<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lordofhyphens</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=Lordofhyphens"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Lordofhyphens"/>
	<updated>2026-05-03T09:17:02Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(EU2012)&amp;diff=42058</id>
		<title>Sniper (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(EU2012)&amp;diff=42058"/>
		<updated>2012-11-27T18:05:31Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: Note about overwatch and pistols for a sniper.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|right|frame|64px|Sniper]]A &amp;lt;noinclude&amp;gt;[[Classes (EU2012)|class]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;class&amp;lt;/includeonly&amp;gt; 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. &lt;br /&gt;
&lt;br /&gt;
The Sniper relies heavily on mobility, favourable terrain and the cooperation of squad mates to locate their marks. The Sniper is otherwise a poor close range combatant. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. &lt;br /&gt;
* Snipers Rifles can only be fired or used for Overwatch with a full 2 actions or not at all. The &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability eliminates this requirement and allows the Sniper to Move and Fire. However, this ability inflicts an accuracy penalty that affects all Sniper Rifle attacks. &lt;br /&gt;
* Sniper Rifles suffer an aim penalty when targeting enemies in close quarters, requiring a switch to the pistol. Of all the classes, the Sniper relies on the Pistol the most. &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. Snipers can Overwatch with their pistols at Squad Sight range. This may be a bug. &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. &lt;br /&gt;
&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:SNIPER HEADSHOT.png|32px|left]]&#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  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. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:SNIPER SNAPSHOT.png|32px|left]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:SNIPER SQUADSIGHT.png|32px|left]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:SNIPER GUNSLINGER.png|32px|left]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:SNIPER_DGG.png|32px|left]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:SNIPER DISABLINGSHOT.png|32px|left]]&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:SNIPER BATTLESCANNER.png|32px|left]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:SNIPER EXECUTIONER.png|32px|left]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:SNIPER OPPORTUNIST.png|32px|left]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:SNIPER_LOWPROFILE.png|32px|left]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:SNIPER_ITZ.png|32px|left]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper rifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | [[File:SNIPER_DOUBLETAP.png|32px|left]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The most important decision for a sniper is whether they are &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Snap Shot&#039;&#039;&#039;. A Snap Shot sniper is more mobile (which is probably a role better suited to another class) , while a Squad Sight sniper will stay back and deliver long-range fire. &lt;br /&gt;
* The sniper then 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 is quite redundant if a Sniper possesses Snap Shot already. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
** Battle Scanners do not trigger alien &amp;quot;duck for cover&amp;quot; actions.&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;
* 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;
* 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 Damn Good Ground while hovering.&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;
This is the biggest trap choice in the game. Take Squadsight in &#039;&#039;all&#039;&#039; circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadsight&#039;&#039;&#039; is the ability that allows your Sniper to actually snipe. In short, a soldier&#039;s ability to target enemies relies on the range of his weapon (100 for sniper rifles), having line of sight to the target, and being within vision range of the target (27). 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;, in theory, 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. Furthermore, sniper rifles suffer from an additional Aim penalty in close quarters. The result is that you need to position specifically for a mid-range engagement -- imposing its own positional inflexibility -- and forcing you to augment the Sniper&#039;s defense accordingly. And even in those ideal circumstances, the Aim penalty means that this is still strictly worse than an Assault with an assault rifle. There are other abilities in the Sniper tree to help him breach with the team. If that&#039;s a concern, consider them.&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;Gunslinger vs. Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
This is a question of minimizing weakness or maximizing strength. Damn Good Ground is generally better, but Gunslinger merits consideration.&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.&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. You won&#039;t be a force to be reckoned with in close range, but you&#039;ll contribute.&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;Disabling Shot vs. Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Two moderately helpful utility options make this something of a tossup. Go nuts.&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. Be aware that is generally only the case when your weaponry isn&#039;t up to the task of the foes you&#039;re facing, you&#039;re attempting to capture an alien, or one of your units has been mind controlled. There is a small Aim penalty(-10) attached to this, and the attack does reduced damage; make sure you don&#039;t accidentally kill the target.&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. Scanning does not trigger enemies to take cover, so you can use this to get the jump on a pack of aliens with a sniper round or rocket to the back of the head. 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 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;
&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;
Opportunist is generally the stronger pick here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executioner&#039;&#039;&#039; is nice when a wounded enemy absolutely needs to die, but two things hold it back. First, the bonus itself is fairly minor on a class that already has great Aim. Second, snipers are generally able to kill targets in one shot (or Headshot), which will keep the trigger condition from being relevant much of the time. Still, the RNG is fickle enough that this is not a wasted skill. Pushing you up to 100% to hit 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, which ultimately earns it the nod.&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;In the Zone vs. Double Tap&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Both of these skills offer a lot of killing power, but Double Tap is more consistent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In The Zone&#039;&#039;&#039; offers unmatched offensive potential when you can set up the right conditions. Squadsight snipers will never flank an enemy, so you&#039;ll need 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, you can blow covers with rockets or grenades when the firepower is desperately needed. Note: In The Zone can be triggered with a pistol due to a bug, 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 crit rate, and Headshot. However, a Sniper that can&#039;t kill his 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.&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Get a S.C.O.P.E. and call it a day. Note: Scope bonus and Improved scope bonus don&#039;t stack with pistol upgrade I/II, so don&#039;t bother with them.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Classes (EU2012)]]&lt;br /&gt;
* [[Weapons (EU2012)]]&lt;br /&gt;
* [[Armour (EU2012)]]&lt;br /&gt;
* [[Equipment (EU2012)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=40402</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=40402"/>
		<updated>2012-10-27T04:01:19Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: /* Precision Weapons */ Removed alien-only Sectoid pistol from page (is in alien page)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 10 || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. &lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
* Pistol [[Foundry (EU2012)#Improved_Pistol_I|Critical Hit chance]], [[Foundry (EU2012)#Improved_Pistol_II|Aim Bonus]], and [[Foundry (EU2012)#Improved_Pistol_III|Base Damage]] of can be increased via Foundry research.&lt;br /&gt;
* Generally speaking, upgraded Pistols should be given to Snipers then shotgun wielding Assault soldiers (for overwatch at longer ranges).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Assault Rifle (EU2012)|Assault Rifle]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 20 || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | Aim +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LMG (EU2012)|LMG]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || 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; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || 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; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || 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; | Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || 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; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100, although it requires for the Sniper to have the Squad Sight ability to shoot targets out of sight. &lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability).&lt;br /&gt;
* The rifles also have limited use at close range.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Crit Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Scatter (EU2012)|Laser Scatter]]|| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 13 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* They can only be used by Assault soldiers and are limited in range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Arc Thrower (EU2012)|Arc Thrower]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || 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;
| align=&amp;quot;center&amp;quot; |Drone Beam|| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 21 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Psi Lance|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || 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; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plague (EU2012)|Plague]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 11  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Frag Grenade (EU2012)|Frag Grenade]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align=&amp;quot;center&amp;quot; | NA  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Support || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Defense +20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Psi Grenade (EU2012)|Psi Grenade]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 225 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chryssalid Claw|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |[[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | 1 || 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;
| align=&amp;quot;center&amp;quot; |Zombie Fist|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Zombie (EU2012)|Zombie]]|| align=&amp;quot;center&amp;quot; | 1 || 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;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Smoke_Grenade_(EU2012)&amp;diff=40401</id>
		<title>Smoke Grenade (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Smoke_Grenade_(EU2012)&amp;diff=40401"/>
		<updated>2012-10-27T03:58:35Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: basic information about smoke grenades&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STUB&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
* &#039;&#039;Flavor text from Enginering-Build/Buy Items menu&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&#039;&#039;Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities.  Listing of foundry upgrades have been here as well.&#039;&#039;&lt;br /&gt;
Smoke grenades are an inherent ability of the [[Classes_(EU2012)#Support|Support]] class. They provide [[Cover_(EU2012)|cover]] to soldiers inside. This works both ways: soldiers near the center smoke clouds have problems hitting enemy units.&lt;br /&gt;
Higher-ranked soldiers can choose a bonus to Smoke Grenades. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Classes_(EU2012)#Support|Support]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=39982</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=39982"/>
		<updated>2012-10-21T16:42:59Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: /* Sectopod */ Cluster Bomb tactic.&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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Weapons Used&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Outsider Light Rifle (EU2012)|Outsider Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 30%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&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 mind control.&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;
&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;
{| 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;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Outsider&lt;br /&gt;
|3/3/4/5&lt;br /&gt;
|?&lt;br /&gt;
|10&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|&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;
|&lt;br /&gt;
|&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;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid&lt;br /&gt;
|7/?/8/?&lt;br /&gt;
|Melee&lt;br /&gt;
|10&lt;br /&gt;
|120&lt;br /&gt;
|&lt;br /&gt;
|Hardened&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|?/?/10/?&lt;br /&gt;
|Melee&lt;br /&gt;
|0&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|&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;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Drone&lt;br /&gt;
|3/4/5/?&lt;br /&gt;
|60&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisk&lt;br /&gt;
|?/?/20/?&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|Hardened while in closed form&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander&lt;br /&gt;
|?/10/?/?&lt;br /&gt;
|85&lt;br /&gt;
|20&lt;br /&gt;
|90&lt;br /&gt;
|&lt;br /&gt;
|&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;
|&lt;br /&gt;
|Hardened&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod&lt;br /&gt;
|?/?/30/?&lt;br /&gt;
|?&lt;br /&gt;
|20&lt;br /&gt;
|?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater&lt;br /&gt;
|&lt;br /&gt;
|70&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite&lt;br /&gt;
|?/?/14/?&lt;br /&gt;
|80&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal&lt;br /&gt;
|?/?/20/?&lt;br /&gt;
|N/A&lt;br /&gt;
|40&lt;br /&gt;
|120&lt;br /&gt;
|&lt;br /&gt;
|Hardened&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&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 bonus.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39981</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39981"/>
		<updated>2012-10-21T16:39:18Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: /* Psionic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of soldier &#039;&#039;&#039;Classes&#039;&#039;&#039; follows a &#039;Rock, Paper, Scissor&#039; logic, where the different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in 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;
* Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like &#039;&#039;&#039;Aggression&#039;&#039;&#039; and &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; would suit a combat style involving multiple Assault units moving fast and aggressively using &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; continuously. A Sniper with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired.  This Assault soldier may be particularly useful in time-sensitive missions like [[Terror Mission (EU2012)|Terror Missions]] and [[Bomb Disposal (EU2012)|Bomb Disposals]].&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &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 Required &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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together. &lt;br /&gt;
* Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots.  This build could be particularly effective combined with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.&lt;br /&gt;
* Heavy Suppression: Focuses on perks that improve the rest of your squad like &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. Combined with &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; Support units, the player can 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;
* 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. &lt;br /&gt;
* Heavies are the class that will 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;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 damage as opposed to the regular rocket&#039;s 6 damage.&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;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  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. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Sniper&#039;s initial choices focus between improving its aim and range, with perks like &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; or to address its close range limitations, with &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;.&lt;br /&gt;
* Afterwards Snipers can specialize on a number of areas, with perks like &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;, &#039;&#039;&#039;Double Tap&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; useful on a variety of situations. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
** Battle Scanners do not seem to trigger alien &amp;quot;duck for cover&amp;quot; actions. --[[User:Lordofhyphens|Lordofhyphens]] 20:35, 17 October 2012 (EDT)&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. &lt;br /&gt;
* 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;
* 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;
* Short list of opinions on the various abilities: [[User talk:Lordofhyphens]]&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipropose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&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;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. &lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#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;
* 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;
==Psionic==&lt;br /&gt;
A Psionic is a late game &#039;extra&#039; class 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;
{| 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;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; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immunie. Lasts 2 turns. 1 turn cooldown.  &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; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause target to panic on its following turn, if the target&#039;s&amp;lt;!-- Yes horrible spelling --&amp;gt; Will is overcome. Robotic enemies are immune. 2 turn coolown.&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; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&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;
* 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;
* Psionics cannot be used on an alien that can only be targeted with Squad Sight (Sniper), unknown if this is a range problem or not.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Lordofhyphens&amp;diff=39980</id>
		<title>User talk:Lordofhyphens</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Lordofhyphens&amp;diff=39980"/>
		<updated>2012-10-21T16:32:59Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sniper Abilities==&lt;br /&gt;
After playing around with Snipers in XCOM:EU for a while (the game seemed to want to give me an endless supply of them), I think I&#039;ve figured out some of the tradeoffs and (at least for me) what are the &amp;quot;more useful&amp;quot; highlights. &lt;br /&gt;
&lt;br /&gt;
If anyone else agrees with these sentiments, feel free to move them to a main page.--[[User:Lordofhyphens|Lordofhyphens]] 12:32, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
*Headshot&lt;br /&gt;
** You don&#039;t get a choice about this, and that is quite all right. It&#039;s fine on its own.&lt;br /&gt;
*Snap Shot/Squad Sight&lt;br /&gt;
** I rarely found myself in the position where I needed to fire the Sniper Rifle in a turn where the character moved. Squad Sight, on the other hand, gave my primary Sniper character the ability to make kills almost every turn. I also think Squad Sight affects Overwatch, but I can&#039;t be sure. &lt;br /&gt;
** My recommendation is Squad Sight every time.&lt;br /&gt;
*Gunslinger/Damn Good Ground&lt;br /&gt;
** I mostly picked Gunslinger. The main reason for this was that I didn&#039;t get Skeleton Armor until I already had Titan Armor. Additionally, since I had picked Squad Sight instead of Snap Shot, the upgrade to pistol damage gave them almost as much firepower as a Support character at short ranges (particularly with captured plasma pistols).&lt;br /&gt;
*Disabling Shot/Battle Scanner&lt;br /&gt;
** I honestly didn&#039;t really use either ability much; this choice is strictly preference. My only &#039;knock&#039; against Disabling Shot is that it requires the use of the Sniper Rifle. At higher tech levels, a Headshot or normal fire will kill most aliens outright (except for Sectopods).&lt;br /&gt;
*Executioner/Opportunist&lt;br /&gt;
**Take Opportunist. You won&#039;t need the +10% Aim bonus anyway, and most things you shoot at later in the game will be killed in one hit anyway. Just put a S.C.O.P.E. on. &lt;br /&gt;
*Low Profile&lt;br /&gt;
** Low Profile is awesome. That is all. &lt;br /&gt;
*In the Zone/Double Tap&lt;br /&gt;
**I only got one Sniper to Colonel rank, and chose Double Tap. Double Tap is wonderful, and when combined with Headshot can give you that 1-turn kill on the toughest enemies. Double Tap also works with pistols. The only &amp;quot;uncovered&amp;quot; enemies I tended to run into were Sectopods (which aren&#039;t going to go down from a single rifle shot), Chryssalids, and Berzerkers. Most enemies are good enough at finding cover that getting them flanked is sufficiently dangerous to not be worth it. I can see where going on a murder spree on Chryssalids would be useful, though.&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39979</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39979"/>
		<updated>2012-10-21T16:32:19Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: /* Sniper */ added a link to my talk page, which has my opinions on the sniper abilities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of soldier &#039;&#039;&#039;Classes&#039;&#039;&#039; follows a &#039;Rock, Paper, Scissor&#039; logic, where the different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in 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;
* Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like &#039;&#039;&#039;Aggression&#039;&#039;&#039; and &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; would suit a combat style involving multiple Assault units moving fast and aggressively using &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; continuously. A Sniper with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired.  This Assault soldier may be particularly useful in time-sensitive missions like [[Terror Mission (EU2012)|Terror Missions]] and [[Bomb Disposal (EU2012)|Bomb Disposals]].&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &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 Required &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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together. &lt;br /&gt;
* Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots.  This build could be particularly effective combined with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.&lt;br /&gt;
* Heavy Suppression: Focuses on perks that improve the rest of your squad like &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. Combined with &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; Support units, the player can 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;
* 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. &lt;br /&gt;
* Heavies are the class that will 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;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 damage as opposed to the regular rocket&#039;s 6 damage.&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;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  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. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Sniper&#039;s initial choices focus between improving its aim and range, with perks like &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; or to address its close range limitations, with &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;.&lt;br /&gt;
* Afterwards Snipers can specialize on a number of areas, with perks like &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;, &#039;&#039;&#039;Double Tap&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; useful on a variety of situations. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
** Battle Scanners do not seem to trigger alien &amp;quot;duck for cover&amp;quot; actions. --[[User:Lordofhyphens|Lordofhyphens]] 20:35, 17 October 2012 (EDT)&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. &lt;br /&gt;
* 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;
* 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;
* Short list of opinions on the various abilities: [[User talk:Lordofhyphens]]&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipropose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&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;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. &lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#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;
* 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;
==Psionic==&lt;br /&gt;
A Psionic is a late game class 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. &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;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; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immunie. Lasts 2 turns. 1 turn cooldown.  &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; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause taret to panic on its following turn, if the target&#039;s&amp;lt;!-- Yes horrible spelling --&amp;gt; Will is overcome. Robotic enemies are immune. 2 turn coolown.&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; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&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;
* 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;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Lordofhyphens&amp;diff=39978</id>
		<title>User talk:Lordofhyphens</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Lordofhyphens&amp;diff=39978"/>
		<updated>2012-10-21T16:30:53Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: Created page with &amp;quot;==Sniper Abilities== After playing around with Snipers in XCOM:EU for a while (the game seemed to want to give me an endless supply of them), I think I&amp;#039;ve figured out some of the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sniper Abilities==&lt;br /&gt;
After playing around with Snipers in XCOM:EU for a while (the game seemed to want to give me an endless supply of them), I think I&#039;ve figured out some of the tradeoffs and (at least for me) what are the &amp;quot;more useful&amp;quot; highlights. &lt;br /&gt;
&lt;br /&gt;
*Headshot&lt;br /&gt;
** You don&#039;t get a choice about this, and that is quite all right. It&#039;s fine on its own.&lt;br /&gt;
*Snap Shot/Squad Sight&lt;br /&gt;
** I rarely found myself in the position where I needed to fire the Sniper Rifle in a turn where the character moved. Squad Sight, on the other hand, gave my primary Sniper character the ability to make kills almost every turn. I also think Squad Sight affects Overwatch, but I can&#039;t be sure. &lt;br /&gt;
** My recommendation is Squad Sight every time.&lt;br /&gt;
*Gunslinger/Damn Good Ground&lt;br /&gt;
** I mostly picked Gunslinger. The main reason for this was that I didn&#039;t get Skeleton Armor until I already had Titan Armor. Additionally, since I had picked Squad Sight instead of Snap Shot, the upgrade to pistol damage gave them almost as much firepower as a Support character at short ranges (particularly with captured plasma pistols).&lt;br /&gt;
*Disabling Shot/Battle Scanner&lt;br /&gt;
** I honestly didn&#039;t really use either ability much; this choice is strictly preference. My only &#039;knock&#039; against Disabling Shot is that it requires the use of the Sniper Rifle. At higher tech levels, a Headshot or normal fire will kill most aliens outright (except for Sectopods).&lt;br /&gt;
*Executioner/Opportunist&lt;br /&gt;
**Take Opportunist. You won&#039;t need the +10% Aim bonus anyway, and most things you shoot at later in the game will be killed in one hit anyway. Just put a S.C.O.P.E. on. &lt;br /&gt;
*Low Profile&lt;br /&gt;
** Low Profile is awesome. That is all. &lt;br /&gt;
*In the Zone/Double Tap&lt;br /&gt;
**I only got one Sniper to Colonel rank, and chose Double Tap. Double Tap is wonderful, and when combined with Headshot can give you that 1-turn kill on the toughest enemies. Double Tap also works with pistols. The only &amp;quot;uncovered&amp;quot; enemies I tended to run into were Sectopods (which aren&#039;t going to go down from a single rifle shot), Chryssalids, and Berzerkers. Most enemies are good enough at finding cover that getting them flanked is sufficiently dangerous to not be worth it. I can see where going on a murder spree on Chryssalids would be useful, though.&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39975</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39975"/>
		<updated>2012-10-21T16:07:49Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: /* Psionic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of soldier &#039;&#039;&#039;Classes&#039;&#039;&#039; follows a &#039;Rock, Paper, Scissor&#039; logic, where the different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in 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;
* Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like &#039;&#039;&#039;Aggression&#039;&#039;&#039; and &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; would suit a combat style involving multiple Assault units moving fast and aggressively using &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; continuously. A Sniper with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired.  This Assault soldier may be particularly useful in time-sensitive missions like [[Terror Mission (EU2012)|Terror Missions]] and [[Bomb Disposal (EU2012)|Bomb Disposals]].&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &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 Required &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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together. &lt;br /&gt;
* Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots.  This build could be particularly effective combined with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.&lt;br /&gt;
* Heavy Suppression: Focuses on perks that improve the rest of your squad like &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. Combined with &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; Support units, the player can 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;
* 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. &lt;br /&gt;
* Heavies are the class that will 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;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 damage as opposed to the regular rocket&#039;s 6 damage.&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;
&lt;br /&gt;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  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. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Sniper&#039;s initial choices focus between improving its aim and range, with perks like &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; or to address its close range limitations, with &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;.&lt;br /&gt;
* Afterwards Snipers can specialize on a number of areas, with perks like &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;, &#039;&#039;&#039;Double Tap&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; useful on a variety of situations. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
** Battle Scanners do not seem to trigger alien &amp;quot;duck for cover&amp;quot; actions. --[[User:Lordofhyphens|Lordofhyphens]] 20:35, 17 October 2012 (EDT)&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. &lt;br /&gt;
* 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;
* 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;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipropose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&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;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. &lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#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;
* 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;
==Psionic==&lt;br /&gt;
A Psionic is a late game class 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. &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;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; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immunie. Lasts 2 turns. 1 turn cooldown.  &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; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause taret to panic on its following turn, if the target&#039;s&amp;lt;!-- Yes horrible spelling --&amp;gt; Will is overcome. Robotic enemies are immune. 2 turn coolown.&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; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&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;
* 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;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=39562</id>
		<title>Cover (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(EU2012)&amp;diff=39562"/>
		<updated>2012-10-18T01:56:36Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: &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 soldier.&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 soldier.&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).&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39559</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39559"/>
		<updated>2012-10-18T01:02:48Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: /* Melee Weapons */ Moved Muton Claw to Alien Life Form page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 10 || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. &lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Assault Rifle (EU2012)|Assault Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 20 || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | Aim +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LMG (EU2012)|LMG]]|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]|| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || 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; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || 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; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || 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; | Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || 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; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100, although it requires for the Sniper to have the Squad Sight ability to shoot targets out of sight. &lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability).&lt;br /&gt;
* The rifles also have limited use at close range.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Scatter (EU2012)|Laser Scatter]]|| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* They can only be used by Assault soldiers and are limited in range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Arc Thrower (EU2012)|Arc Thrower]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || 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;
| align=&amp;quot;center&amp;quot; |Drone Beam|| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 21 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Psi Lance|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || 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; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plague (EU2012)|Plague]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 11  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Frag Grenade (EU2012)|Frag Grenade]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align=&amp;quot;center&amp;quot; | NA  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Support || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Defense +20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Psi Grenade (EU2012)|Psi Grenade]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 225 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chryssalid Claw|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |[[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | 1 || 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;
| align=&amp;quot;center&amp;quot; |Zombie Fist|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Zombie (EU2012)|Zombie]]|| align=&amp;quot;center&amp;quot; | 1 || 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;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(EU2012)&amp;diff=39558</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=39558"/>
		<updated>2012-10-18T01:00:26Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: Moved several alien-only weapons from Soldiers/Weapon table to here.&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;
&lt;br /&gt;
===Sectoid===&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;
| [[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&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;
| [[File:Thin Man (EU2012).png|thumb]]&lt;br /&gt;
|} &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&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;
===Floater===&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;
{|&lt;br /&gt;
| [[File:Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&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;
===Heavy Floater===&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;
{|&lt;br /&gt;
| [[File:Heavy Floater (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&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;
===Muton===&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;Blood Call&#039;&#039;&#039;: Buffs other Mutons.&lt;br /&gt;
* Mutons carry Alien Grenades, allowing them to injure multiple troops at once and destroy cover.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Muton (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&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;
===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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&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;
===Muton Berserker===&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;
{|&lt;br /&gt;
| [[File:Muton Berserker (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&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;
===Outsider===&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. &lt;br /&gt;
{|&lt;br /&gt;
| [[File:Outsider (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&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;
===Chryssalid===&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.&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.&#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.&lt;br /&gt;
* Chryssalids are best fought by abandoning cover completely, falling back into the open, and concentrating your fire.&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Chryssalid.png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&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;
{|&lt;br /&gt;
| [[File:Cyberdisc Open (EU2012).jpg|thumb|Cyberdisc - open assault form]]&lt;br /&gt;
| [[File:Cyberdisc Closed (EU2012).jpg|thumb|Cyberdisc - closed disc form]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&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;
{|&lt;br /&gt;
| [[File:Drone (EU2012).jpg|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&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 mind control.&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;
[[File:2012-10-14 00005.jpg|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&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;
* &#039;&#039;&#039;Mind Control&#039;&#039;&#039;: Takes control of the target.  Robotic units are immune to &#039;&#039;&#039;Mind Control&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039;: Merge Minds with all lesser versions of the species. Targets gain +1 health, and +5 crit chance.&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
An extremely strong robotic unit that can use both its turn moves for attacking. Frequently escorted by a Drone. 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;Plasma Beam:&#039;&#039;&#039; This weapon allows the Sectopod to make a single Overwatch attack even when it has used all of its actions for the prior turn &#039;&#039;unless&#039;&#039; those actions were spent to initiate the Cluster Bomb attack below.&lt;br /&gt;
* &#039;&#039;&#039;??? Beam:&#039;&#039;&#039; A powerful yellow beam attack that can inflict around 10 damage.&lt;br /&gt;
* &#039;&#039;&#039;Cluster Bomb:&#039;&#039;&#039; 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;
* 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. 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;
{|&lt;br /&gt;
| [[File:Sectopod (EU2012).jpg|thumb]]&lt;br /&gt;
|}&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;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39557</id>
		<title>Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(EU2012)&amp;diff=39557"/>
		<updated>2012-10-18T00:59:47Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: /* Precision Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
&lt;br /&gt;
===Precision Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Pistols&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Pistol (EU2012)|Pistol]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 10 || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Pistol (EU2012)|Laser Pistol]] || align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Pistol (EU2012)|Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sectoid Pistol (EU2012)|Sectoid Plasma Pistol]] || align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Sectoid (EU2012)|Sectoid]] || 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; | Small || align=&amp;quot;center&amp;quot; | Unlimited ammo&amp;lt;br&amp;gt;Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Pistols are secondary weapons, designed to be carried as a complementary sidearm, to be used either in regular fire or in Overwatch mode. &lt;br /&gt;
* They have low power and nearly all have a zero chance for critical hits but they don&#039;t need to be reloaded. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Assault Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Assault Rifle (EU2012)|Assault Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 20 || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Rifle (EU2012)|Laser Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Light Rifle (EU2012)|Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 6  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | Aim +10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Rifle (EU2012)|Plasma Rifle]]|| align=&amp;quot;center&amp;quot; | 8  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Any || 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; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Assault Rifles are most common squad weapon, offering medium firepower and versatility.&lt;br /&gt;
* They are an upgrade from pistols but their damage ratings are below those of specialized firearms (Shotgun, LMG, Sniper Rifle)&lt;br /&gt;
* They are both capable of Overwatch and Suppression, as well as inflicting critical hits. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ LMG and Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[LMG (EU2012)|LMG]]|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 60 || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Laser (EU2012)|Heavy Laser]]|| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || 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; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Heavy Plasma (EU2012)|Heavy Plasma]]|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | Heavy || 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; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Heavy rifles are an upgrade to Assault Rifles on damage capability.&lt;br /&gt;
* Due to their size they can only be carried by Heavy troopers. &lt;br /&gt;
* In addition to Overwatch, they also offer the possibility of Suppression for soldiers who possess that ability. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sniper Rifles&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Sniper Rifle (EU2012)|Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 100 || 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; |Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || 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; | Limited move&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 35 || align=&amp;quot;center&amp;quot; | Sniper || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 100 || 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; |Limited move&lt;br /&gt;
|}&lt;br /&gt;
* Sniper rifles have the best damage and critical hit chance (which increases with each tech upgrade) of all non-explosive firearms.&lt;br /&gt;
* They also have a range of 100, although it requires for the Sniper to have the Squad Sight ability to shoot targets out of sight. &lt;br /&gt;
* Their drawbacks are their restrictions on movement and firing (which can be addressed with the Snap Snot ability).&lt;br /&gt;
* The rifles also have limited use at close range.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Shotguns&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Shotgun (EU2012)|Shotgun]]|| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Laser Scatter (EU2012)|Laser Scatter]]|| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alloy Cannon (EU2012)|Alloy Cannon]]|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | Assault || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27  || align=&amp;quot;center&amp;quot; | 360 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited range&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Shotguns are close-range, high-power firearms capable of inflicting critical hits. &lt;br /&gt;
* They can only be used by Assault soldiers and are limited in range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Other Precision Weapons&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Arc Thrower (EU2012)|Arc Thrower]]|| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || 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;
| align=&amp;quot;center&amp;quot; |Drone Beam|| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | [[Drone (EU2012)|Drone]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Repair&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Death Blossom|| align=&amp;quot;center&amp;quot; | 9 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | [[Cyberdisc (EU2012)|Cyberdisc]] || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression +3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Heat Ray|| align=&amp;quot;center&amp;quot; | 21 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Sectopod (EU2012)|Sectopod]] || align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Psi Lance|| align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | [[Ethereal (EU2012)|Ethereal]] || 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; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Area Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Launchers&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Rocket Launcher (EU2012)|Rocket Launcher]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Blaster Launcher (EU2012)|Blaster Launcher]]|| align=&amp;quot;center&amp;quot; | 10  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Heavy || align=&amp;quot;center&amp;quot; | 500 || align=&amp;quot;center&amp;quot; | 100 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Plague (EU2012)|Plague]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Thin Man (EU2012)|Thin Man]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 175 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Cluster Bomb|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Limited move&amp;lt;br&amp;gt;No reload&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chest Cannon|| align=&amp;quot;center&amp;quot; | 11  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Sectopod (EU2012)|Sectopod]]|| align=&amp;quot;center&amp;quot; | 801 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 144 || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; | Suppression 40%&amp;lt;br&amp;gt;Overwatch&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Launchers can pack a high explosive charge capable of inflicting damage over a large area and knocking out terrain features.&lt;br /&gt;
* They have restrictions on movement and firing and are usually 1 shot weapons.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Grenades&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Frag Grenade (EU2012)|Frag Grenade]]|| align=&amp;quot;center&amp;quot; | 3  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Smoke Grenade (EU2012)|Smoke Grenade]]|| align=&amp;quot;center&amp;quot; | NA  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Support || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 336 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; | Defense +20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Psi Grenade (EU2012)|Psi Grenade]]|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 225 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Class !! Terrain Damage !! Range !! Blast Radius !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Chryssalid Claw|| align=&amp;quot;center&amp;quot; | 7  || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; |[[Chryssalid (EU2012)|Chryssalid]] || align=&amp;quot;center&amp;quot; | 1 || 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;
| align=&amp;quot;center&amp;quot; |Zombie Fist|| align=&amp;quot;center&amp;quot; | 9  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; |[[Zombie (EU2012)|Zombie]]|| align=&amp;quot;center&amp;quot; | 1 || 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;
| 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; |[[Beserker (EU2012)|Beserker]]|| 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;
==See Also==&lt;br /&gt;
[[Equipment (EU2012)|General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Classes (EU2012)|Soldier Classes]]&lt;br /&gt;
&lt;br /&gt;
[[Abilities (EU2012)|Soldier Abilities]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(EU2012)&amp;diff=39556</id>
		<title>Talk:Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(EU2012)&amp;diff=39556"/>
		<updated>2012-10-18T00:46:20Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could we add a Category tag for EU2012 equipment? Something like Equipment (EU2012), like the old EU (EU1994) page has in its equipment lists? --[[User:Lordofhyphens|Lordofhyphens]] 20:46, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
can I suggest moving the alien weapons to the respective aliens&#039; pages? I think the page would be easier to read without them, and they don&#039;t really add much information - IMO ;)&lt;br /&gt;
&lt;br /&gt;
PS - I think the light plasma rifle&#039;s aim bonus is +10, going from the demo files. [[User:Momerathe|Momerathe]] 09:52, 1 October 2012 (EDT)&lt;br /&gt;
: You mean items like Muton Rifle or Thin Man Light Rifle? Items that can only be used by the aliens could be grouped together and moved to the Alien Artifacts page (or another one) but I&#039;d prefer to keep all Weapons that can be used by XCOM on the same page for easy referral and comparison. Thanks for the notice on the Aim, feel free to edit things that you found incorrect - this wiki belongs to all XCOM fans :) [[User:Hobbes|Hobbes]] 13:21, 1 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::yup, I was thinking of the Muton Rifle etc, not the human-usable ones [[User:Momerathe|Momerathe]] 13:58, 1 October 2012 (EDT)&lt;br /&gt;
:::OK, the Alien Artifacts page should remain just a list as well, so they should probably go to their species&#039; pages although they are rather blank at the moment. [[User:Hobbes|Hobbes]] 14:13, 1 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why do the weapon damage not much the values given in game?&lt;br /&gt;
&lt;br /&gt;
When I go &lt;br /&gt;
(Barracks → select trooper → Loadout → Weapon information tag)&lt;br /&gt;
I get one less damage then the vales given here for about half the weapons. For instance pistol does one damage not two.&lt;br /&gt;
&lt;br /&gt;
All my saves are impossible if that makes a difference.&lt;br /&gt;
:Odd, I get two damage on my Classic difficulty saves for the stock pistol. --[[User:Lordofhyphens|Lordofhyphens]] 20:43, 17 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(EU2012)&amp;diff=39555</id>
		<title>Talk:Weapons (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(EU2012)&amp;diff=39555"/>
		<updated>2012-10-18T00:43:40Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;can I suggest moving the alien weapons to the respective aliens&#039; pages? I think the page would be easier to read without them, and they don&#039;t really add much information - IMO ;)&lt;br /&gt;
&lt;br /&gt;
PS - I think the light plasma rifle&#039;s aim bonus is +10, going from the demo files. [[User:Momerathe|Momerathe]] 09:52, 1 October 2012 (EDT)&lt;br /&gt;
: You mean items like Muton Rifle or Thin Man Light Rifle? Items that can only be used by the aliens could be grouped together and moved to the Alien Artifacts page (or another one) but I&#039;d prefer to keep all Weapons that can be used by XCOM on the same page for easy referral and comparison. Thanks for the notice on the Aim, feel free to edit things that you found incorrect - this wiki belongs to all XCOM fans :) [[User:Hobbes|Hobbes]] 13:21, 1 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::yup, I was thinking of the Muton Rifle etc, not the human-usable ones [[User:Momerathe|Momerathe]] 13:58, 1 October 2012 (EDT)&lt;br /&gt;
:::OK, the Alien Artifacts page should remain just a list as well, so they should probably go to their species&#039; pages although they are rather blank at the moment. [[User:Hobbes|Hobbes]] 14:13, 1 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why do the weapon damage not much the values given in game?&lt;br /&gt;
&lt;br /&gt;
When I go &lt;br /&gt;
(Barracks → select trooper → Loadout → Weapon information tag)&lt;br /&gt;
I get one less damage then the vales given here for about half the weapons. For instance pistol does one damage not two.&lt;br /&gt;
&lt;br /&gt;
All my saves are impossible if that makes a difference.&lt;br /&gt;
:Odd, I get two damage on my Classic difficulty saves for the stock pistol. --[[User:Lordofhyphens|Lordofhyphens]] 20:43, 17 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Grenade_(EU2012)&amp;diff=39554</id>
		<title>Alien Grenade (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Grenade_(EU2012)&amp;diff=39554"/>
		<updated>2012-10-18T00:40:52Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: Added note about a foundry project related to this item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STUB&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
* &#039;&#039;Flavor text from Enginering-Build/Buy Items menu&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;25%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Item Name&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; align=&amp;quot;center&amp;quot; | Property !! Info &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Requires: || align=&amp;quot;center&amp;quot; | Enemy Drop (Stunned)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cost:  || align=&amp;quot;center&amp;quot; | N/A &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Grey Market Value:  || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Damage || align=&amp;quot;center&amp;quot; | 5 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Shot Type || align=&amp;quot;center&amp;quot; | &#039;&#039;text here&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Terrain Damage || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Range || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Range || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Angle || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Radius (Explosives) || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Critical Chance|| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Offensive Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Abilities || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Suppression || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Size || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Health Points Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Will Bonus || align=&amp;quot;center&amp;quot; |  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Drops from Mutons when stunned with Arc Thrower. I&lt;br /&gt;
*There&#039;s a Foundry project that can be used to upgrade all [[Frag_Grenade_(EU2012)|Frag Grenades]] to these grenades. Probably worth it, given the low damage on a Frag Grenade.&lt;br /&gt;
==See Also==&lt;br /&gt;
&#039;&#039;Place here internal links to wiki pages that might be relevant to the topic of the page&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39552</id>
		<title>Classes (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Classes_(EU2012)&amp;diff=39552"/>
		<updated>2012-10-18T00:35:50Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: /* Sniper */ Added something I noticed about Battle Scanners&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldiers in &#039;&#039;[[EU (2012)|Enemy Unknown 2012]]&#039;&#039; are divided into &#039;&#039;&#039;Classes&#039;&#039;&#039;, where each class has specialized [[Attributes (EU2012)#Stats|stats]] and [[Weapons (EU2012)|weapons]], whilst also possessing unique [[Abilities (EU2012)|abilities]] (a.k.a. &#039;perks&#039;). &lt;br /&gt;
When a Rookie is first promoted it will be assigned randomly to one class and be given its initial ability.  As the soldier level up more, the player gets to choose one of two abilities at each level, with the exception of Major where only one perk is available.&lt;br /&gt;
&lt;br /&gt;
The system of soldier &#039;&#039;&#039;Classes&#039;&#039;&#039; follows a &#039;Rock, Paper, Scissor&#039; logic, where the different classes complement one another on the battlefield and provide unique abilities to each squad. Each class is focused for a specific role(s) and they are crucial to [[Squad Design (EU2012)|design squads]] with the right combination of abilities required for each [[Missions (EU2012)|mission]], [[Terrain (EU2012)|terrain]], type of [[Alien Life Forms (EU2012)|hostile presence]] and other factors.  There are five classes of XCOM soldiers present in the game. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Assault==&lt;br /&gt;
A mobile soldier with a short-range high punch and good defense. A good choice for close quarter combat in maps with constricting spaces and limited vision.  The &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; ability makes Assault soldiers particularly useful for outflanking opponents. Its main drawbacks are the limited usefulness of the Shotgun outside close range and the high cool down time after using Run &amp;amp; Gun. &lt;br /&gt;
&lt;br /&gt;
* The Assault class primary weapon is the [[Shotgun (EU2012)|Shotgun]], a firearm designed to deal heavy damage to targets at close range with a 20% probability for critical hits, but with loss of efficiency at a greater distance to target.&lt;br /&gt;
* The Shotgun can later be replaced by the [[Laser Scatter (EU2012)|Laser Scatter]] and [[Alloy Cannon (EU2012)|Alloy Cannon]] models, which offer greater damage capability.&lt;br /&gt;
* As an alternative, [[Assault Rifle (EU2012)|Assault Rifles]] may also be used by Assault units instead of Shotguns. It provides them with a better weapon for medium range engagements, where the Assault can use the perks that improve its Critical Hit ability for devastating effects. &lt;br /&gt;
* Finally the Assault may also carry 1 [[Pistol (EU2012)|Pistol]] as its secondary weapon and other equipment as required.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +5 Defense per enemy in sight (max +20).&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Aggression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +10% critical chance per enemy in sight (max +30%).&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt; Forces the first reaction shot against this unit each turn to miss.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Flush&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; Adds 1 damage on critical hits for each enemy the squad can see (up to 5).  &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers immunity to critical hits. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; &amp;lt;br/&amp;gt; Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Assault&#039;s abilities tree choices are between increasing its Attack (Critical Hit and Damage chances) or Defense capabilities. &lt;br /&gt;
* Assault is the only class that can gain the &#039;&#039;&#039;Flush&#039;&#039;&#039; ability, allowing it to force enemies into the open and out of cover.&lt;br /&gt;
* Another ability unique to Assault is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing it to evade the first reaction shot fired by the aliens.&lt;br /&gt;
* The bonus in 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;
* Home Run / Blitzkrieg: Focuses on big damage. For example, combining high critical damage perks like &#039;&#039;&#039;Aggression&#039;&#039;&#039; and &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; would suit a combat style involving multiple Assault units moving fast and aggressively using &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; continuously. A Sniper with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; could be a good supporting unit for this style to facilitate taking out enemy units that you miss or extra units you encounter along the way, but also may not work well in limited-sight close-quarters maps. In those cases, take care to &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; into cover against potential remaining units or have Support units with smoke grenades ready to help after Assault units have moved and fired.  This Assault soldier may be particularly useful in time-sensitive missions like [[Terror Mission (EU2012)|Terror Missions]] and [[Bomb Disposal (EU2012)|Bomb Disposals]].&lt;br /&gt;
&lt;br /&gt;
==Heavy==&lt;br /&gt;
Firepower and damage specialist, carrying both a [[LMG (EU2012)|Light Machinegun]] and a [[Rocket Launcher (EU2012)|Rocket Launcher]]. They are essential to support squad attacks, engage enemies on their own or the demolition of terrain obstacles. Its main disadvantages are the low progression on aiming and the limited ammunition (1 round) for the launcher. &lt;br /&gt;
&lt;br /&gt;
* The LMG is the Heavy&#039;s main weapon, capable of dealing heavy damage to targets and also to suppress them, if the Heavy has that ability. As research on laser and plasma weapons progresses the Heavy will later be able to upgrade its primary weapon to [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] advanced models. &lt;br /&gt;
* The Rocket Launcher is the secondary weapon for the Heavy and it gives him 1 rocket shot, to use against groups or enemies or to take down terrain. The launcher can be further upgraded with the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability, which gives an extra, special rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk, which allows for further rockets to be brought to a mission.&lt;br /&gt;
* [[Frag Grenade (EU2012)|Frag Grenades]] will be essential for Heavies with the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability during combat missions. &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 Required &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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; Firing the primary weapon as the first action no longer ends the turn. 	&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; +100% to damage against robotic enemies. (for all attacks)&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows to carry 2 grenades in a single inventory slot.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; Increases hit area of rockets and suppression by 2 tiles.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Reduces all normal damage taken by 2 if in cover and not flanked.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional standard rocket to be fired per battle.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers additional damage based on weapon tech level to Suppression and all area-effect abilities (1 damage per tech level).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* The Heavy&#039;s initial choice of Corporal abilities is between improving its firing abilities (allowing it to fire twice or fire and move) with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or turning it into a team tagger of aliens by choosing &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and improving both its Aim and everyone who fires at the same alien. Afterwards Heavy units can focus on two paths, or mix them together. &lt;br /&gt;
* Heavy Ordinance: Focuses on high damage and area of damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Rounds&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and&#039;&#039;&#039;Mayhem&#039;&#039;&#039;. This build would be good for encounters with high volumes of aliens or in slow, time insensitive missions where you can take the time to not take your first movement for rocket shots.  This build could be particularly effective combined with &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Snipers in a combined effort to destroy cover and then take out remaining damaged units with the Snipers.&lt;br /&gt;
* Heavy Suppression: Focuses on perks that improve the rest of your squad like &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. Combined with &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; Support units, the player can 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;
* 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. &lt;br /&gt;
* Heavies are the class that will 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;
==Sniper==&lt;br /&gt;
The sniper&#039;s main role is to inflict long-range critical damage on enemy units by using its &#039;&#039;&#039;Headshot&#039;&#039;&#039; ability but it can be also used for reconnaissance duties. Its main drawbacks is the starting inability to Move and Fire its Sniper Rifle on the same turn, forcing it to use pistols on close quarters fights unless it receives advanced training and the cool down time for its main weapon. &lt;br /&gt;
&lt;br /&gt;
* The Sniper&#039;s primary weapon is the [[Sniper Rifle (EU2012)|Sniper Rifle]]. This weapon offers high damage and a +20 Critical Chance to any shot, with the critical hit chance increasing on each tech upgrade, from [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] to [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]].&lt;br /&gt;
* Sniper Rifles are also the only starting weapon that can fire at hostiles outside the units&#039; view, using the &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; Sniper ability. Their drawback is their starting restriction on Move and Fire, which can only be removed with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; ability. &lt;br /&gt;
* Snipers may also be trained to use their [[Pistol (EU2012)|Pistols]] for greater damage (+2 points) with the &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; ability.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  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. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  Allows firing at targets in any ally&#039;s sight radius.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers 2 bonus damage with pistols.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; 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. -10 Aim penalty&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; &amp;lt;br/&amp;gt; Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; +10% Aim against targets with less than 50% Health.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Opportunist&#039;&#039;&#039; &amp;lt;br/&amp;gt; Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; Makes partial cover count as full.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; Killing a flanked or uncovered target with the sniper srifle does not cost an action.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows both actions to be used for Standard Shot, Headshot,&amp;lt;!-- Yes, this comma is in the game =) --&amp;gt; or Disable Shot, provided no moves were made. 1 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Sniper&#039;s initial choices focus between improving its aim and range, with perks like &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; or &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; or to address its close range limitations, with &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;.&lt;br /&gt;
* Afterwards Snipers can specialize on a number of areas, with perks like &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Executioner&#039;&#039;&#039;, &#039;&#039;&#039;Double Tap&#039;&#039;&#039; and &#039;&#039;&#039;In The Zone&#039;&#039;&#039; useful on a variety of situations. &lt;br /&gt;
* If equipped with the &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; Snipers may also scout for hostiles without the need to send (and risk) a squad member. &lt;br /&gt;
** Battle Scanners do not seem to trigger alien &amp;quot;duck for cover&amp;quot; actions. --[[User:Lordofhyphens|Lordofhyphens]] 20:35, 17 October 2012 (EDT)&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. &lt;br /&gt;
* 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;
* 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;
&lt;br /&gt;
==Support==&lt;br /&gt;
Multipropose units intended to serve as field medics, scouts, sentries or any other support roles. Supports can stay behind the front lines in order to heal damaged units and/or secure flanks, or provide suppressive fire for advancing units. Or they can join the advance, by scouting ahead and using smoke clouds to protect the squad&#039;s advance, helping to [[Flanking (EU2012)|outflank]] opponents, if Assaults are pinned down or have been lost, or to provide [[Overwatch (EU2012)|Overwatch]]. Its drawbacks are the slighly lower damage from its primary weapon and lower capacity for critical hits as well as having no permanent Defense bonuses besides those of armor/cover. &lt;br /&gt;
&lt;br /&gt;
* The Support&#039;s primary weapon is its [[Assault Rifle (EU2012)|Assault Rifle]], which can also be used to Suppress enemies, if the Support acquires the Rifle Suppression ability. The main weapon can later be upgraded to [[Laser Rifle (EU2012)|Laser Rifle]], [[Plasma Light Rifle (EU2012)|Plasma Light Rifle]] or [[Plasma Rifle (EU2012)|Plasma Rifle]] variants. &lt;br /&gt;
* The Support also carries [[Smoke Grenade (EU2012)|Smoke Grenades]] which can generate clouds capable of offering half cover to any units inside them (both XCOM and the aliens) or even increase the stats of the soldiers inside the cloud. &lt;br /&gt;
* The [[Medikit (EU2012)|Medikit]] is also essential to a Support, due to its abilities which allow it to serve as a specialized &#039;&#039;&#039;Field Medic&#039;&#039;&#039;.&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;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;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows the support to move 3 additional tiles.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows reaction shot to trigger on enemy attacks, not just movement.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows medikits to be used 3 times per battle instead of once.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows 1 additional use of Smoke Grenade each mission.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; Confers an additional item slot in inventory.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; Medikits restore 4 more health per use.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; Allows two reaction shots during Overwatch, instead of only one.&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;
* A &#039;&#039;&#039;Field Medic&#039;&#039;&#039;  will be required for efficient Medikit use and to minimize injuries and recovery time, as well as creating smoke clouds containing &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; to enhance units stats. &lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity are good for scouts. &lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppress&#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;
* 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;
==Psionic==&lt;br /&gt;
A Psionic is a late game class 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. &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;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; | &#039;&#039;&#039;Mindfray&#039;&#039;&#039; &amp;lt;br/&amp;gt; Use psi abilites in combat to unlock further psi training. &amp;lt;br/&amp;gt; Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immunie. Lasts 2 turns. 1 turn cooldown.  &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; | &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; &amp;lt;br/&amp;gt; Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by +30 for 2 turns. 4 turn cooldown. &lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Psi Panic&#039;&#039;&#039; &amp;lt;br/&amp;gt; Cause taret to panic on its following turn, if the target&#039;s&amp;lt;!-- Yes horrible spelling --&amp;gt; Will is overcome. Robotic enemies are immune. 2 turn coolown.&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; | &#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting +40 Defence.&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; | &#039;&#039;&#039;Mind Control&#039;&#039;&#039; &amp;lt;br/&amp;gt; Very difficult psi technique that, if successful, grants control of the target for 3 turns. Robotic enemies are immune. 5 turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Abilities (EU2012)|Abilities]] - For a list of all abilities and ingame descriptions&lt;br /&gt;
* [[Soldiers (EU2012)#Ranks|Ranks]] - For detailed information on promotion skill bonuses&lt;br /&gt;
* [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]] - Explanation of the Action system&lt;br /&gt;
* [[Equipment (EU2012)|Equipment]] - list of all XCOM weapons and equipment&lt;br /&gt;
* [[Squads (EU2012)|Squads]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=39551</id>
		<title>Suppression (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Suppression_(EU2012)&amp;diff=39551"/>
		<updated>2012-10-18T00:31:44Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: Added a note about dealing with suppression&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; is a combat ability shared by the [[Classes (EU2012)#Heavy|Heavy]] and [[Classes (EU2012)#Support|Support]] classes as well as most of the [[Alien Life Forms (EU2012)|Aliens]]. &lt;br /&gt;
&lt;br /&gt;
Its purpose is to degrade the enemy&#039;s ability to fire and maneuver. The target&#039;s Aim suffers a 20 point penalty, and your soldier gets an Overwatch shot on the target if it tries to get away. It uses up two ammo, and cannot be activated if you have less. Suppressing an enemy prevents them making Overwatch shots, too. If your Heavy have Danger Zone and suppresses multiple targets, he&#039;ll get Overwatch shots to all of them if they move.&lt;br /&gt;
&lt;br /&gt;
Suppression allows you to pin down a target that you can&#039;t immediately kill, reducing its ability to hurt your soldiers. You can then get your people to cover, or attempt to flank the alien. Suppressive fire sometimes destroys the enemy&#039;s cover, which may allow another soldier better line of fire on the alien.&lt;br /&gt;
&lt;br /&gt;
Since it affects the enemy&#039;s Aim, Suppression is not so effective when used against an enemy that relies on hand to hand (melee) combat such as Chryssalids or Berserkers. However, the free shot still applies (and is more likely to be applied against these aliens, as they are much more prone to moving).&lt;br /&gt;
&lt;br /&gt;
===Dealing with Suppression===&lt;br /&gt;
From what I can tell, firing on a unit that is suppressing third unit will cancel suppression. I haven&#039;t been able to discern whether or not a hit is required. Also, the Lightning Reflexes ability from the [[Classes (EU2012)#Assault| Assault]] class still works fine against suppression reaction shots.--[[User:Lordofhyphens|Lordofhyphens]] 20:31, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Plasma_Light_Rifle_(EU2012)&amp;diff=39549</id>
		<title>Plasma Light Rifle (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Plasma_Light_Rifle_(EU2012)&amp;diff=39549"/>
		<updated>2012-10-18T00:24:17Z</updated>

		<summary type="html">&lt;p&gt;Lordofhyphens: /* Notes */ Added a note about the Light plasma and its comparison to Laser Rifle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STUB&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;This lightweight rifle functions on the same principle as our other plasma weapon concepts - a jet of ionized gas discharged through a focused magnetic field.  The lightweight frame greatly improves the overall accuracy of this weapon.&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;A lower damage variant of the Plasma Rifle.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Gives a +10 Aim bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;25%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Light Plasma Rifle&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;30px&amp;quot; align=&amp;quot;center&amp;quot; | Property !! Info &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Requires: || align=&amp;quot;center&amp;quot; | Plasma Rifle research&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Cost:  || align=&amp;quot;center&amp;quot; | 102 (Normal+30eng) &amp;lt;br/&amp;gt; 12 Elerium &amp;lt;br/&amp;gt; 16 Alloy &amp;lt;br/&amp;gt; 20 Engineers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Grey Market Value:  || align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Base Damage || align=&amp;quot;center&amp;quot; |  5&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Critical Damage || align=&amp;quot;center&amp;quot; |  7&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Effective Range || align=&amp;quot;center&amp;quot; | Medium&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Reaction Range || align=&amp;quot;center&amp;quot; |  27&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Critical Chance|| align=&amp;quot;center&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Aim Bonus || align=&amp;quot;center&amp;quot; | +10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&#039;&#039;Any relevant information such as where the item is equipped, how it can be used, or information about damage/abilities.  Listing of foundry upgrades have been here as well.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*This is a decent weapon to hand to the spare Rookie in your squad if you have one on hand. Although it&#039;s nearly identical to the Laser Rifle, the native +Aim on the weapon is a nice boost to otherwise lousy shots.&lt;br /&gt;
&lt;br /&gt;
Research results: &#039;&#039;Although we continue to gain a better understanding of the alien plasma weapons we&#039;ve recovered with each passing day, adapting the technology is but one aspect of the process involved in designing these weapons.  We must also ensure that the armaments we develop are suitable to the firing positions our troops are accustomed to... if the weapon doesn&#039;t conform to human ergonomic standards, our troops certainly won&#039;t be able to fire it effectively.  As a result of our efforts to reduce the weapon&#039;s weight, we&#039;ve noted a substantial improvement in the overall accuracy of this rifle.  In addition to manufacturing these new lightweight plasma rifles, we can also apply this approach to modify any plasma rifles captured in the field.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&#039;&#039;Place here internal links to wiki pages that might be relevant to the topic of the page&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Lordofhyphens</name></author>
	</entry>
</feed>