mind Control ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;: Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility and doing 5 base damage.  Lasts 2 turns, 1 turn cooldown.&lt;br /&gt;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Very difficult psi technique that, if successful, grants control of the target for 3 turns. &lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser allies of the same species nearby, granting them +25% critical chance and +1 health.&lt;br /&gt;
* Enemy Defense: -20% Hit&lt;br /&gt;
&lt;br /&gt;
* Carries Plasma Pistol &amp;amp; Alien Grenade.&lt;br /&gt;
* Will use psi attacks against targets with a low Hit chance.  If trying to capture one, sometimes its best to leave a soldier out of cover and eat a plasma pistol shot instead of taking a psi attack.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod (EU2012).jpg|right|thumb]]&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by Drones. They are immune to most psionic attacks. Make as much use of Smoke Grenades, Heavy Cover, and Psionic Fields as you can.&lt;br /&gt;
* &#039;&#039;&#039;Cannon Fire&#039;&#039;&#039;: Beam attack that causes high damage and grants free Overwatch.  If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb&#039;&#039;&#039;: Mark a large area, and after one turn, saturate it with a barrage of explosive minibombs.  - Uses both of the Sectopod&#039;s actions for that turn. It enters a special deployed state and aims at the target location; on the following turn, it bombards the target area with many small explosives. Using this ability prevents a Sectopod from using its Plasma Beam above.&lt;br /&gt;
* &#039;&#039;&#039;Hardened&#039;&#039;&#039;: Hardened units receive extra protection against critical hits (-60% crit chance)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Seems to have a longer sight range than most units.&lt;br /&gt;
* Note: Due to its superior firepower, use of suppression may be necessary to render its attacks far less dangerous, but practically guaranteeing a double attack. Do not stack units too close together or the Sectopod may choose to target them with the Cluster Bomb attack. Using Plasma / Heavy weapons or Mind-controlled cannon-fodder against this unit is also recommended.&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;HEAT Ammo&#039;&#039; promotion applies to &#039;&#039;all&#039;&#039; weapons, and can allow them to inflict &#039;&#039;vast&#039;&#039; amounts of damage to Sectopods; combined with Bullet Swarm, a pre-positioned Heavy with a Heavy Plasma can easily kill or cripple a Sectopod in one turn, or even destroy two that have already taken significant damage. HEAT ammo also affects rockets.  A non-crit with a Heavy&#039;s rocket can do 16 points of damage.&lt;br /&gt;
* The Heavy&#039;s &#039;&#039;Shredder Rocket&#039;&#039; promotion can also be used to make the Sectopod take additional damage from all other attacks.&lt;br /&gt;
* Snipers can use their &#039;&#039;Headshot&#039;&#039; or &#039;&#039;Disabling Shot&#039;&#039; powers to cripple or inflict serious damage to a Sectopod, especially if they have the &#039;&#039;Double Tap&#039;&#039; promotion.&lt;br /&gt;
* If you see Cluster Bomb being prepared, RUN.&lt;br /&gt;
&lt;br /&gt;
==Uber Ethereal==&lt;br /&gt;
Same as the Ethereal, but with larger stats and a higher projectile reflection chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alien Stats Table=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Name &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | HP&lt;br /&gt;
(Easy/Normal/Classic/Impossible)&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Aim&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Defense&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Will&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Movement&lt;br /&gt;
! width=&amp;quot;33%&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid&lt;br /&gt;
|3/3/3/4&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Outsider&lt;br /&gt;
|3/3/4/5&lt;br /&gt;
|70&lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
|Receives an additional +10 Aim and +5 Movement from bonuses on impossible. Tied for highest accuracy in the game.&lt;br /&gt;
|- &lt;br /&gt;
|Thin man&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|65&lt;br /&gt;
|0&lt;br /&gt;
|15&lt;br /&gt;
|15&lt;br /&gt;
|Deals 2 less damage on normal/easy&lt;br /&gt;
|-&lt;br /&gt;
|Floater&lt;br /&gt;
|3/3/4/6&lt;br /&gt;
|50&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid&lt;br /&gt;
|8/8/8/8&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|20&lt;br /&gt;
|Hardened, Deals +2 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|10/10/10/10&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|120&lt;br /&gt;
|8&lt;br /&gt;
|Deals +2/+4 damage on classic/impossible, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Muton&lt;br /&gt;
|8/8/10/10&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drone&lt;br /&gt;
|3/3/5/7&lt;br /&gt;
|60&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
|Requires &#039;Drone Hack&#039; arc thrower upgrade to &#039;hack&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisk&lt;br /&gt;
|16/16/20/20&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|Mechanized&lt;br /&gt;
|18&lt;br /&gt;
|Hardened while in closed form, Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander&lt;br /&gt;
|10/10/14/14&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|90&lt;br /&gt;
|12&lt;br /&gt;
| +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Muton Berserker&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|Melee&lt;br /&gt;
|20&lt;br /&gt;
|80&lt;br /&gt;
|17&lt;br /&gt;
|Hardened, Deals +1/3 damage on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod&lt;br /&gt;
|30/30/30/30&lt;br /&gt;
|80&lt;br /&gt;
|30&lt;br /&gt;
|Mechanized&lt;br /&gt;
|12&lt;br /&gt;
| Immune to stunning&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater&lt;br /&gt;
|12/12/14/16&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite&lt;br /&gt;
|14/14/14/18&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|12&lt;br /&gt;
| +10 defense on classic/impossible, +10 additional aim on impossible&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal&lt;br /&gt;
|20/20/20/25&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|120&lt;br /&gt;
|12&lt;br /&gt;
|Hardened, +25/35 will on classic/impossible&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Melee attacks always hit.&lt;br /&gt;
Hardened reduces critical chance by 60% against the target.&lt;br /&gt;
On Classic and Impossible, Aliens receive +10 aim and +10 crit chance bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=40351</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=40351"/>
		<updated>2012-10-25T16:45:34Z</updated>

		<summary type="html">&lt;p&gt;Kooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leap frog your way forward on maps while also rotating through your squad&#039;s first move before deciding to perform a second move.&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch, or fire if you encounter something along the way.&amp;lt;br&amp;gt;&lt;br /&gt;
This helps you maintain battlefield awareness including map size, squad spacing, and flank openings.&lt;br /&gt;
&lt;br /&gt;
It will also help make sure you have someone with a move left to take action should you encounter aliens.&lt;br /&gt;
&lt;br /&gt;
Save putting your soldiers on overwatch until the end of the turn. This tactic is important for 2 reasons. 1. Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn. 2. If you want to move them somewhere else you can&#039;t because they are locked once on overwatch.&lt;br /&gt;
&lt;br /&gt;
Alternatively, put several secure units (like snipers) into overwatch before revealing enemies. Your soldiers will open fire on aliens as they scramble for cover and the penalty to reaction fire will be more than compensated by the absence of a cover penalty. If you follow this up with careful Run &amp;amp; Gun tactics you can clean up weaker groups before they have a chance to fire at you.&lt;br /&gt;
&lt;br /&gt;
Also, with all the other equipment such as medkits and nano fiber vests and such, the grenade is often overlooked. It is a good idea to have at least one grenade on hand, because a grenade is guaranteed damage, regardless of cover. Better yet, it destroys cover, making a poor shot into an easy shot. Early on when accuracy is poor and weapons are weak a grenade is a great way to dispatch Sectoids. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover vs Firing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While shooting at enemies is always better than nothing, if you miss or don&#039;t kill the target, said shooter is exposed to return fire. Unless you are&lt;br /&gt;
confident in the shot, or have a second shooter, it may be a good idea to hunker down.&lt;br /&gt;
&lt;br /&gt;
Hunkering down in full cover gives -80 acc to enemy aliens, making it highly likely that nearly all alien shots will miss, or in the worst case scenario,&lt;br /&gt;
non critical damage. This is especially useful for scouts, as they can mark targets for snipers and live to spot the next turn. Be sure to hunker down as the last move, so the scout spots for all your shooters.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=40145</id>
		<title>Arc Thrower (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=40145"/>
		<updated>2012-10-22T20:09:54Z</updated>

		<summary type="html">&lt;p&gt;Kooper: /* Tips and tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Arc Thrower is used to retrieve live aliens for interrogation. It is also the only way to retrieve intact weapons from X-COM missions, as alien weapons explode into fragments when aliens die. The Arc Thrower can only be used at close range, and can only be fired twice per mission. The Arc Thrower has a better chance of working if the target is low-health.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
{{Ref Open | title = Arc Thrower}}&lt;br /&gt;
[[File:Arc_Thrower_(EU2012).png|right|340px]]&lt;br /&gt;
* &#039;&#039;&#039;Required Research&#039;&#039;&#039;: Arc Thrower (Accessed via Xeno-Biology)&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: §35, 5 Engineers&lt;br /&gt;
* &#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Stun&#039;&#039;&#039;: Attempts to stun the target alien (2x / mission).&lt;br /&gt;
* &#039;&#039;&#039;Foundry Upgrades&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Improved Arc Thrower&#039;&#039;&#039;: Increased stun chance at 6 HP or below (up from 3).&lt;br /&gt;
** &#039;&#039;&#039;Repair SHIVs&#039;&#039;&#039;: Allows Arc Thrower to repair friendly SHIVs. &lt;br /&gt;
** &#039;&#039;&#039;???&#039;&#039;&#039;: Can attempt to take control of an enemy [[Alien Life Forms (EU2012)#Drone|Drone]] (similar to mind control).&lt;br /&gt;
&#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets.  The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}} &lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
* The Arc Thrower has a better chance of working if the target has 3 or fewer health remaining (6 with Foundry upgrade).&lt;br /&gt;
* Given the close range, a Support class soldier with [[Classes_(EU2012)#Support|Sprinter]] is a fairly good candidate for packing the Arc Thrower. &lt;br /&gt;
* Alternatively, an Assault class soldier with [[Classes_(EU2012)#Assault|Lightning Reflexes]] is another good candidate for the Arc Thrower as they can avoid the first overwatch shot of the target.&lt;br /&gt;
* To ensure you don&#039;t lose soldiers because of a failed stun attempt, try stunning the alien using at least two people in one turn or have another soldier with a clear line of sight that can take out the target if the attempt fails. &lt;br /&gt;
* Note that the Arc Thrower does not affect robotic enemies or Chryssalids.&lt;br /&gt;
*If you have a sniper with the &#039;Disable Weapon&#039; skill, you can make the stun much safer on the approach, and should the stun attempt fail the enemy will be unable to return fire on their next turn.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=39121</id>
		<title>Arc Thrower (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=39121"/>
		<updated>2012-10-15T13:03:06Z</updated>

		<summary type="html">&lt;p&gt;Kooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Arc Thrower&lt;br /&gt;
* Cost: [http://www.youtube.com/watch?feature=player_detailpage&amp;amp;v=Vyj0BDEXKPc#t=88s §35, 5 Engineers]&lt;br /&gt;
* &#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets.  The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Used to retrieve live aliens for interrogation. It is also the only way to retrieve intact weapons, as weapons explode into fragments when aliens die.&lt;br /&gt;
&lt;br /&gt;
The Arc Thrower can only be used at close range, and can only be fired twice per mission.&lt;br /&gt;
&lt;br /&gt;
The Arc Thrower has a better chance of working if the target has 3 or fewer health remaining.&lt;br /&gt;
&lt;br /&gt;
Tactical note: Given the close range, a Support class soldier with Sprinter is a fairly good candidate for packing the Arc Thrower. Alternatively an Assault class soldier with Lightning reflexes is another good candidate for the Arc Thrower as they can avoid the first overwatch shot of the target.&lt;br /&gt;
&lt;br /&gt;
Required Research: Arc Thrower (Accessed via Xeno-Biology)&lt;br /&gt;
&lt;br /&gt;
The arc thrower may be upgraded via the Foundry to be more powerful, giving an increased stun chance at 6 health instead of 3.&lt;br /&gt;
&lt;br /&gt;
The arc thrower may be upgraded via the Foundry to repair SHIVs.&lt;br /&gt;
&lt;br /&gt;
The arc thrower may be upgraded via the Foundry to take control of an enemy [[Alien Life Forms (EU2012)#Drone|Drone]], similar to mind control.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=38611</id>
		<title>Tactics (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(EU2012)&amp;diff=38611"/>
		<updated>2012-10-11T17:26:06Z</updated>

		<summary type="html">&lt;p&gt;Kooper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Leap frog your way forward on maps while also rotating through your squad&#039;s first move before deciding to perform a second move.&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch, or fire if you encounter something along the way.&amp;lt;br&amp;gt;&lt;br /&gt;
This helps you maintain battlefield awareness including map size, squad spacing, and flank openings.&lt;br /&gt;
&lt;br /&gt;
It will also help make sure you have someone with a move left to take action should you encounter aliens.&lt;br /&gt;
&lt;br /&gt;
Save putting your soldiers on overwatch until the end of the turn. This tactic is important for 2 reasons. 1. Aliens get a free move when they are seen and if the alien moves into view of a soldier that has already been put on overwatch they cannot use that turn to fire. You have to rely on them having a reaction shot during the alien&#039;s turn. 2. If you want to move them somewhere else you can&#039;t because they are locked once on overwatch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Kooper</name></author>
	</entry>
</feed>