<?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=Luge</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=Luge"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Luge"/>
	<updated>2026-05-01T08:15:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=46538</id>
		<title>Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=46538"/>
		<updated>2013-06-09T19:17:35Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVIES (EU2012).png|right|512px|Heavy Squad]][[File: CLASS HEAVY.png|right|frame|64px|Heavy]][[File:HEAVYCOLONEL.png|right|200px|Heavy Colonel]]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; specialising in firepower and damage, 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 low accuracy progression and limited ammunition for the launcher. &lt;br /&gt;
* The &#039;&#039;&#039;LMG&#039;&#039;&#039; 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. It can later be updated to the more advanced [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] models. &lt;br /&gt;
* The &#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; is the secondary weapon for the Heavy and grants 1 rocket, to use against groups or enemies or to take down terrain. The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability adds a special purpose rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk allows one further normal rocket to be carried. The Rocket Launcher can later be upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], which increases the effectiveness of the rockets. &lt;br /&gt;
* Heavies can carry 1 additional item for customization. [[Frag Grenade (EU2012)|Frag Grenades]]/[[Alien Grenade (EU2012)|Alien Grenades]] are an essential item for Heavies that have taken the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability.&lt;br /&gt;
* The Heavy&#039;s Ability tree choices are mainly divided between Damage Increase, Reactions and Equipment.&lt;br /&gt;
:*Damage Increase - &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
:*Reactions - &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. &lt;br /&gt;
:*Equipment - &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;.&lt;br /&gt;
:*Unique - &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; (firing doesn&#039;t use both Actions), &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; (+10 Aim to squad mates) and &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; (less Damage taken).  &lt;br /&gt;
* Heavies receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
* Heavies also take the longest time to level into a Colonel, making them an investment to reach their full potential.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|left]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]][[File:ALIEN CLUSTERBOMB1.png|32px|+TDL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|left]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE2.png|32px|I]][[File:ALIEN CLUSTERBOMB2.png|32px|+TDL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY BULLETSWARM.png|32px|left]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_UNKNOWN201.png|32px|S]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|left]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_AIM2.png|32px|+10AL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SHREDDER.png|32px|left]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039; (67% normal damage)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+D33%L]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|left]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]][[File:ABILITY HUNKERDOWN2.png|32px|-A30]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HEAT AMMO.png|32px|left]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+D100%L]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|left]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|RL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY GRENADIER.png|32px|left]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY DANGERZONE.png|32px|left]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|left]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-2DL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|left]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED2.png|32px|-2DL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY ROCKETEER.png|32px|left]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY MAYHEM.png|32px|left]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ KEYCHART&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY UNKNOWN20.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY OVERWATCH.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY MOVE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY GRENADE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY AIM.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HUNKERDOWN.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ALIEN CLUSTERBOMB.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HARDENED.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Additional Shot || align=&amp;quot;center&amp;quot; | Improves Reaction || align=&amp;quot;center&amp;quot; | Extra Movement || align=&amp;quot;center&amp;quot; | Additional Equipment || align=&amp;quot;center&amp;quot; | Change Unit Aim || align=&amp;quot;center&amp;quot; | Decrease Enemy Aim || align=&amp;quot;center&amp;quot; | Change Damage Given || align=&amp;quot;center&amp;quot; | Decrease Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{TipBox |&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &lt;br /&gt;
:*The Heavy&#039;s signature weapon. It provides a limited but powerful area effect attack that does heavy damage to targets and terrain. &lt;br /&gt;
:*A Heavy can only use 1 rocket per mission at first, but has the potential to carry up to 3 by Colonel rank by taking &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; and/or &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;.&lt;br /&gt;
:*Rockets require a full 2 actions to fire. &lt;br /&gt;
:*Rockets do not need a solid surface or target to detonate. They can be set to explode in mid-air. &lt;br /&gt;
:*The Rocket Launcher only fires in a straight line and has a chance to be fired off-target. Careful positioning of the Heavy is therefore a crucial element for an effective rocket attack. &lt;br /&gt;
:*Once upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], all rockets will gain more damage, the ability to navigate around walls and obstacles. They can also travel through closed doors. The Heavy only needs to be within rocket range, and can otherwise stay safely out of sight. &lt;br /&gt;
:*Rockets can be enhanced with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Danger Zone widens the blast area, while Mayhem adds more damage at the cost of the Rocketeer perk.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Heavy abilities are divided between Heavy Ordinance (Attack) or Heavy Supression:&lt;br /&gt;
:* Heavy Ordinance path: Focuses on area effect damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. This perk line is designed to accentuate area damage, good for taking out groups of weak aliens or to soften up and destroy the cover of hard targets.&lt;br /&gt;
:* Heavy Suppression path: Focuses on suppression perks like &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Suppression allows the player to pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* The Heavy can provide general purpose squad-support with &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Supression&#039;&#039;&#039; and the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; as well as use any carried explosives to destroy enemy cover. &lt;br /&gt;
:* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier, including other Heavy units, if present. &lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; allows you to use both of your move to fire your LMG. It counts as using your first move action, so cannot be followed by a Rocket attack. Bullet Swarm only works with your primary weapon, so using an item or psionic ability as your first action will still end the turn.&lt;br /&gt;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 base damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
:*Any targets hit by a Shredder Rocket will take on more damage from any subsequent attacks for the rest of the turn. This makes it a good opening attack on enemies with lots of hit-points. &lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the Heavy Laser will do 2 damage, and the Heavy Plasma will dish out 3 damage.&lt;br /&gt;
** Additionaly, Mayhem, paired with Supression, seems to have 100% accuracy AND splash damage (akin to the Sectopod&#039;s beam weapons) for 3 damage for all in-range targeted enemies (6 with HEAT Ammo on robotic enemies), excellent for pinning down a Disc or Pod while taking out it&#039;s drones, or aliens that are taking cover close together or to efficiently finish off a nearly dead alien. &lt;br /&gt;
*The suppression ability of Heavies allows a pair of them to effectively immobilize a mind-controlled ally. This will save you from killing your own soldiers, or having an alloy-cannon-armed assault soldier turning on you on while you&#039;re in the tight spaces of a downed UFO.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here won&#039;t go on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Heavies are the class with the most varied choices: HEAT Ammo, Suppression, Shredder Rocket, etc. making each build an individual taste. You  can have an explosives specialist capable of putting out major damage in an area, making big plays to pull your squad out of the fire when XCOM decides to be... well, XCOM. Or you can have a Machinegunner expert that crowds out the Support for his job with Suppression, Bullet Swarm and Rapid Reaction. As for the Heavy himself, he&#039;s in an interesting place. Though all soldiers begin with 65 Aim, Heavies gain significantly less through promotion than their peers. In contrast, his machine gun deals high damage, on par with a sniper rifle or shotgun. These facts, combined with his rocket launcher, make him a terror in the early game but potentially less reliable (and thus less relevant) as it progresses. Between their poor Aim and inability to fire rockets after moving, Heavies are the class most hampered by mobility.&lt;br /&gt;
&lt;br /&gt;
In light of this, beginning players may find explosives-centric heavies preferable. Suppression-focused heavies take a while to come into their own and depend on their squad to provide killing power once they do. Explosives Heavies are somewhat more straightforward to play, and they themselves provide more firepower to carry your team before it becomes a well-oiled x-ray-killing machine.&lt;br /&gt;
&lt;br /&gt;
For psionic Heavies, Mind Control may suit a Heavy better, at least as a distraction to keep them and their cover from being attacked, keeping nearby aliens in position for a Rocket/Blaster attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Either choice will benefit both Heavy builds. Explosive Heavies usually go Bullet Swarm, although Holo-Targeting is also very useful for the rest of the squad to fire against the alien. Machinegunner Heavies may prefer Holo-Targeting in the long run, but also benefit from Bullet Swarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
* Gives tactical flexibility. It allows for Fire and Move, Fire and Reload or Fire and Fire. In particular, shooting twice ends up yielding a statistically better chance of hitting a particular alien than Holo-Targeting him and ordering the rest of your Rookies to open fire.&lt;br /&gt;
* Also allows other combinations of Fire and Throw Grenade, Fire and Overwatch and (very powerful) Fire and Reload.&lt;br /&gt;
* Also, firing twice gives the Heavy two chances to destroy his target&#039;s cover; in this event, he has just granted your squad &#039;&#039;more&#039;&#039; than the benefit of Holo-Targeting.&lt;br /&gt;
* The downside is its high ammo consumption plus using it can make the Heavy immobile and vulnerable against superior enemies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &lt;br /&gt;
* Applies to both the Machinegun and the Launcher - Heavy shoots/blows cover and marks the remaining aliens for the rest of the team to tag. &lt;br /&gt;
* Helps the whole team to focus their firepower on a single alien - it can be very useful in taking down high-threat aliens, regardless of storyline progression. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Shredder Rocket for Explosive Heavies, Suppression for Machinegunner Heavies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; &lt;br /&gt;
* Useful throughout the game. On all difficulties except Impossible, they deal enough damage to one-shot Sectoids, Thin Men, and Floaters, making them essentially just another rocket when you first get them;&lt;br /&gt;
* Shred effect helps with high HP targets;&lt;br /&gt;
* The set damage provided by explosives can help set up aliens for capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppression&#039;&#039;&#039; &lt;br /&gt;
* Also a handy utility skill; &lt;br /&gt;
* Can be used to pin down an alien and prevent it from moving (and flanking your position). It can also keep melee aliens (Muton Berserkers and Crysalids) stationary and prevent them from charging.&lt;br /&gt;
* Suppression will also drop its target&#039;s Aim by 30% if it fires against an exposed squadmate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Similar to the Corporal choice, both Heavies like HEAT Ammo, but Machinegunner Heavies can consider Rapid Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &lt;br /&gt;
* Deals extra damage to robotic opponents. Put simply, in XCOM, robots are the devil. Anything that hastens Cyberdiscs and Sectopods to their circuity grave is awesome;&lt;br /&gt;
* HEAT boosted grenades will make short work of Drones, saving your squad a lot of wasted effort.&lt;br /&gt;
* One of few ways to scale your explosives damage, until Blaster Launcher is available;&lt;br /&gt;
* If combined with Bullet Swarm, Heavies can dole out massive quantities of damage to robots, and the team can even drop Cyberdiscs and Sectopods in one turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
* The complement to HEAT Ammo: an ability for use against weaker enemies as found in Council missions, specially during Overwatch ambushes; &lt;br /&gt;
* Rapid Reaction can also be very useful to guard rooms and corridors;&lt;br /&gt;
* Be sure you get the Ammo Conservation project done in the Foundry or you will find that this is a fantastic way to empty your magazine.&lt;br /&gt;
* The AI almost never moves when suppressed, so this has surprisingly little synergy with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
* Can give disappointing results given that Heavies have the lowest aim of all the classes, and the first overwatch shot (with its penalty) has to hit in order to trigger the second shot. Consider giving this ability to Heavies with high aim when using the Hidden Potential option in [[Second Wave (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Both types of Heavy like Danger Zone. Explosive Heavies should also consider Grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
* Locks you into a single item to take advantage of it, but grenades are admittedly useful. &lt;br /&gt;
* Make sure you acquire some Alien Grenades if you go this route. &lt;br /&gt;
* Consider whether you typically have grenades on any of your other units. If not, giving up a wildly-inaccurate Heavy shot to hurl a grenade is not a big sacrifice by any stretch, and the rest of your squad will thank you for blowing the enemy&#039;s cover. &lt;br /&gt;
* Similarly, if you think you&#039;d rather Kool-Aid Man through a wall instead of using the door, doing it with a grenade beats burning a rocket on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
* Explosive Heavies will love having a bigger boom, but Suppression Heavies being able to AOE suppress enemies is the big payoff.&lt;br /&gt;
* AOE Suppression requires fairly particular enemy positioning, but when you can manage it, it&#039;s great;&lt;br /&gt;
* You can also apply Holo-Targeting to the whole group, turning it into a nice combination. If the rest of the squad can shoot the targets individually, this results in less collateral damage and more recovered weapon fragments in single player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Explosives Heavies will want Rocketeer. Suppression Heavies should take Mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &lt;br /&gt;
* Boosts your overall damage output while taking away some of the nerves you get when thinking about whether now is really the best time to shoot your one, single rocket;&lt;br /&gt;
* While Mayhem does add some damage to your rockets, Rocketeer ultimately amounts to more damage and gives you more control in how you apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &lt;br /&gt;
* The grand finale for the Machinegunner - makes Suppression becomes a reliable way to damage enemies;&lt;br /&gt;
* Can be a useful late game way of chipping the health off an enemy you want to capture.&lt;br /&gt;
* The extra damage on your rockets is a nice side benefit.&lt;br /&gt;
* Despite Rocketeer resulting in more overall rocket damage, Mayhem allows you to apply more damage in one turn. This could makes the difference between ending turn facing a Sectopod on 2 HP, or a dead one. Mayhem allows a HEAT Ammo Heavy to one-shot a Cyberdisc on Classic and Impossible.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; With the Heavy&#039;s high base damage, the standard LMG can often one-shot Sectoids, Thin Men and Floaters on Classic. This means there is no immediate urgency to hasten a Heavy&#039;s weapon upgrade over other class-specific weapons. Of course, do upgrade when you can spare the time and resources to keep the Heavy on par with the stronger enemies as they appear. &lt;br /&gt;
&lt;br /&gt;
For a Heavy taking the explosive build route, weapon upgrades do not confer bonus damage on rockets, grenades or suppression until paired with the high ranking &#039;&#039;Mayhem&#039;&#039;&#039; perk. Weapon upgrades in this instance will mainly be beneficial for personal defence once their munitions have expired and there are no nearby allies to provide support. &lt;br /&gt;
&lt;br /&gt;
A different approach should be taken for a machinegunner or suppressor build as the primary weapon will be the Heavy&#039;s bread and butter weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavies will typically be near the front of your group, as they need to advance and sit still in order to put rockets where they need to be. As a result, Armor is a fairly big priority for Heavies, and they should be considered after Assaults for cutting edge suits if you can&#039;t outfit your full team. Skeleton Armor and Ghost Armor eliminate mobility issues, with the invisibility from Ghost Armor being particularly helpful in setting up rockets, flanks, or moving into point-blank range to counteract their lesser Aim. Titan Armor, despite being the &amp;quot;heaviest,&amp;quot; is not always the best choice due to the aforementioned mobility consideration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you went Grenadier grab a Grenade. If you have HEAT ammo and are facing Cyberdiscs/Drones, grab a Grenade. A S.C.O.P.E. can improve the Heavy&#039;s low Aim, improving their long range combat effectiveness with the machine gun, making it a useful item for any build except for a Grenadier. Heavies also make decent carriers of Medikits if your Supports for some reason don&#039;t have enough. Chitin plating serves as a decent extra padding in any instance that requires your Heavy to get very close to the action.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Most Commanders will raise their Heavies as machine killers, and room-clearers, particulary for Terror Missions, and those occasions where every enemy in a mission seems to show up at once.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind Save Scumming, and have a rocket going off-course (a seeded outcome: it will happen every time): you can manipulate this to still land a rocket precisely where you want it to (it will explode at the same elevation and distance that you aim for, so merely compensate for the angle; roughly 20 degrees).&lt;br /&gt;
&lt;br /&gt;
While their aim starts and ends as the lowest in the game, their capactiy for explosives makes their aim semi-irrelevant. Indeed, with Grenadier, and the Blaster Launcher allowing you to place an explosive precisely where you want, they technically have 100% accuracy, and with limited Rocket capacity driving you to conserve rocket shots, those will tend to be the shots that really matter.&lt;br /&gt;
&lt;br /&gt;
Being only able to carry their main weapon and a limited-use rocket, they actually have significant flexibility with item choice, unless Grenadier is chosen (in contrast, a Commander might never unequip Scopes and Archangel armor from their Snipers, or Medikits from their Supports), as well as armor. A Heavy can therefore function as an alternative to a second Assault, &#039;&#039;or&#039;&#039; a second Support, and their abilites lend to either. For example, Combat Stims and their Will To Survive ability pair well to make Heavies very hard to kill. Chitin plating, Titan Armor, and Bullet Swarm make them Chryssalid &amp;amp; Berserker Killers (and the way those two attack, makes Aim less of an issue), and Archangel armor (or one of the two with the Grappling Hook) can redefine the term &amp;quot;Death from Above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For UFO assault missions, a Support-centric heavy with Grenadier will allow you multiple, smaller demoltions, rather than risking the larger blast of Danger Zone destroying valuble Elerium generators and navigational computers, but still being able to bring down the hammer in a tough situation.&lt;br /&gt;
&lt;br /&gt;
With the stat-altering Second Wave options (Hidden Potential, Not Created Equal), Heavies can come out of the box with significant to very high Will, as well as good starting Aim, and can receive the same 2-to-12 Will (with OTC&#039;s Iron Will) bonus with every level, bringing them back to regular front-line combat readiness in late-game. Their Aim upgrades will still be quite low, though still (potentially) more than without the Second Wave options.&lt;br /&gt;
&lt;br /&gt;
As they have a mix of skills that work either as secondary Support or secondary Assault, and unspectacular leveling will scores, a Psi Heavy also works either way with support or offensive Psi skills, and again comes down to personal playing style. Inspiration and TK Field help him help others, while MCing an alien lowers the odds of your Psi heavy being shot at (and risking his cover being destroyed), keeping him safe to launch a rocket next turn, if you had to move to get into range this turn. Plus Ghost Armor, a Mind Shield, and damage-focused abilites, an Inspiration/MC Psi Heavy can be devstating to alien squads, even on his own (a good canidate for the Lone Wolf achievement on a Small Scout).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[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>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=46537</id>
		<title>Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=46537"/>
		<updated>2013-06-09T19:16:05Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVIES (EU2012).png|right|512px|Heavy Squad]][[File: CLASS HEAVY.png|right|frame|64px|Heavy]][[File:HEAVYCOLONEL.png|right|200px|Heavy Colonel]]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; specialising in firepower and damage, 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 low accuracy progression and limited ammunition for the launcher. &lt;br /&gt;
* The &#039;&#039;&#039;LMG&#039;&#039;&#039; 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. It can later be updated to the more advanced [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] models. &lt;br /&gt;
* The &#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; is the secondary weapon for the Heavy and grants 1 rocket, to use against groups or enemies or to take down terrain. The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability adds a special purpose rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk allows one further normal rocket to be carried. The Rocket Launcher can later be upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], which increases the effectiveness of the rockets. &lt;br /&gt;
* Heavies can carry 1 additional item for customization. [[Frag Grenade (EU2012)|Frag Grenades]]/[[Alien Grenade (EU2012)|Alien Grenades]] are an essential item for Heavies that have taken the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability.&lt;br /&gt;
* The Heavy&#039;s Ability tree choices are mainly divided between Damage Increase, Reactions and Equipment.&lt;br /&gt;
:*Damage Increase - &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
:*Reactions - &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. &lt;br /&gt;
:*Equipment - &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;.&lt;br /&gt;
:*Unique - &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; (firing doesn&#039;t use both Actions), &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; (+10 Aim to squad mates) and &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; (less Damage taken).  &lt;br /&gt;
* Heavies receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
* Heavies also take the longest time to level into a Colonel, making them an investment to reach their full potential.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|left]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]][[File:ALIEN CLUSTERBOMB1.png|32px|+TDL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|left]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE2.png|32px|I]][[File:ALIEN CLUSTERBOMB2.png|32px|+TDL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY BULLETSWARM.png|32px|left]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_UNKNOWN201.png|32px|S]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|left]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_AIM2.png|32px|+10AL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SHREDDER.png|32px|left]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039; (67% normal damage)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+D33%L]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|left]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]][[File:ABILITY HUNKERDOWN2.png|32px|-A30]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HEAT AMMO.png|32px|left]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+D100%L]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|left]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|RL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY GRENADIER.png|32px|left]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY DANGERZONE.png|32px|left]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|left]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-2DL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|left]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED2.png|32px|-2DL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY ROCKETEER.png|32px|left]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY MAYHEM.png|32px|left]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ KEYCHART&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY UNKNOWN20.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY OVERWATCH.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY MOVE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY GRENADE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY AIM.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HUNKERDOWN.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ALIEN CLUSTERBOMB.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HARDENED.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Additional Shot || align=&amp;quot;center&amp;quot; | Improves Reaction || align=&amp;quot;center&amp;quot; | Extra Movement || align=&amp;quot;center&amp;quot; | Additional Equipment || align=&amp;quot;center&amp;quot; | Change Unit Aim || align=&amp;quot;center&amp;quot; | Decrease Enemy Aim || align=&amp;quot;center&amp;quot; | Change Damage Given || align=&amp;quot;center&amp;quot; | Decrease Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{TipBox |&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &lt;br /&gt;
:*The Heavy&#039;s signature weapon. It provides a limited but powerful area effect attack that does heavy damage to targets and terrain. &lt;br /&gt;
:*A Heavy can only use 1 rocket per mission at first, but has the potential to carry up to 3 by Colonel rank by taking &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; and/or &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;.&lt;br /&gt;
:*Rockets require a full 2 actions to fire. &lt;br /&gt;
:*Rockets do not need a solid surface or target to detonate. They can be set to explode in mid-air. &lt;br /&gt;
:*The Rocket Launcher only fires in a straight line and has a chance to be fired off-target. Careful positioning of the Heavy is therefore a crucial element for an effective rocket attack. &lt;br /&gt;
:*Once upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], all rockets will gain more damage, the ability to navigate around walls and obstacles. They can also travel through closed doors. The Heavy only needs to be within rocket range, and can otherwise stay safely out of sight. &lt;br /&gt;
:*Rockets can be enhanced with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Danger Zone widens the blast area, while Mayhem adds more damage at the cost of the Rocketeer perk.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Heavy abilities are divided between Heavy Ordinance (Attack) or Heavy Supression:&lt;br /&gt;
:* Heavy Ordinance path: Focuses on area effect damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. This perk line is designed to accentuate area damage, good for taking out groups of weak aliens or to soften up and destroy the cover of hard targets.&lt;br /&gt;
:* Heavy Suppression path: Focuses on suppression perks like &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Suppression allows the player to pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* The Heavy can provide general purpose squad-support with &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Supression&#039;&#039;&#039; and the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; as well as use any carried explosives to destroy enemy cover. &lt;br /&gt;
:* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier, including other Heavy units, if present. &lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; allows you to use both of your move to fire your LMG. It counts as using your first move action, so cannot be followed by a Rocket attack. Bullet Swarm only works with your primary weapon, so using an item or psionic ability as your first action will still end the turn.&lt;br /&gt;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 base damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
:*Any targets hit by a Shredder Rocket will take on more damage from any subsequent attacks for the rest of the turn. This makes it a good opening attack on enemies with lots of hit-points. &lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the Heavy Laser will do 2 damage, and the Heavy Plasma will dish out 3 damage.&lt;br /&gt;
** Additionaly, Mayhem, paired with Supression, seems to have 100% accuracy AND splash damage (akin to the Sectopod&#039;s beam weapons) for 3 damage for all in-range targeted enemies (6 with HEAT Ammo on robotic enemies), excellent for pinning down a Disc or Pod while taking out it&#039;s drones, or aliens that are taking cover close together or to efficiently finish off a nearly dead alien. &lt;br /&gt;
*The suppression ability of Heavies allows a pair of them to effectively immobilize a mind-controlled ally. This will save you from killing your own soldiers, or having an alloy-cannon-armed assault soldier turning on you on while you&#039;re in the tight spaces of a downed UFO.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here won&#039;t go on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Heavies are the class with the most varied choices: HEAT Ammo, Suppression, Shredder Rocket, etc. making each build an individual taste. You  can have an explosives specialist capable of putting out major damage in an area, making big plays to pull your squad out of the fire when XCOM decides to be... well, XCOM. Or you can have a Machinegunner expert that crowds out the Support for his job with Suppression, Bullet Swarm and Rapid Reaction. As for the Heavy himself, he&#039;s in an interesting place. Though all soldiers begin with 65 Aim, Heavies gain significantly less through promotion than their peers. In contrast, his machine gun deals high damage, on par with a sniper rifle or shotgun. These facts, combined with his rocket launcher, make him a terror in the early game but potentially less reliable (and thus less relevant) as it progresses. Between their poor Aim and inability to fire rockets after moving, Heavies are the class most hampered by mobility.&lt;br /&gt;
&lt;br /&gt;
In light of this, beginning players may find explosives-centric heavies preferable. Suppression-focused heavies take a while to come into their own and depend on their squad to provide killing power once they do. Explosives Heavies are somewhat more straightforward to play, and they themselves provide more firepower to carry your team before it becomes a well-oiled x-ray-killing machine.&lt;br /&gt;
&lt;br /&gt;
For psionic Heavies, Mind Control may suit a Heavy better, at least as a distraction to keep them and their cover from being attacked, keeping nearby aliens in position for a Rocket/Blaster attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Either choice will benefit both Heavy builds. Explosive Heavies usually go Bullet Swarm, although Holo-Targeting is also very useful for the rest of the squad to fire against the alien. Machinegunner Heavies may prefer Holo-Targeting in the long run, but also benefit from Bullet Swarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
* Gives tactical flexibility. It allows for Fire and Move, Fire and Reload or Fire and Fire. In particular, shooting twice ends up yielding a statistically better chance of hitting a particular alien than Holo-Targeting him and ordering the rest of your Rookies to open fire.&lt;br /&gt;
* Also allows other combinations of Fire and Throw Grenade, Fire and Overwatch and (very powerful) Fire and Reload.&lt;br /&gt;
* Also, firing twice gives the Heavy two chances to destroy his target&#039;s cover; in this event, he has just granted your squad &#039;&#039;more&#039;&#039; than the benefit of Holo-Targeting.&lt;br /&gt;
* The downside is its high ammo consumption plus using it can make the Heavy immobile and vulnerable against superior enemies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &lt;br /&gt;
* Applies to both the Machinegun and the Launcher - Heavy shoots/blows cover and marks the remaining aliens for the rest of the team to tag. &lt;br /&gt;
* Helps the whole team to focus their firepower on a single alien - it can be very useful in taking down high-threat aliens, regardless of storyline progression. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Shredder Rocket for Explosive Heavies, Suppression for Machinegunner Heavies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; &lt;br /&gt;
* Useful throughout the game. On all difficulties except Impossible, they deal enough damage to one-shot Sectoids, Thin Men, and Floaters, making them essentially just another rocket when you first get them;&lt;br /&gt;
* Shred effect helps with high HP targets;&lt;br /&gt;
* The set damage provided by explosives can help set up aliens for capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppression&#039;&#039;&#039; &lt;br /&gt;
* Also a handy utility skill; &lt;br /&gt;
* Can be used to pin down an alien and prevent it from moving (and flanking your position). It can also keep melee aliens (Muton Berserkers and Crysalids) stationary and prevent them from charging.&lt;br /&gt;
* Suppression will also drop its target&#039;s Aim by 30% if it fires against an exposed squadmate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Similar to the Corporal choice, both Heavies like HEAT Ammo, but Machinegunner Heavies can consider Rapid Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &lt;br /&gt;
* Deals extra damage to robotic opponents. Put simply, in XCOM, robots are the devil. Anything that hastens Cyberdiscs and Sectopods to their circuity grave is awesome;&lt;br /&gt;
* HEAT boosted grenades will make short work of Drones, saving your squad a lot of wasted effort.&lt;br /&gt;
* One of few ways to scale your explosives damage, until Blaster Launcher is available;&lt;br /&gt;
* If combined with Bullet Swarm, Heavies can dole out massive quantities of damage to robots, and the team can even drop Cyberdiscs and Sectopods in one turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
* The complement to HEAT Ammo: an ability for use against weaker enemies as found in Council missions, specially during Overwatch ambushes; &lt;br /&gt;
* Rapid Reaction can also be very useful to guard rooms and corridors;&lt;br /&gt;
* Be sure you get the Ammo Conservation project done in the Foundry or you will find that this is a fantastic way to empty your magazine.&lt;br /&gt;
* The AI almost never moves when suppressed, so this has surprisingly little synergy with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
* Can give disappointing results given that Heavies have the lowest aim of all the classes, and the first overwatch shot (with its penalty) has to hit in order to trigger the second shot. Consider giving this ability to Heavies with high aim when using the Hidden Potential option in [[Second Wave (EU2012)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Both types of Heavy like Danger Zone. Explosive Heavies should also consider Grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
* Locks you into a single item to take advantage of it, but grenades are admittedly useful. &lt;br /&gt;
* Make sure you acquire some Alien Grenades if you go this route. &lt;br /&gt;
* Consider whether you typically have grenades on any of your other units. If not, giving up a wildly-inaccurate Heavy shot to hurl a grenade is not a big sacrifice by any stretch, and the rest of your squad will thank you for blowing the enemy&#039;s cover. &lt;br /&gt;
* Similarly, if you think you&#039;d rather Kool-Aid Man through a wall instead of using the door, doing it with a grenade beats burning a rocket on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
* Explosive Heavies will love having a bigger boom, but Suppression Heavies being able to AOE suppress enemies is the big payoff.&lt;br /&gt;
* AOE Suppression requires fairly particular enemy positioning, but when you can manage it, it&#039;s great;&lt;br /&gt;
* You can also apply Holo-Targeting to the whole group, turning it into a nice combination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Explosives Heavies will want Rocketeer. Suppression Heavies should take Mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &lt;br /&gt;
* Boosts your overall damage output while taking away some of the nerves you get when thinking about whether now is really the best time to shoot your one, single rocket;&lt;br /&gt;
* While Mayhem does add some damage to your rockets, Rocketeer ultimately amounts to more damage and gives you more control in how you apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &lt;br /&gt;
* The grand finale for the Machinegunner - makes Suppression becomes a reliable way to damage enemies;&lt;br /&gt;
* Can be a useful late game way of chipping the health off an enemy you want to capture.&lt;br /&gt;
* The extra damage on your rockets is a nice side benefit.&lt;br /&gt;
* Despite Rocketeer resulting in more overall rocket damage, Mayhem allows you to apply more damage in one turn. This could makes the difference between ending turn facing a Sectopod on 2 HP, or a dead one. Mayhem allows a HEAT Ammo Heavy to one-shot a Cyberdisc on Classic and Impossible.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; With the Heavy&#039;s high base damage, the standard LMG can often one-shot Sectoids, Thin Men and Floaters on Classic. This means there is no immediate urgency to hasten a Heavy&#039;s weapon upgrade over other class-specific weapons. Of course, do upgrade when you can spare the time and resources to keep the Heavy on par with the stronger enemies as they appear. &lt;br /&gt;
&lt;br /&gt;
For a Heavy taking the explosive build route, weapon upgrades do not confer bonus damage on rockets, grenades or suppression until paired with the high ranking &#039;&#039;Mayhem&#039;&#039;&#039; perk. Weapon upgrades in this instance will mainly be beneficial for personal defence once their munitions have expired and there are no nearby allies to provide support. &lt;br /&gt;
&lt;br /&gt;
A different approach should be taken for a machinegunner or suppressor build as the primary weapon will be the Heavy&#039;s bread and butter weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavies will typically be near the front of your group, as they need to advance and sit still in order to put rockets where they need to be. As a result, Armor is a fairly big priority for Heavies, and they should be considered after Assaults for cutting edge suits if you can&#039;t outfit your full team. Skeleton Armor and Ghost Armor eliminate mobility issues, with the invisibility from Ghost Armor being particularly helpful in setting up rockets, flanks, or moving into point-blank range to counteract their lesser Aim. Titan Armor, despite being the &amp;quot;heaviest,&amp;quot; is not always the best choice due to the aforementioned mobility consideration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you went Grenadier grab a Grenade. If you have HEAT ammo and are facing Cyberdiscs/Drones, grab a Grenade. A S.C.O.P.E. can improve the Heavy&#039;s low Aim, improving their long range combat effectiveness with the machine gun, making it a useful item for any build except for a Grenadier. Heavies also make decent carriers of Medikits if your Supports for some reason don&#039;t have enough. Chitin plating serves as a decent extra padding in any instance that requires your Heavy to get very close to the action.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Most Commanders will raise their Heavies as machine killers, and room-clearers, particulary for Terror Missions, and those occasions where every enemy in a mission seems to show up at once.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind Save Scumming, and have a rocket going off-course (a seeded outcome: it will happen every time): you can manipulate this to still land a rocket precisely where you want it to (it will explode at the same elevation and distance that you aim for, so merely compensate for the angle; roughly 20 degrees).&lt;br /&gt;
&lt;br /&gt;
While their aim starts and ends as the lowest in the game, their capactiy for explosives makes their aim semi-irrelevant. Indeed, with Grenadier, and the Blaster Launcher allowing you to place an explosive precisely where you want, they technically have 100% accuracy, and with limited Rocket capacity driving you to conserve rocket shots, those will tend to be the shots that really matter.&lt;br /&gt;
&lt;br /&gt;
Being only able to carry their main weapon and a limited-use rocket, they actually have significant flexibility with item choice, unless Grenadier is chosen (in contrast, a Commander might never unequip Scopes and Archangel armor from their Snipers, or Medikits from their Supports), as well as armor. A Heavy can therefore function as an alternative to a second Assault, &#039;&#039;or&#039;&#039; a second Support, and their abilites lend to either. For example, Combat Stims and their Will To Survive ability pair well to make Heavies very hard to kill. Chitin plating, Titan Armor, and Bullet Swarm make them Chryssalid &amp;amp; Berserker Killers (and the way those two attack, makes Aim less of an issue), and Archangel armor (or one of the two with the Grappling Hook) can redefine the term &amp;quot;Death from Above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For UFO assault missions, a Support-centric heavy with Grenadier will allow you multiple, smaller demoltions, rather than risking the larger blast of Danger Zone destroying valuble Elerium generators and navigational computers, but still being able to bring down the hammer in a tough situation.&lt;br /&gt;
&lt;br /&gt;
With the stat-altering Second Wave options (Hidden Potential, Not Created Equal), Heavies can come out of the box with significant to very high Will, as well as good starting Aim, and can receive the same 2-to-12 Will (with OTC&#039;s Iron Will) bonus with every level, bringing them back to regular front-line combat readiness in late-game. Their Aim upgrades will still be quite low, though still (potentially) more than without the Second Wave options.&lt;br /&gt;
&lt;br /&gt;
As they have a mix of skills that work either as secondary Support or secondary Assault, and unspectacular leveling will scores, a Psi Heavy also works either way with support or offensive Psi skills, and again comes down to personal playing style. Inspiration and TK Field help him help others, while MCing an alien lowers the odds of your Psi heavy being shot at (and risking his cover being destroyed), keeping him safe to launch a rocket next turn, if you had to move to get into range this turn. Plus Ghost Armor, a Mind Shield, and damage-focused abilites, an Inspiration/MC Psi Heavy can be devstating to alien squads, even on his own (a good canidate for the Lone Wolf achievement on a Small Scout).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[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>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=46536</id>
		<title>Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=46536"/>
		<updated>2013-06-09T19:11:34Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVIES (EU2012).png|right|512px|Heavy Squad]][[File: CLASS HEAVY.png|right|frame|64px|Heavy]][[File:HEAVYCOLONEL.png|right|200px|Heavy Colonel]]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; specialising in firepower and damage, 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 low accuracy progression and limited ammunition for the launcher. &lt;br /&gt;
* The &#039;&#039;&#039;LMG&#039;&#039;&#039; 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. It can later be updated to the more advanced [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] models. &lt;br /&gt;
* The &#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; is the secondary weapon for the Heavy and grants 1 rocket, to use against groups or enemies or to take down terrain. The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability adds a special purpose rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk allows one further normal rocket to be carried. The Rocket Launcher can later be upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], which increases the effectiveness of the rockets. &lt;br /&gt;
* Heavies can carry 1 additional item for customization. [[Frag Grenade (EU2012)|Frag Grenades]]/[[Alien Grenade (EU2012)|Alien Grenades]] are an essential item for Heavies that have taken the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability.&lt;br /&gt;
* The Heavy&#039;s Ability tree choices are mainly divided between Damage Increase, Reactions and Equipment.&lt;br /&gt;
:*Damage Increase - &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
:*Reactions - &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. &lt;br /&gt;
:*Equipment - &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;.&lt;br /&gt;
:*Unique - &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; (firing doesn&#039;t use both Actions), &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; (+10 Aim to squad mates) and &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; (less Damage taken).  &lt;br /&gt;
* Heavies receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
* Heavies also take the longest time to level into a Colonel, making them an investment to reach their full potential.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|left]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]][[File:ALIEN CLUSTERBOMB1.png|32px|+TDL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|left]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE2.png|32px|I]][[File:ALIEN CLUSTERBOMB2.png|32px|+TDL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY BULLETSWARM.png|32px|left]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_UNKNOWN201.png|32px|S]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|left]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_AIM2.png|32px|+10AL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SHREDDER.png|32px|left]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039; (67% normal damage)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+D33%L]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|left]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]][[File:ABILITY HUNKERDOWN2.png|32px|-A30]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HEAT AMMO.png|32px|left]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+D100%L]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|left]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|RL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY GRENADIER.png|32px|left]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY DANGERZONE.png|32px|left]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|left]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-2DL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|left]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED2.png|32px|-2DL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY ROCKETEER.png|32px|left]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY MAYHEM.png|32px|left]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ KEYCHART&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY UNKNOWN20.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY OVERWATCH.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY MOVE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY GRENADE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY AIM.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HUNKERDOWN.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ALIEN CLUSTERBOMB.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HARDENED.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Additional Shot || align=&amp;quot;center&amp;quot; | Improves Reaction || align=&amp;quot;center&amp;quot; | Extra Movement || align=&amp;quot;center&amp;quot; | Additional Equipment || align=&amp;quot;center&amp;quot; | Change Unit Aim || align=&amp;quot;center&amp;quot; | Decrease Enemy Aim || align=&amp;quot;center&amp;quot; | Change Damage Given || align=&amp;quot;center&amp;quot; | Decrease Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{TipBox |&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &lt;br /&gt;
:*The Heavy&#039;s signature weapon. It provides a limited but powerful area effect attack that does heavy damage to targets and terrain. &lt;br /&gt;
:*A Heavy can only use 1 rocket per mission at first, but has the potential to carry up to 3 by Colonel rank by taking &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; and/or &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;.&lt;br /&gt;
:*Rockets require a full 2 actions to fire. &lt;br /&gt;
:*Rockets do not need a solid surface or target to detonate. They can be set to explode in mid-air. &lt;br /&gt;
:*The Rocket Launcher only fires in a straight line and has a chance to be fired off-target. Careful positioning of the Heavy is therefore a crucial element for an effective rocket attack. &lt;br /&gt;
:*Once upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], all rockets will gain more damage, the ability to navigate around walls and obstacles. They can also travel through closed doors. The Heavy only needs to be within rocket range, and can otherwise stay safely out of sight. &lt;br /&gt;
:*Rockets can be enhanced with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Danger Zone widens the blast area, while Mayhem adds more damage at the cost of the Rocketeer perk.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Heavy abilities are divided between Heavy Ordinance (Attack) or Heavy Supression:&lt;br /&gt;
:* Heavy Ordinance path: Focuses on area effect damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. This perk line is designed to accentuate area damage, good for taking out groups of weak aliens or to soften up and destroy the cover of hard targets.&lt;br /&gt;
:* Heavy Suppression path: Focuses on suppression perks like &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Suppression allows the player to pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* The Heavy can provide general purpose squad-support with &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Supression&#039;&#039;&#039; and the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; as well as use any carried explosives to destroy enemy cover. &lt;br /&gt;
:* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier, including other Heavy units, if present. &lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; allows you to use both of your move to fire your LMG. It counts as using your first move action, so cannot be followed by a Rocket attack. Bullet Swarm only works with your primary weapon, so using an item or psionic ability as your first action will still end the turn.&lt;br /&gt;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 base damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
:*Any targets hit by a Shredder Rocket will take on more damage from any subsequent attacks for the rest of the turn. This makes it a good opening attack on enemies with lots of hit-points. &lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the Heavy Laser will do 2 damage, and the Heavy Plasma will dish out 3 damage.&lt;br /&gt;
** Additionaly, Mayhem, paired with Supression, seems to have 100% accuracy AND splash damage (akin to the Sectopod&#039;s beam weapons) for 3 damage for all in-range targeted enemies (6 with HEAT Ammo on robotic enemies), excellent for pinning down a Disc or Pod while taking out it&#039;s drones, or aliens that are taking cover close together or to efficiently finish off a nearly dead alien. &lt;br /&gt;
*The suppression ability of Heavies allows a pair of them to effectively immobilize a mind-controlled ally. This will save you from killing your own soldiers, or having an alloy-cannon-armed assault soldier turning on you on while you&#039;re in the tight spaces of a downed UFO.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here won&#039;t go on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Heavies are the class with the most varied choices: HEAT Ammo, Suppression, Shredder Rocket, etc. making each build an individual taste. You  can have an explosives specialist capable of putting out major damage in an area, making big plays to pull your squad out of the fire when XCOM decides to be... well, XCOM. Or you can have a Machinegunner expert that crowds out the Support for his job with Suppression, Bullet Swarm and Rapid Reaction. As for the Heavy himself, he&#039;s in an interesting place. Though all soldiers begin with 65 Aim, Heavies gain significantly less through promotion than their peers. In contrast, his machine gun deals high damage, on par with a sniper rifle or shotgun. These facts, combined with his rocket launcher, make him a terror in the early game but potentially less reliable (and thus less relevant) as it progresses. Between their poor Aim and inability to fire rockets after moving, Heavies are the class most hampered by mobility.&lt;br /&gt;
&lt;br /&gt;
In light of this, beginning players may find explosives-centric heavies preferable. Suppression-focused heavies take a while to come into their own and depend on their squad to provide killing power once they do. Explosives Heavies are somewhat more straightforward to play, and they themselves provide more firepower to carry your team before it becomes a well-oiled x-ray-killing machine.&lt;br /&gt;
&lt;br /&gt;
For psionic Heavies, Mind Control may suit a Heavy better, at least as a distraction to keep them and their cover from being attacked, keeping nearby aliens in position for a Rocket/Blaster attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Either choice will benefit both Heavy builds. Explosive Heavies usually go Bullet Swarm, although Holo-Targeting is also very useful for the rest of the squad to fire against the alien. Machinegunner Heavies may prefer Holo-Targeting in the long run, but also benefit from Bullet Swarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
* Gives tactical flexibility. It allows for Fire and Move, Fire and Reload or Fire and Fire. In particular, shooting twice ends up yielding a statistically better chance of hitting a particular alien than Holo-Targeting him and ordering the rest of your Rookies to open fire.&lt;br /&gt;
* Also allows other combinations of Fire and Throw Grenade, Fire and Overwatch and (very powerful) Fire and Reload.&lt;br /&gt;
* Also, firing twice gives the Heavy two chances to destroy his target&#039;s cover; in this event, he has just granted your squad &#039;&#039;more&#039;&#039; than the benefit of Holo-Targeting.&lt;br /&gt;
* The downside is its high ammo consumption plus using it can make the Heavy immobile and vulnerable against superior enemies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &lt;br /&gt;
* Applies to both the Machinegun and the Launcher - Heavy shoots/blows cover and marks the remaining aliens for the rest of the team to tag. &lt;br /&gt;
* Helps the whole team to focus their firepower on a single alien - it can be very useful in taking down high-threat aliens, regardless of storyline progression. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Shredder Rocket for Explosive Heavies, Suppression for Machinegunner Heavies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; &lt;br /&gt;
* Useful throughout the game. On all difficulties except Impossible, they deal enough damage to one-shot Sectoids, Thin Men, and Floaters, making them essentially just another rocket when you first get them;&lt;br /&gt;
* Shred effect helps with high HP targets;&lt;br /&gt;
* The set damage provided by explosives can help set up aliens for capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppression&#039;&#039;&#039; &lt;br /&gt;
* Also a handy utility skill; &lt;br /&gt;
* Can be used to pin down an alien and prevent it from moving (and flanking your position). It can also keep melee aliens (Muton Berserkers and Crysalids) stationary and prevent them from charging.&lt;br /&gt;
* Suppression will also drop its target&#039;s Aim by 30% if it fires against an exposed squadmate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Similar to the Corporal choice, both Heavies like HEAT Ammo, but Machinegunner Heavies can consider Rapid Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &lt;br /&gt;
* Deals extra damage to robotic opponents. Put simply, in XCOM, robots are the devil. Anything that hastens Cyberdiscs and Sectopods to their circuity grave is awesome;&lt;br /&gt;
* HEAT boosted grenades will make short work of Drones, saving your squad a lot of wasted effort.&lt;br /&gt;
* One of few ways to scale your explosives damage, until Blaster Launcher is available;&lt;br /&gt;
* If combined with Bullet Swarm, Heavies can dole out massive quantities of damage to robots, and the team can even drop Cyberdiscs and Sectopods in one turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
* The complement to HEAT Ammo: an ability for use against weaker enemies as found in Council missions, specially during Overwatch ambushes; &lt;br /&gt;
* Rapid Reaction can also be very useful to guard rooms and corridors;&lt;br /&gt;
* Be sure you get the Ammo Conservation project done in the Foundry or you will find that this is a fantastic way to empty your magazine.&lt;br /&gt;
* The AI almost never moves when suppressed, so this has surprisingly little synergy with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Both types of Heavy like Danger Zone. Explosive Heavies should also consider Grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
* Locks you into a single item to take advantage of it, but grenades are admittedly useful. &lt;br /&gt;
* Make sure you acquire some Alien Grenades if you go this route. &lt;br /&gt;
* Consider whether you typically have grenades on any of your other units. If not, giving up a wildly-inaccurate Heavy shot to hurl a grenade is not a big sacrifice by any stretch, and the rest of your squad will thank you for blowing the enemy&#039;s cover. &lt;br /&gt;
* Similarly, if you think you&#039;d rather Kool-Aid Man through a wall instead of using the door, doing it with a grenade beats burning a rocket on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
* Explosive Heavies will love having a bigger boom, but Suppression Heavies being able to AOE suppress enemies is the big payoff.&lt;br /&gt;
* AOE Suppression requires fairly particular enemy positioning, but when you can manage it, it&#039;s great;&lt;br /&gt;
* You can also apply Holo-Targeting to the whole group, turning it into a nice combination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Explosives Heavies will want Rocketeer. Suppression Heavies should take Mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &lt;br /&gt;
* Boosts your overall damage output while taking away some of the nerves you get when thinking about whether now is really the best time to shoot your one, single rocket;&lt;br /&gt;
* While Mayhem does add some damage to your rockets, Rocketeer ultimately amounts to more damage and gives you more control in how you apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &lt;br /&gt;
* The grand finale for the Machinegunner - makes Suppression becomes a reliable way to damage enemies;&lt;br /&gt;
* Can be a useful late game way of chipping the health off an enemy you want to capture.&lt;br /&gt;
* The extra damage on your rockets is a nice side benefit.&lt;br /&gt;
* Despite Rocketeer resulting in more overall rocket damage, Mayhem allows you to apply more damage in one turn. This could makes the difference between ending turn facing a Sectopod on 2 HP, or a dead one. Mayhem allows a HEAT Ammo Heavy to one-shot a Cyberdisc on Classic and Impossible.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; With the Heavy&#039;s high base damage, the standard LMG can often one-shot Sectoids, Thin Men and Floaters on Classic. This means there is no immediate urgency to hasten a Heavy&#039;s weapon upgrade over other class-specific weapons. Of course, do upgrade when you can spare the time and resources to keep the Heavy on par with the stronger enemies as they appear. &lt;br /&gt;
&lt;br /&gt;
For a Heavy taking the explosive build route, weapon upgrades do not confer bonus damage on rockets, grenades or suppression until paired with the high ranking &#039;&#039;Mayhem&#039;&#039;&#039; perk. Weapon upgrades in this instance will mainly be beneficial for personal defence once their munitions have expired and there are no nearby allies to provide support. &lt;br /&gt;
&lt;br /&gt;
A different approach should be taken for a machinegunner or suppressor build as the primary weapon will be the Heavy&#039;s bread and butter weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavies will typically be near the front of your group, as they need to advance and sit still in order to put rockets where they need to be. As a result, Armor is a fairly big priority for Heavies, and they should be considered after Assaults for cutting edge suits if you can&#039;t outfit your full team. Skeleton Armor and Ghost Armor eliminate mobility issues, with the invisibility from Ghost Armor being particularly helpful in setting up rockets, flanks, or moving into point-blank range to counteract their lesser Aim. Titan Armor, despite being the &amp;quot;heaviest,&amp;quot; is not always the best choice due to the aforementioned mobility consideration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you went Grenadier grab a Grenade. If you have HEAT ammo and are facing Cyberdiscs/Drones, grab a Grenade. A S.C.O.P.E. can improve the Heavy&#039;s low Aim, improving their long range combat effectiveness with the machine gun, making it a useful item for any build except for a Grenadier. Heavies also make decent carriers of Medikits if your Supports for some reason don&#039;t have enough. Chitin plating serves as a decent extra padding in any instance that requires your Heavy to get very close to the action.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Most Commanders will raise their Heavies as machine killers, and room-clearers, particulary for Terror Missions, and those occasions where every enemy in a mission seems to show up at once.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind Save Scumming, and have a rocket going off-course (a seeded outcome: it will happen every time): you can manipulate this to still land a rocket precisely where you want it to (it will explode at the same elevation and distance that you aim for, so merely compensate for the angle; roughly 20 degrees).&lt;br /&gt;
&lt;br /&gt;
While their aim starts and ends as the lowest in the game, their capactiy for explosives makes their aim semi-irrelevant. Indeed, with Grenadier, and the Blaster Launcher allowing you to place an explosive precisely where you want, they technically have 100% accuracy, and with limited Rocket capacity driving you to conserve rocket shots, those will tend to be the shots that really matter.&lt;br /&gt;
&lt;br /&gt;
Being only able to carry their main weapon and a limited-use rocket, they actually have significant flexibility with item choice, unless Grenadier is chosen (in contrast, a Commander might never unequip Scopes and Archangel armor from their Snipers, or Medikits from their Supports), as well as armor. A Heavy can therefore function as an alternative to a second Assault, &#039;&#039;or&#039;&#039; a second Support, and their abilites lend to either. For example, Combat Stims and their Will To Survive ability pair well to make Heavies very hard to kill. Chitin plating, Titan Armor, and Bullet Swarm make them Chryssalid &amp;amp; Berserker Killers (and the way those two attack, makes Aim less of an issue), and Archangel armor (or one of the two with the Grappling Hook) can redefine the term &amp;quot;Death from Above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For UFO assault missions, a Support-centric heavy with Grenadier will allow you multiple, smaller demoltions, rather than risking the larger blast of Danger Zone destroying valuble Elerium generators and navigational computers, but still being able to bring down the hammer in a tough situation.&lt;br /&gt;
&lt;br /&gt;
With the stat-altering Second Wave options (Hidden Potential, Not Created Equal), Heavies can come out of the box with significant to very high Will, as well as good starting Aim, and can receive the same 2-to-12 Will (with OTC&#039;s Iron Will) bonus with every level, bringing them back to regular front-line combat readiness in late-game. Their Aim upgrades will still be quite low, though still (potentially) more than without the Second Wave options.&lt;br /&gt;
&lt;br /&gt;
As they have a mix of skills that work either as secondary Support or secondary Assault, and unspectacular leveling will scores, a Psi Heavy also works either way with support or offensive Psi skills, and again comes down to personal playing style. Inspiration and TK Field help him help others, while MCing an alien lowers the odds of your Psi heavy being shot at (and risking his cover being destroyed), keeping him safe to launch a rocket next turn, if you had to move to get into range this turn. Plus Ghost Armor, a Mind Shield, and damage-focused abilites, an Inspiration/MC Psi Heavy can be devstating to alien squads, even on his own (a good canidate for the Lone Wolf achievement on a Small Scout).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[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>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=46535</id>
		<title>Heavy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Heavy_(EU2012)&amp;diff=46535"/>
		<updated>2013-06-09T19:09:43Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVIES (EU2012).png|right|512px|Heavy Squad]][[File: CLASS HEAVY.png|right|frame|64px|Heavy]][[File:HEAVYCOLONEL.png|right|200px|Heavy Colonel]]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; specialising in firepower and damage, 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 low accuracy progression and limited ammunition for the launcher. &lt;br /&gt;
* The &#039;&#039;&#039;LMG&#039;&#039;&#039; 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. It can later be updated to the more advanced [[Heavy Laser (EU2012)|Heavy Laser]] or [[Heavy Plasma (EU2012)|Heavy Plasma]] models. &lt;br /&gt;
* The &#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; is the secondary weapon for the Heavy and grants 1 rocket, to use against groups or enemies or to take down terrain. The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; ability adds a special purpose rocket; and the &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; perk allows one further normal rocket to be carried. The Rocket Launcher can later be upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], which increases the effectiveness of the rockets. &lt;br /&gt;
* Heavies can carry 1 additional item for customization. [[Frag Grenade (EU2012)|Frag Grenades]]/[[Alien Grenade (EU2012)|Alien Grenades]] are an essential item for Heavies that have taken the &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability.&lt;br /&gt;
* The Heavy&#039;s Ability tree choices are mainly divided between Damage Increase, Reactions and Equipment.&lt;br /&gt;
:*Damage Increase - &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
:*Reactions - &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. &lt;br /&gt;
:*Equipment - &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;.&lt;br /&gt;
:*Unique - &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; (firing doesn&#039;t use both Actions), &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; (+10 Aim to squad mates) and &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; (less Damage taken).  &lt;br /&gt;
* Heavies receive lesser rank bonuses in stats upon promotion, specially in Aim (+10 Aim points total upon reaching Colonel), receiving also a total of 4 HPs and 14 Will points.&lt;br /&gt;
* Heavies also take the longest time to level into a Colonel, making them an investment to reach their full potential.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|left]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]][[File:ALIEN CLUSTERBOMB1.png|32px|+TDL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY FIREROCKET.png|32px|left]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE2.png|32px|I]][[File:ALIEN CLUSTERBOMB2.png|32px|+TDL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY BULLETSWARM.png|32px|left]]&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Firing the primary weapon as the first action no longer ends the turn.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_UNKNOWN201.png|32px|S]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HOLO.png|32px|left]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_AIM2.png|32px|+10AL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SHREDDER.png|32px|left]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; &amp;lt;br/&amp;gt;&#039;&#039; Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket&#039;s blast is weaker than a standard rocket&#039;s.&#039;&#039; (67% normal damage)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+D33%L]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY SUPPRESSION.png|32px|left]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]][[File:ABILITY HUNKERDOWN2.png|32px|-A30]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY HEAT AMMO.png|32px|left]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+100% to damage against robotic enemies.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB1.png|32px|+D100%L]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY RAPIDREACTION.png|32px|left]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039; &lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|RL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY GRENADIER.png|32px|left]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows to carry 2 grenades in a single inventory slot.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY DANGERZONE.png|32px|left]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;  &amp;lt;br/&amp;gt; &#039;&#039;Increases hit area of rockets and suppression by 2 tiles.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|left]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-2DL]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY WILLTOSURVIVE.png|32px|left]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Reduces all normal damage taken by 2 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED2.png|32px|-2DL]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY ROCKETEER.png|32px|left]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:HEAVY MAYHEM.png|32px|left]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ALIEN CLUSTERBOMB2.png|32px|+1TD]] &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ KEYCHART&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY UNKNOWN20.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY OVERWATCH.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY MOVE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY GRENADE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY AIM.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HUNKERDOWN.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ALIEN CLUSTERBOMB.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HARDENED.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Additional Shot || align=&amp;quot;center&amp;quot; | Improves Reaction || align=&amp;quot;center&amp;quot; | Extra Movement || align=&amp;quot;center&amp;quot; | Additional Equipment || align=&amp;quot;center&amp;quot; | Change Unit Aim || align=&amp;quot;center&amp;quot; | Decrease Enemy Aim || align=&amp;quot;center&amp;quot; | Change Damage Given || align=&amp;quot;center&amp;quot; | Decrease Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{TipBox |&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; &lt;br /&gt;
:*The Heavy&#039;s signature weapon. It provides a limited but powerful area effect attack that does heavy damage to targets and terrain. &lt;br /&gt;
:*A Heavy can only use 1 rocket per mission at first, but has the potential to carry up to 3 by Colonel rank by taking &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; and/or &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;.&lt;br /&gt;
:*Rockets require a full 2 actions to fire. &lt;br /&gt;
:*Rockets do not need a solid surface or target to detonate. They can be set to explode in mid-air. &lt;br /&gt;
:*The Rocket Launcher only fires in a straight line and has a chance to be fired off-target. Careful positioning of the Heavy is therefore a crucial element for an effective rocket attack. &lt;br /&gt;
:*Once upgraded to the [[Blaster Launcher (EU2012)|Blaster Launcher]], all rockets will gain more damage, the ability to navigate around walls and obstacles. They can also travel through closed doors. The Heavy only needs to be within rocket range, and can otherwise stay safely out of sight. &lt;br /&gt;
:*Rockets can be enhanced with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Danger Zone widens the blast area, while Mayhem adds more damage at the cost of the Rocketeer perk.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Heavy abilities are divided between Heavy Ordinance (Attack) or Heavy Supression:&lt;br /&gt;
:* Heavy Ordinance path: Focuses on area effect damage. Suggested perks include &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;, &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;. This perk line is designed to accentuate area damage, good for taking out groups of weak aliens or to soften up and destroy the cover of hard targets.&lt;br /&gt;
:* Heavy Suppression path: Focuses on suppression perks like &#039;&#039;&#039;Suppression&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039;. Suppression allows the player to pin down the enemy and freely move around &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; Assault units to systematically eliminate the enemy.  This would be good for scenarios that are not time sensitive so you establish position and plan out movements to minimize Overwatch consequences.&lt;br /&gt;
* The Heavy can provide general purpose squad-support with &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Supression&#039;&#039;&#039; and the &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; as well as use any carried explosives to destroy enemy cover. &lt;br /&gt;
:* Both &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; are designed for other squad members to take advantage of them, allowing the Heavy to act as a squad multiplier, including other Heavy units, if present. &lt;br /&gt;
* &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; allows you to use both of your move to fire your LMG. It counts as using your first move action, so cannot be followed by a Rocket attack. Bullet Swarm only works with your primary weapon, so using an item or psionic ability as your first action will still end the turn.&lt;br /&gt;
* The &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; deals 4 base damage as opposed to the regular rocket&#039;s 6 damage.&lt;br /&gt;
:*Any targets hit by a Shredder Rocket will take on more damage from any subsequent attacks for the rest of the turn. This makes it a good opening attack on enemies with lots of hit-points. &lt;br /&gt;
* The damage bonus for &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; is applied to all of the Heavy&#039;s damaging attacks, be it regular shooting, grenades, rockets, or &#039;&#039;&#039;Mayhem&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Mayhem&#039;&#039;&#039; deals 1 damage per tech level of the heavy&#039;s primary weapon, so the LMG will deal 1 damage, the Heavy Laser will do 2 damage, and the Heavy Plasma will dish out 3 damage.&lt;br /&gt;
** Additionaly, Mayhem, paired with Supression, seems to have 100% accuracy AND splash damage (akin to the Sectopod&#039;s beam weapons) for 3 damage for all in-range targeted enemies (6 with HEAT Ammo on robotic enemies), excellent for pinning down a Disc or Pod while taking out it&#039;s drones, or aliens that are taking cover close together or to efficiently finish off a nearly dead alien. &lt;br /&gt;
*The suppression ability of Heavies allows a pair of them to effectively immobilize a mind-controlled ally. This will save you from killing your own soldiers, or having an alloy-cannon-armed assault soldier turning on you on while you&#039;re in the tight spaces of a downed UFO.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here won&#039;t go on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Heavies are the class with the most varied choices: HEAT Ammo, Suppression, Shredder Rocket, etc. making each build an individual taste. You  can have an explosives specialist capable of putting out major damage in an area, making big plays to pull your squad out of the fire when XCOM decides to be... well, XCOM. Or you can have a Machinegunner expert that crowds out the Support for his job with Suppression, Bullet Swarm and Rapid Reaction. As for the Heavy himself, he&#039;s in an interesting place. Though all soldiers begin with 65 Aim, Heavies gain significantly less through promotion than their peers. In contrast, his machine gun deals high damage, on par with a sniper rifle or shotgun. These facts, combined with his rocket launcher, make him a terror in the early game but potentially less reliable (and thus less relevant) as it progresses. Between their poor Aim and inability to fire rockets after moving, Heavies are the class most hampered by mobility.&lt;br /&gt;
&lt;br /&gt;
In light of this, beginning players may find explosives-centric heavies preferable. Suppression-focused heavies take a while to come into their own and depend on their squad to provide killing power once they do. Explosives Heavies are somewhat more straightforward to play, and they themselves provide more firepower to carry your team before it becomes a well-oiled x-ray-killing machine.&lt;br /&gt;
&lt;br /&gt;
For psionic Heavies, Mind Control may suit a Heavy better, at least as a distraction to keep them and their cover from being attacked, keeping nearby aliens in position for a Rocket/Blaster attack.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Either choice will benefit both Heavy builds. Explosive Heavies usually go Bullet Swarm, although Holo-Targeting is also very useful for the rest of the squad to fire against the alien. Machinegunner Heavies may prefer Holo-Targeting in the long run, but also benefit from Bullet Swarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
* Gives tactical flexibility. It allows for Fire and Move, Fire and Reload or Fire and Fire. In particular, shooting twice ends up yielding a statistically better chance of hitting a particular alien than Holo-Targeting him and ordering the rest of your Rookies to open fire.&lt;br /&gt;
* Also allows other combinations of Fire and Throw Grenade, Fire and Overwatch and (very powerful) Fire and Reload.&lt;br /&gt;
* Also, firing twice gives the Heavy two chances to destroy his target&#039;s cover; in this event, he has just granted your squad &#039;&#039;more&#039;&#039; than the benefit of Holo-Targeting.&lt;br /&gt;
* The downside is its high ammo consumption plus using it can make the Heavy immobile and vulnerable against superior enemies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; &lt;br /&gt;
* Applies to both the Machinegun and the Launcher - Heavy shoots/blows cover and marks the remaining aliens for the rest of the team to tag. &lt;br /&gt;
* Helps the whole team to focus their firepower on a single alien - it can be very useful in taking down high-threat aliens, regardless of storyline progression. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Shredder Rocket for Explosive Heavies, Suppression for Machinegunner Heavies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shredder Rockets&#039;&#039;&#039; &lt;br /&gt;
* Useful throughout the game. On all difficulties except Impossible, they deal enough damage to one-shot Sectoids, Thin Men, and Floaters, making them essentially just another rocket when you first get them;&lt;br /&gt;
* Shred effect helps with high HP targets;&lt;br /&gt;
* The set damage provided by explosives can help set up aliens for capture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppression&#039;&#039;&#039; &lt;br /&gt;
* Also a handy utility skill; &lt;br /&gt;
* Can be used to pin down an alien and prevent it to move (and flank your position); &lt;br /&gt;
* Suppression will also drop its target&#039;s Aim by 30% if it fires against an exposed squadmate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Similar to the Corporal choice, both Heavies like HEAT Ammo, but Machinegunner Heavies can consider Rapid Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; &lt;br /&gt;
* Deals extra damage to robotic opponents. Put simply, in XCOM, robots are the devil. Anything that hastens Cyberdiscs and Sectopods to their circuity grave is awesome;&lt;br /&gt;
* HEAT boosted grenades will make short work of Drones, saving your squad a lot of wasted effort.&lt;br /&gt;
* One of few ways to scale your explosives damage, until Blaster Launcher is available;&lt;br /&gt;
* If combined with Bullet Swarm, Heavies can dole out massive quantities of damage to robots, and the team can even drop Cyberdiscs and Sectopods in one turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
* The complement to HEAT Ammo: an ability for use against weaker enemies as found in Council missions, specially during Overwatch ambushes; &lt;br /&gt;
* Rapid Reaction can also be very useful to guard rooms and corridors;&lt;br /&gt;
* Be sure you get the Ammo Conservation project done in the Foundry or you will find that this is a fantastic way to empty your magazine.&lt;br /&gt;
* The AI almost never moves when suppressed, so this has surprisingly little synergy with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Both types of Heavy like Danger Zone. Explosive Heavies should also consider Grenadier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
* Locks you into a single item to take advantage of it, but grenades are admittedly useful. &lt;br /&gt;
* Make sure you acquire some Alien Grenades if you go this route. &lt;br /&gt;
* Consider whether you typically have grenades on any of your other units. If not, giving up a wildly-inaccurate Heavy shot to hurl a grenade is not a big sacrifice by any stretch, and the rest of your squad will thank you for blowing the enemy&#039;s cover. &lt;br /&gt;
* Similarly, if you think you&#039;d rather Kool-Aid Man through a wall instead of using the door, doing it with a grenade beats burning a rocket on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&lt;br /&gt;
* Explosive Heavies will love having a bigger boom, but Suppression Heavies being able to AOE suppress enemies is the big payoff.&lt;br /&gt;
* AOE Suppression requires fairly particular enemy positioning, but when you can manage it, it&#039;s great;&lt;br /&gt;
* You can also apply Holo-Targeting to the whole group, turning it into a nice combination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Explosives Heavies will want Rocketeer. Suppression Heavies should take Mayhem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocketeer&#039;&#039;&#039; &lt;br /&gt;
* Boosts your overall damage output while taking away some of the nerves you get when thinking about whether now is really the best time to shoot your one, single rocket;&lt;br /&gt;
* While Mayhem does add some damage to your rockets, Rocketeer ultimately amounts to more damage and gives you more control in how you apply it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &lt;br /&gt;
* The grand finale for the Machinegunner - makes Suppression becomes a reliable way to damage enemies;&lt;br /&gt;
* Can be a useful late game way of chipping the health off an enemy you want to capture.&lt;br /&gt;
* The extra damage on your rockets is a nice side benefit.&lt;br /&gt;
* Despite Rocketeer resulting in more overall rocket damage, Mayhem allows you to apply more damage in one turn. This could makes the difference between ending turn facing a Sectopod on 2 HP, or a dead one. Mayhem allows a HEAT Ammo Heavy to one-shot a Cyberdisc on Classic and Impossible.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapon:&#039;&#039;&#039; With the Heavy&#039;s high base damage, the standard LMG can often one-shot Sectoids, Thin Men and Floaters on Classic. This means there is no immediate urgency to hasten a Heavy&#039;s weapon upgrade over other class-specific weapons. Of course, do upgrade when you can spare the time and resources to keep the Heavy on par with the stronger enemies as they appear. &lt;br /&gt;
&lt;br /&gt;
For a Heavy taking the explosive build route, weapon upgrades do not confer bonus damage on rockets, grenades or suppression until paired with the high ranking &#039;&#039;Mayhem&#039;&#039;&#039; perk. Weapon upgrades in this instance will mainly be beneficial for personal defence once their munitions have expired and there are no nearby allies to provide support. &lt;br /&gt;
&lt;br /&gt;
A different approach should be taken for a machinegunner or suppressor build as the primary weapon will be the Heavy&#039;s bread and butter weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavies will typically be near the front of your group, as they need to advance and sit still in order to put rockets where they need to be. As a result, Armor is a fairly big priority for Heavies, and they should be considered after Assaults for cutting edge suits if you can&#039;t outfit your full team. Skeleton Armor and Ghost Armor eliminate mobility issues, with the invisibility from Ghost Armor being particularly helpful in setting up rockets, flanks, or moving into point-blank range to counteract their lesser Aim. Titan Armor, despite being the &amp;quot;heaviest,&amp;quot; is not always the best choice due to the aforementioned mobility consideration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you went Grenadier grab a Grenade. If you have HEAT ammo and are facing Cyberdiscs/Drones, grab a Grenade. A S.C.O.P.E. can improve the Heavy&#039;s low Aim, improving their long range combat effectiveness with the machine gun, making it a useful item for any build except for a Grenadier. Heavies also make decent carriers of Medikits if your Supports for some reason don&#039;t have enough. Chitin plating serves as a decent extra padding in any instance that requires your Heavy to get very close to the action.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Most Commanders will raise their Heavies as machine killers, and room-clearers, particulary for Terror Missions, and those occasions where every enemy in a mission seems to show up at once.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind Save Scumming, and have a rocket going off-course (a seeded outcome: it will happen every time): you can manipulate this to still land a rocket precisely where you want it to (it will explode at the same elevation and distance that you aim for, so merely compensate for the angle; roughly 20 degrees).&lt;br /&gt;
&lt;br /&gt;
While their aim starts and ends as the lowest in the game, their capactiy for explosives makes their aim semi-irrelevant. Indeed, with Grenadier, and the Blaster Launcher allowing you to place an explosive precisely where you want, they technically have 100% accuracy, and with limited Rocket capacity driving you to conserve rocket shots, those will tend to be the shots that really matter.&lt;br /&gt;
&lt;br /&gt;
Being only able to carry their main weapon and a limited-use rocket, they actually have significant flexibility with item choice, unless Grenadier is chosen (in contrast, a Commander might never unequip Scopes and Archangel armor from their Snipers, or Medikits from their Supports), as well as armor. A Heavy can therefore function as an alternative to a second Assault, &#039;&#039;or&#039;&#039; a second Support, and their abilites lend to either. For example, Combat Stims and their Will To Survive ability pair well to make Heavies very hard to kill. Chitin plating, Titan Armor, and Bullet Swarm make them Chryssalid &amp;amp; Berserker Killers (and the way those two attack, makes Aim less of an issue), and Archangel armor (or one of the two with the Grappling Hook) can redefine the term &amp;quot;Death from Above.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For UFO assault missions, a Support-centric heavy with Grenadier will allow you multiple, smaller demoltions, rather than risking the larger blast of Danger Zone destroying valuble Elerium generators and navigational computers, but still being able to bring down the hammer in a tough situation.&lt;br /&gt;
&lt;br /&gt;
With the stat-altering Second Wave options (Hidden Potential, Not Created Equal), Heavies can come out of the box with significant to very high Will, as well as good starting Aim, and can receive the same 2-to-12 Will (with OTC&#039;s Iron Will) bonus with every level, bringing them back to regular front-line combat readiness in late-game. Their Aim upgrades will still be quite low, though still (potentially) more than without the Second Wave options.&lt;br /&gt;
&lt;br /&gt;
As they have a mix of skills that work either as secondary Support or secondary Assault, and unspectacular leveling will scores, a Psi Heavy also works either way with support or offensive Psi skills, and again comes down to personal playing style. Inspiration and TK Field help him help others, while MCing an alien lowers the odds of your Psi heavy being shot at (and risking his cover being destroyed), keeping him safe to launch a rocket next turn, if you had to move to get into range this turn. Plus Ghost Armor, a Mind Shield, and damage-focused abilites, an Inspiration/MC Psi Heavy can be devstating to alien squads, even on his own (a good canidate for the Lone Wolf achievement on a Small Scout).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[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>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Support_(EU2012)&amp;diff=46534</id>
		<title>Support (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Support_(EU2012)&amp;diff=46534"/>
		<updated>2013-06-09T19:04:27Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SUPPORTS (EU2012).png|right|512px|Support Squad]][[File: CLASS SUPPORT.png|right|frame|64px|Support]][[File:SUPPORTCOLONEL.png|right|200px|Support Colonel]]A multipurpose &amp;lt;noinclude&amp;gt;[[Classes (EU2012)|class]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;class&amp;lt;/includeonly&amp;gt; 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;
* 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;
* Support abilities upgrades are centered on four aspects: Defense, Damage Reduction, Reactions and Inventory. &lt;br /&gt;
:* Damage Reduction - &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; greatly increase a Medi-kit&#039;s abilities.&lt;br /&gt;
:* Defense - &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;.&lt;br /&gt;
:* Reactions - &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
:* Inventory - &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;.&lt;br /&gt;
:* Unique - &#039;&#039;&#039;Sprinter&#039;&#039;&#039; - only perk that increases Movement and &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;.&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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SMOKEGRENADE.png|32px|left]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_GRENADE1.png|32px|I]][[File:ABILITY HUNKERDOWN1.png|32px|-A20]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SMOKEGRENADE.png|32px|left]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_GRENADE2.png|32px|I]][[File:ABILITY HUNKERDOWN2.png|32px|-A20]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SPRINTER.png|32px|left]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY MOVE1.png|32px|M]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT COVERINGFIRE.png|32px|left]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |  [[File:ABILITY OVERWATCH2.png|32px|R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT FIELDMEDIC.png|32px|left]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-4D]][[File:ABILITY_GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SMOKEMIRRORS.png|32px|left]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HUNKERDOWN2.png|32px|-A20]][[File:ABILITY_GRENADE2.png|32px|I]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT REVIVE.png|32px|left]]&#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|=33%D]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT RIFLESUPPRESSION.png|32px|left]]&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]][[File:ABILITY HUNKERDOWN2.png|32px|-A30]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT DENSESMOKE.png|32px|left]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HUNKERDOWN1.png|32px|-A40]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT COMBATDRUGS.png|32px|left]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039; (Also grants +20 Aim Bonus)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY AIM2.png|32px|+10CA]][[File:ABILITY HARDENED2.png|32px|-DP20]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT DEEPPOCKETS.png|32px|left]]&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT DEEPPOCKETS.png|32px|left]]&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_GRENADE2.png|32px|I]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SAVIOR.png|32px|left]]&#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-4D]] &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SENTINEL.png|32px|left]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ KEYCHART&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY UNKNOWN20.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY OVERWATCH.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY MOVE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY GRENADE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY AIM.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HUNKERDOWN.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ALIEN CLUSTERBOMB.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HARDENED.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Additional Shot || align=&amp;quot;center&amp;quot; | Improves Reaction || align=&amp;quot;center&amp;quot; | Extra Movement || align=&amp;quot;center&amp;quot; | Additional Equipment || align=&amp;quot;center&amp;quot; | Change Unit Aim || align=&amp;quot;center&amp;quot; | Decrease Enemy Aim || align=&amp;quot;center&amp;quot; | Change Damage Given || align=&amp;quot;center&amp;quot; | Decrease Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{TipBox |&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
:*Smoke Grenades mean the difference between life and death in the game due to the Defense bonus it provides. Later they can carry &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; switching their role for an offensive one. &lt;br /&gt;
:*Supports can carry an additional Smoke Grenade with &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; but they&#039;ll forgo the additional Medi-Kit usage.&lt;br /&gt;
:*&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; doubles the Defense to +40, giving units on the cloud the equivalent to full cover. If already in full cover the bonus can increase to +80 or more. &lt;br /&gt;
:*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; is also a great ability specially when setting ambushes to advancing aliens or if you can plan the cloud deployment in advance. It can also be used to counter Will losses coming from Psionic attacks in the late game stage.}}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* The &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk dramatically improves the effectiveness of medikits, tripling the number of uses. &#039;&#039;&#039;Savior&#039;&#039;&#039; further improves medikit effectiveness, and &#039;&#039;&#039;Revive&#039;&#039;&#039; can allow the medikit to bring critically wounded soldiers back in to the fight.&lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity makes for a good scout.&lt;br /&gt;
* &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; smoke gives an undocumented +20 to aim, and &#039;&#039;loses&#039;&#039; its defensive benefit.&lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here not included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Supports aren&#039;t &#039;&#039;sexy&#039;&#039; in the way that the other classes are, but they do bring a lot more to the table than many realize. Their Aim and HP are both on par with Assaults, giving them comparable offense for the early portion of the game. On top of that, they have great mobility, effective damage mitigation and healing, and get the opportunity to bring 2 Items along for unparalleled customization. It is not by any means a bad decision to bring a pair of Supports on a mission as you expand your squad, and it can be very helpful to do so on long missions such as the Alien Base or lengthy UFO assaults.&lt;br /&gt;
There are 3 main paths while choosing perks for Support soldiers rather than the common 2 of the other classes. Those can be combined together in several combinations, although the choice is between specialization vs. flexibility. &lt;br /&gt;
* Scout. &#039;&#039;&#039;Sprinter&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&lt;br /&gt;
* Tactical Officer: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;&lt;br /&gt;
* Medic: &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039;, &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Sprinter vs. Covering Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sprinter&#039;&#039;&#039; gives an incredible amount of mobility to set up flanks. While the Assault&#039;s Run &amp;amp; Gun accomplishes this as well, Sprinter also helps set up grenades, stuns, or Medikit use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; is essentially an upgrade to the Overwatch ability of your Support to restrict enemy actions. It can be also useful for a Medic since its role is usually more of a sentry unit and Covering Fire grants more Overwatch options. However, this ability is only useful if activated when the soldier can already see an enemy. In this case, it is more effective to simply shoot rather than go on overwatch and shoot on the aliens&#039; turn with a penalty. The usefulness of Covering Fire is therefore a little questionable.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Field Medic vs. Smoke and Mirrors&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; gives you the ability to repair some/all damage to your squad after a major fight or when things go wrong. And they will go wrong. Depending on the opposition level it is normal to see 1-2 Medikits on squads so this skill is one of the most important to have present on any squad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; is, under ideal circumstances, better than Field Medic, as avoiding shots is preferable to healing (some of) the damage from a shot. The issue with this is that you&#039;re playing without a safety net, so if you don&#039;t use smokes effectively (or you deploy them correctly and the enemy shots connect anyway, or, as is more often the case in the later parts of the game, the enemy decides to lob a grenade at you), you&#039;re not going to find yourself in a good position. A side benefit of choosing Smoke and Mirrors is that you will never feel bad about packing an Arc Thrower, so consider that flexibility when making your decision.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Revive vs. Rifle Suppression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; is a great utility skill, keeping your squad safe from return fire and locking enemies in position. While Heavies can get Suppression as well (earlier, and with more ways to augment it), this is a great ability for Supports working as Scouts to have as well since they allow to lock newly seen aliens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revive&#039;&#039;&#039; is a useful skill but that can be tricky to use. While it is admittedly nice to be able to bring a soldier back from the almost-dead, if you can&#039;t protect the revived soldier from any alien shots then it will be killed and most likely your Medic with it afterwards. And if later the soldier will further require more healing before it can be relied not to die with a single shot. Sometimes it may just be better to stabilize the unit rather than revive him/her. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dense Smoke vs. Combat Drugs&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Defense vs Offense choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; is a huge defensive bonus that will make units in any kind of cover nearly untouchable. The catch to this is that after the appearance of Mutons, aliens will start carrying grenades. And any time they decide they don&#039;t like their odds to hit, they&#039;re liable to hurl a grenade instead. This will do 5 damage to one or more unit and set you up for further pain by destroying your cover. This is a Very Bad Thing. Aside from that quirk, this is, again, a huge defensive bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; provides a powerful boost to your Will and a small one to Crit Chance. And while this isn&#039;t listed, it loses its defense bonus and gets +20 Aim bonus instead (this might be a bug, but it works this way now). Since the smoke lasts to next your turn, you can benefit from the Aim bonus twice. Will bonus could be helpful when you want defense from Sectoid commanders or Ethereals, or using psi attacks against high will targets. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Savior vs. Sentinel&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savior&#039;&#039;&#039; synergizes with Field Medic (and Revive) very effectively, and with the Improved Medikit project from the Foundry will give a unit 30HP worth of total healing to hand out. This is a huge boost to your longevity, marking almost double the healing even if you already have the Foundry Project. Perhaps more importantly, this 8-10 HP will often counteract an entire shot&#039;s worth of damage. After all, healing a solider from 1 HP to 7HP does you no good if incoming attacks are dealing 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentinel&#039;&#039;&#039; combines with Covering Fire and Rifle Suppression for a sentry unit that will shoot twice at any aliens that move or fire within its field of vision.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Generally your Supports will be using your Assault&#039;s leftovers. Because they have no ability to increase their damage output, you&#039;ll need good weapons to make up for it. Unlike the Heavy, they have very few non-primary-weapon damage or utility, so unless you&#039;re planning on using Suppression every turn, you&#039;ll need to stay up to speed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Again, probably playing second banana to the Assault. With Sprinter, Supports don&#039;t have a huge need for Skeleton Suits during the mid game, and later on a case can be made for Titan Armor. Ghost is still preferable in the long run, but given how expensive it is, Titan is not a poor alternative while you scrape together resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you took Field Medic and/or Savior, you&#039;ll be carrying a Medikit. Sprinters are the best choice to use Arc Throwers, and with fast armor the Support will have an easy time getting into range. Chitin Plating helps to counteract the Support&#039;s lack of defensive talents, and does a good job of filling in any question marks in the extra slot. Psionic Supports would do well to bring a Mind Shield in their bonus slot, as it gives them very good hit rates on Mind Control.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
As discussed, you can mix and match to suit personal play style to Scouting, Medic, and Tactics. Field Medic is ideal for early on, when most soldiers are one or two hits away from death anyways, while it become less important as you get better armors and more HP. Smoke &amp;amp; Mirrors and Dense Smoke will help you from getting hit at all, while Combat Drugs may help with not getting &#039;&#039;fired at&#039;&#039; at all, by helping other soldiers kill aliens first. Ghost Armor is easily the best for Support troopers, as the add to move and grappling hook help get into position, Ghosting lets you get right next to aliens, and landing a shot while Ghosting is a guaranteed Critical. Getting Field Medic almost &amp;quot;forces&amp;quot; you to save one inventory slot for the Medkit, but plus Ghost Armor, and the Deep Pocket slot for a Scope, that makes Support pretty damn good at fighting Thin Men during your monthly(ish) Council Missions. Otherwise, Chitin Plating is a good choice, as it gives an extra 4 HP, though the &amp;quot;50% reduction to Melee&amp;quot; may not come up often for them. Sentinel may help your Support soldiers do more damage, while Savior, plus the Medkit Foundry upgrade, means +10HP a heal. Sentinel and Cover Fire gets two shots to an attacking alien during Overwatch: with laser/plasma rifles, the first shot may destroy the alien&#039;s cover, making the second a critical hit (though both may hit, both may miss, etc...).&lt;br /&gt;
&lt;br /&gt;
Psi Support: it seems as if Support troopers do not get the greatest of starting or leveling Will scores, so their role as support is expressed here. Mind Fray assist your front-line troops, naturally. Psi Panic may not be good for them, as since Supports are mid-range fighters, a Panic Attack will probably make the affected alien attack your forward Assault or Heavy, so again, Psi Inspiration as a support role is probably best. MC or TK is again, per preference: TK Field is good as, if you didn&#039;t get Smoke and Mirrors for that second Smoke Grenade, or got Combat Drugs (with reportedly &#039;&#039;loses&#039;&#039; the +20 Defense, while Dense Smoke makes it a +40 Defense item), acts as a regenerating defense field, and also, unlike the smoke grenades, doesn&#039;t help any aliens that happen to be in range of the effect. The downside is that TK field lasts 1 turn, while Smoke Grenades last two, but as your mid-line soldier, a TKing Support might cover your entire squad. Mind Control helps &#039;add a volunteer&#039; for your squad, but probably only the forwardmost alien will be in range, which if MCed, will almost always be killed by its former squadmates behind it.&lt;br /&gt;
&lt;br /&gt;
That being said, Supports often make for good, safe choices for the Volunteer, since they don&#039;t usually rely as much on the quirks of their end game armor like other classes do (eg: Shotgun Assaults using Ghost Armor to flatten an enemy, or Squadsight Snipers using Archangel Armor to hover out of reach). As a result, they won&#039;t be as seriously handicapped for the final mission when they&#039;re forced into the (when compared to other end game armors) lackluster Psi Armor. As an added bonus, with the benefit of Deep Pockets, you can give them Mind Shields without, again, seriously hampering them.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[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;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Support_(EU2012)&amp;diff=46533</id>
		<title>Support (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Support_(EU2012)&amp;diff=46533"/>
		<updated>2013-06-09T19:03:18Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SUPPORTS (EU2012).png|right|512px|Support Squad]][[File: CLASS SUPPORT.png|right|frame|64px|Support]][[File:SUPPORTCOLONEL.png|right|200px|Support Colonel]]A multipurpose &amp;lt;noinclude&amp;gt;[[Classes (EU2012)|class]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;class&amp;lt;/includeonly&amp;gt; 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;
* 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;
* Support abilities upgrades are centered on four aspects: Defense, Damage Reduction, Reactions and Inventory. &lt;br /&gt;
:* Damage Reduction - &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; greatly increase a Medi-kit&#039;s abilities.&lt;br /&gt;
:* Defense - &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;.&lt;br /&gt;
:* Reactions - &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;.&lt;br /&gt;
:* Inventory - &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;.&lt;br /&gt;
:* Unique - &#039;&#039;&#039;Sprinter&#039;&#039;&#039; - only perk that increases Movement and &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;.&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;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SQUADDIE.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Squaddie&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SMOKEGRENADE.png|32px|left]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_GRENADE1.png|32px|I]][[File:ABILITY HUNKERDOWN1.png|32px|-A20]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SMOKEGRENADE.png|32px|left]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_GRENADE2.png|32px|I]][[File:ABILITY HUNKERDOWN2.png|32px|-A20]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SPRINTER.png|32px|left]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows the support to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY MOVE1.png|32px|M]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT COVERINGFIRE.png|32px|left]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; |  [[File:ABILITY OVERWATCH2.png|32px|R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT FIELDMEDIC.png|32px|left]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows medikits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-4D]][[File:ABILITY_GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SMOKEMIRRORS.png|32px|left]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows 1 additional use of Smoke Grenade each mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HUNKERDOWN2.png|32px|-A20]][[File:ABILITY_GRENADE2.png|32px|I]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Lieutenant&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT REVIVE.png|32px|left]]&#039;&#039;&#039;Revive&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|=33%D]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT RIFLESUPPRESSION.png|32px|left]]&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]][[File:ABILITY HUNKERDOWN2.png|32px|-A30]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT DENSESMOKE.png|32px|left]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HUNKERDOWN1.png|32px|-A40]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT COMBATDRUGS.png|32px|left]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.&#039;&#039; (Also grants +20 Aim Bonus)&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY AIM2.png|32px|+10CA]][[File:ABILITY HARDENED2.png|32px|-DP20]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=2&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT DEEPPOCKETS.png|32px|left]]&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_GRENADE1.png|32px|I]]&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT DEEPPOCKETS.png|32px|left]]&#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers an additional item slot in inventory.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY_GRENADE2.png|32px|I]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SAVIOR.png|32px|left]]&#039;&#039;&#039;Savior&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY HARDENED1.png|32px|-4D]] &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | [[File:SUPPORT SENTINEL.png|32px|left]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; | [[File:ABILITY OVERWATCH2.png|32px|R]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;80%&amp;quot; &lt;br /&gt;
|+ KEYCHART&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY UNKNOWN20.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY OVERWATCH.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY MOVE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY GRENADE.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY AIM.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HUNKERDOWN.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ALIEN CLUSTERBOMB.png|32px]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | [[File:ABILITY HARDENED.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Additional Shot || align=&amp;quot;center&amp;quot; | Improves Reaction || align=&amp;quot;center&amp;quot; | Extra Movement || align=&amp;quot;center&amp;quot; | Additional Equipment || align=&amp;quot;center&amp;quot; | Change Unit Aim || align=&amp;quot;center&amp;quot; | Decrease Enemy Aim || align=&amp;quot;center&amp;quot; | Change Damage Given || align=&amp;quot;center&amp;quot; | Decrease Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{TipBox |&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&lt;br /&gt;
:*Smoke Grenades mean the difference between life and death in the game due to the Defense bonus it provides. Later they can carry &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; switching their role for an offensive one. &lt;br /&gt;
:*Supports can carry an additional Smoke Grenade with &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; but they&#039;ll forgo the additional Medi-Kit usage.&lt;br /&gt;
:*&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; doubles the Defense to +40, giving units on the cloud the equivalent to full cover. If already in full cover the bonus can increase to +80 or more. &lt;br /&gt;
:*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; is also a great ability specially when setting ambushes to advancing aliens or if you can plan the cloud deployment in advance. It can also be used to counter Will losses coming from Psionic attacks in the late game stage.}}&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&lt;br /&gt;
* Support abilities upgrades are centered on medical, scout and sentry roles. &lt;br /&gt;
* The &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk dramatically improves the effectiveness of medikits, tripling the number of uses. &#039;&#039;&#039;Savior&#039;&#039;&#039; further improves medikit effectiveness, and &#039;&#039;&#039;Revive&#039;&#039;&#039; can allow the medikit to bring critically wounded soldiers back in to the fight.&lt;br /&gt;
* The &#039;&#039;&#039;Sprinter&#039;&#039;&#039; perk and additional smoke capacity makes for a good scout.&lt;br /&gt;
* &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; smoke gives an undocumented +20 to aim, and &#039;&#039;loses&#039;&#039; its defensive benefit.&lt;br /&gt;
* Support&#039;s two other specialized abilities are &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039;, allowing scouts or sentries to support attacks and &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; (making it the only class that can react to enemy fire on Overwatch). &lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below here not included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Supports aren&#039;t &#039;&#039;sexy&#039;&#039; in the way that the other classes are, but they do bring a lot more to the table than many realize. Their Aim and HP are both on par with Assaults, giving them comparable offense for the early portion of the game. On top of that, they have great mobility, effective damage mitigation and healing, and get the opportunity to bring 2 Items along for unparalleled customization. It is not by any means a bad decision to bring a pair of Supports on a mission as you expand your squad, and it can be very helpful to do so on long missions such as the Alien Base or lengthy UFO assaults.&lt;br /&gt;
There are 3 main paths while choosing perks for Support soldiers rather than the common 2 of the other classes. Those can be combined together in several combinations, although the choice is between specialization vs. flexibility. &lt;br /&gt;
* Scout. &#039;&#039;&#039;Sprinter&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&lt;br /&gt;
* Tactical Officer: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Sentinel&#039;&#039;&#039;&lt;br /&gt;
* Medic: &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039;, &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Sprinter vs. Covering Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sprinter&#039;&#039;&#039; gives an incredible amount of mobility to set up flanks. While the Assault&#039;s Run &amp;amp; Gun accomplishes this as well, Sprinter also helps set up grenades, stuns, or Medikit use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; is essentially an upgrade to the Overwatch ability of your Support to restrict enemy actions. It can be also useful for a Medic since its role is usually more of a sentry unit and Covering Fire grants more Overwatch options. However, this ability is only useful if activated when the soldier can already see an enemy. In this case, it is more effective to simply shoot rather than go on overwatch and shoot on the aliens&#039; turn with a penalty.&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;Field Medic vs. Smoke and Mirrors&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Medic&#039;&#039;&#039; gives you the ability to repair some/all damage to your squad after a major fight or when things go wrong. And they will go wrong. Depending on the opposition level it is normal to see 1-2 Medikits on squads so this skill is one of the most important to have present on any squad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; is, under ideal circumstances, better than Field Medic, as avoiding shots is preferable to healing (some of) the damage from a shot. The issue with this is that you&#039;re playing without a safety net, so if you don&#039;t use smokes effectively (or you deploy them correctly and the enemy shots connect anyway, or, as is more often the case in the later parts of the game, the enemy decides to lob a grenade at you), you&#039;re not going to find yourself in a good position. A side benefit of choosing Smoke and Mirrors is that you will never feel bad about packing an Arc Thrower, so consider that flexibility when making your decision.&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Revive vs. Rifle Suppression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifle Suppression&#039;&#039;&#039; is a great utility skill, keeping your squad safe from return fire and locking enemies in position. While Heavies can get Suppression as well (earlier, and with more ways to augment it), this is a great ability for Supports working as Scouts to have as well since they allow to lock newly seen aliens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revive&#039;&#039;&#039; is a useful skill but that can be tricky to use. While it is admittedly nice to be able to bring a soldier back from the almost-dead, if you can&#039;t protect the revived soldier from any alien shots then it will be killed and most likely your Medic with it afterwards. And if later the soldier will further require more healing before it can be relied not to die with a single shot. Sometimes it may just be better to stabilize the unit rather than revive him/her. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dense Smoke vs. Combat Drugs&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
Defense vs Offense choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; is a huge defensive bonus that will make units in any kind of cover nearly untouchable. The catch to this is that after the appearance of Mutons, aliens will start carrying grenades. And any time they decide they don&#039;t like their odds to hit, they&#039;re liable to hurl a grenade instead. This will do 5 damage to one or more unit and set you up for further pain by destroying your cover. This is a Very Bad Thing. Aside from that quirk, this is, again, a huge defensive bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; provides a powerful boost to your Will and a small one to Crit Chance. And while this isn&#039;t listed, it loses its defense bonus and gets +20 Aim bonus instead (this might be a bug, but it works this way now). Since the smoke lasts to next your turn, you can benefit from the Aim bonus twice. Will bonus could be helpful when you want defense from Sectoid commanders or Ethereals, or using psi attacks against high will targets. &lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Savior vs. Sentinel&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savior&#039;&#039;&#039; synergizes with Field Medic (and Revive) very effectively, and with the Improved Medikit project from the Foundry will give a unit 30HP worth of total healing to hand out. This is a huge boost to your longevity, marking almost double the healing even if you already have the Foundry Project. Perhaps more importantly, this 8-10 HP will often counteract an entire shot&#039;s worth of damage. After all, healing a solider from 1 HP to 7HP does you no good if incoming attacks are dealing 9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentinel&#039;&#039;&#039; combines with Covering Fire and Rifle Suppression for a sentry unit that will shoot twice at any aliens that move or fire within its field of vision.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Generally your Supports will be using your Assault&#039;s leftovers. Because they have no ability to increase their damage output, you&#039;ll need good weapons to make up for it. Unlike the Heavy, they have very few non-primary-weapon damage or utility, so unless you&#039;re planning on using Suppression every turn, you&#039;ll need to stay up to speed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Again, probably playing second banana to the Assault. With Sprinter, Supports don&#039;t have a huge need for Skeleton Suits during the mid game, and later on a case can be made for Titan Armor. Ghost is still preferable in the long run, but given how expensive it is, Titan is not a poor alternative while you scrape together resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; If you took Field Medic and/or Savior, you&#039;ll be carrying a Medikit. Sprinters are the best choice to use Arc Throwers, and with fast armor the Support will have an easy time getting into range. Chitin Plating helps to counteract the Support&#039;s lack of defensive talents, and does a good job of filling in any question marks in the extra slot. Psionic Supports would do well to bring a Mind Shield in their bonus slot, as it gives them very good hit rates on Mind Control.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
As discussed, you can mix and match to suit personal play style to Scouting, Medic, and Tactics. Field Medic is ideal for early on, when most soldiers are one or two hits away from death anyways, while it become less important as you get better armors and more HP. Smoke &amp;amp; Mirrors and Dense Smoke will help you from getting hit at all, while Combat Drugs may help with not getting &#039;&#039;fired at&#039;&#039; at all, by helping other soldiers kill aliens first. Ghost Armor is easily the best for Support troopers, as the add to move and grappling hook help get into position, Ghosting lets you get right next to aliens, and landing a shot while Ghosting is a guaranteed Critical. Getting Field Medic almost &amp;quot;forces&amp;quot; you to save one inventory slot for the Medkit, but plus Ghost Armor, and the Deep Pocket slot for a Scope, that makes Support pretty damn good at fighting Thin Men during your monthly(ish) Council Missions. Otherwise, Chitin Plating is a good choice, as it gives an extra 4 HP, though the &amp;quot;50% reduction to Melee&amp;quot; may not come up often for them. Sentinel may help your Support soldiers do more damage, while Savior, plus the Medkit Foundry upgrade, means +10HP a heal. Sentinel and Cover Fire gets two shots to an attacking alien during Overwatch: with laser/plasma rifles, the first shot may destroy the alien&#039;s cover, making the second a critical hit (though both may hit, both may miss, etc...).&lt;br /&gt;
&lt;br /&gt;
Psi Support: it seems as if Support troopers do not get the greatest of starting or leveling Will scores, so their role as support is expressed here. Mind Fray assist your front-line troops, naturally. Psi Panic may not be good for them, as since Supports are mid-range fighters, a Panic Attack will probably make the affected alien attack your forward Assault or Heavy, so again, Psi Inspiration as a support role is probably best. MC or TK is again, per preference: TK Field is good as, if you didn&#039;t get Smoke and Mirrors for that second Smoke Grenade, or got Combat Drugs (with reportedly &#039;&#039;loses&#039;&#039; the +20 Defense, while Dense Smoke makes it a +40 Defense item), acts as a regenerating defense field, and also, unlike the smoke grenades, doesn&#039;t help any aliens that happen to be in range of the effect. The downside is that TK field lasts 1 turn, while Smoke Grenades last two, but as your mid-line soldier, a TKing Support might cover your entire squad. Mind Control helps &#039;add a volunteer&#039; for your squad, but probably only the forwardmost alien will be in range, which if MCed, will almost always be killed by its former squadmates behind it.&lt;br /&gt;
&lt;br /&gt;
That being said, Supports often make for good, safe choices for the Volunteer, since they don&#039;t usually rely as much on the quirks of their end game armor like other classes do (eg: Shotgun Assaults using Ghost Armor to flatten an enemy, or Squadsight Snipers using Archangel Armor to hover out of reach). As a result, they won&#039;t be as seriously handicapped for the final mission when they&#039;re forced into the (when compared to other end game armors) lackluster Psi Armor. As an added bonus, with the benefit of Deep Pockets, you can give them Mind Shields without, again, seriously hampering them.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[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;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=44353</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=44353"/>
		<updated>2013-01-25T22:00:12Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Mission prep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics usable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
* Suggestion: Allow the player to switch to Engineering and back again, without having to go through Mission Control. Manufacturing one extra item for a mission shouldn&#039;t take so many clicks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Building animations out of sync=====&lt;br /&gt;
* Current: The same building type has identical animations, making it look very unreal.&lt;br /&gt;
* Suggestions: Could make the animations out of sync.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to zoom in to some building types.&lt;br /&gt;
* Suggestions: Allow the above.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
* Add a Will bonus for killing aliens or surviving missions. (Current mechanics allow no way to replenish lost Will once a soldier has reached Colonel rank.)&lt;br /&gt;
* Allow me to recruit soldiers by class once I get New Guy. Better yet, let me decide the classes of my rookies once they level up.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
====Replayability====&lt;br /&gt;
More alien base assaults.&lt;br /&gt;
More alien UFO types&lt;br /&gt;
Interrogating aliens gives UFOpedia entries on each different UFO type - Like the original game.&lt;br /&gt;
All aliens can be captured for interrogation one way or another - Like the original game (whether you get anything useful out of it is another matter...).&lt;br /&gt;
Different textures for each map, so even if the same map is used in different games, the skins make it appear different. This would go a long way to customising each map to the country that it&#039;s in, instead of always the same.&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gangplank_Map_(EU2012)&amp;diff=44336</id>
		<title>Gangplank Map (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gangplank_Map_(EU2012)&amp;diff=44336"/>
		<updated>2013-01-23T21:11:22Z</updated>

		<summary type="html">&lt;p&gt;Luge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gangplank4.png|right|frame|Gangplankloading screen]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;&lt;br /&gt;
* Council ([[Gangplank (EU2012)|Deactivate Power Nodes]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Dimensions&#039;&#039;&#039;&lt;br /&gt;
* Length: ? tiles&lt;br /&gt;
* Width: ? tiles&lt;br /&gt;
* Height: 4 tiles&lt;br /&gt;
* Total map area: ? tiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* Almost identical to the normal Battleship maps.&lt;br /&gt;
* Starting Location&lt;br /&gt;
* Notable Locations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gangplank5 (EU2012).png|thumb|512px|Gangplank overview]]&lt;br /&gt;
&lt;br /&gt;
[[File:Gangplank6 (EU2012).png|thumb|512px|Gangplank opposite overview]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: DLC (EU2012)]]&lt;br /&gt;
[[Category: Maps (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=44310</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=44310"/>
		<updated>2013-01-22T12:59:58Z</updated>

		<summary type="html">&lt;p&gt;Luge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|rigth|frame|64px|Assault]]&lt;br /&gt;
A mobile &amp;lt;noinclude&amp;gt;[[Classes (EU2012)|class]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;class&amp;lt;/includeonly&amp;gt; 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 also carries a [[Pistol (EU2012)|Pistol]] as its secondary weapon and a single other equipment item.&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:ASSAULT RUNGUN.png|32px|left]]&#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; | [[File:ASSAULT TACTICALSENSE.png|32px|left]]&#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; | [[File:ASSAULT AGGRESSION.png|32px|left]]&#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; | [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|left]]&#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; | [[File:ASSAULT CLOSEPERSONAL.png|32px|left]]&#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; | [[File:ASSAULT FLUSH.png|32px|left]]&#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; | [[File:ASSAULT RAPIDFIRE.png|32px|left]]&#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; | [[File:ASSAULT CLOSECOMBAT.png|32px|left]]&#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; | [[File:ASSAULT BRINGTHEMON.png|32px|left]]&#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; | [[File:ASSAULT EXTRACONDITIONING.png|32px|left]]&#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; | [[File:ASSAULT RESILLIENCE.png|32px|left]]&#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; | [[File:ASSAULT KILLERINSTINCT.png|32px|left]]&#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. They are: &lt;br /&gt;
:* Defense: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Resilience&#039;&#039;&#039;, &lt;br /&gt;
:* Offense: &#039;&#039;&#039;Aggression&#039;&#039;&#039;, &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&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;
&lt;br /&gt;
* The Assault&#039;s unique &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. &lt;br /&gt;
* &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.&lt;br /&gt;
* The &#039;&#039;&#039;Flush&#039;&#039;&#039; ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger overwatch and Close Quarters Specialist as it is running out of cover. &lt;br /&gt;
* &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. It only gives a benefit if the base chance for a single shot is 30% or greater. Below this, rapid firing has a lower chance of making at least one hit. &lt;br /&gt;
* &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; is the fundamental skill a soldier learns when starting their career as an Assault. &lt;br /&gt;
:*It grants the Assault the ability to attack or go into Overwatch after Moving twice. Useful for flanking an enemy or to quickly get into a defensive position without losing the ability to attack/overwatch. &lt;br /&gt;
:*Run &amp;amp; Gun activates the Colonel level &#039;&#039;&#039;Killer Instict&#039;&#039;&#039; ability, which 50% more damage to critical attacks for the rest of the turn. This covers the normal attack, overwatch and free attacks with Close Quarters Specialist. &lt;br /&gt;
:* Activating Run &amp;amp; Gun will deactivate most other add-on skills. Such as the grapple, arc thrower, ghost mode, etc. If you wish to make use of these abilities, especially any free actions, use them before activating Run &amp;amp; Gun. &lt;br /&gt;
:* Be careful using Run &amp;amp; Gun to dash a long way to flank. You may activate extra aliens, making things worse. The new aliens may then be behind your Assault, who can&#039;t move to take cover from them. Having supports on hand with smoke grenades may save an unfortunate Assault in this situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &lt;br /&gt;
* Adds tremendous killing power, and as it is said in the business, &amp;quot;death is the best debuff.&amp;quot;;&lt;br /&gt;
* Taking a pair of shots - even at a 15% penalty - will almost always improve your chance to hit the target once, and gives you the possibility of hitting twice;&lt;br /&gt;
* However, note that if the base hit chance is 30% or less, you have a higher chance of scoring at least one hit if you take a normal shot (i.e. the -15% penalty makes rapid fire worse off).&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage;&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor. Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to Stim Packs to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
==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;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=42082</id>
		<title>Arc Thrower (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=42082"/>
		<updated>2012-11-28T10:49:48Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Tips and tricks */  Minor grammar edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Arc Thrower is used to retrieve live aliens for interrogation. It is also the only way to retrieve intact weapons from X-COM missions, as alien weapons explode into fragments when aliens die. The Arc Thrower can only be used at close range, and can only be fired twice per mission. The Arc Thrower has a better chance of working if the target is low-health.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
{{Ref Open | title = Arc Thrower}}&lt;br /&gt;
[[File:Arc_Thrower_(EU2012).png|right|340px]]&lt;br /&gt;
* &#039;&#039;&#039;Required Research&#039;&#039;&#039;: Arc Thrower (Accessed via Xeno-Biology)&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: §35, 5 Engineers&lt;br /&gt;
* &#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Stun&#039;&#039;&#039;: Attempts to stun the target alien (2x / mission).&lt;br /&gt;
* &#039;&#039;&#039;Foundry Upgrades&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Improved Arc Thrower&#039;&#039;&#039;: Increased stun chance at 6 HP or below (up from 3).&lt;br /&gt;
** &#039;&#039;&#039;Repair SHIVs&#039;&#039;&#039;: Allows Arc Thrower to repair friendly SHIVs. &lt;br /&gt;
** &#039;&#039;&#039;Drone Hack&#039;&#039;&#039;: Take control of an enemy [[Alien Life Forms (EU2012)#Drone|Drone]] for combat (similar to mind control).&lt;br /&gt;
&#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets.  The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
* The Arc Thrower has a better chance of working if the target has 3 or fewer health remaining. (49% chance on 4hp target, 70/80/90% on 3/2/1hp) &lt;br /&gt;
* Foundry upgrade increases that threshold to 6. (49% on 7hp, 70/80/90 on 6/5/4hp and 95% chance on 3hp or lower)&lt;br /&gt;
* Given the close range, a Support class soldier with [[Classes_(EU2012)#Support|Sprinter]] is a fairly good candidate for packing the Arc Thrower. &lt;br /&gt;
* Alternatively, an Assault class soldier with [[Classes_(EU2012)#Assault|Lightning Reflexes]] is another good candidate for the Arc Thrower as they can avoid the first overwatch shot of the target.&lt;br /&gt;
* To ensure you don&#039;t lose soldiers because of a failed stun attempt, try stunning the alien using at least two people in one turn or have another soldier with a clear line of sight that can take out the target if the attempt fails. &lt;br /&gt;
* Note that the Arc Thrower does not affect Chrysalids, Cyberdiscs or Sectopods, so you do not have to capture them to gain all the research topics.&lt;br /&gt;
* If you have a sniper with the &#039;Disable Weapon&#039; skill, you can make the stun much safer on the approach, and should the stun attempt fail the enemy will be unable to return fire on their next turn.&lt;br /&gt;
* Use of Suppression Fire is a good way to keep a wounded enemy immobile and without shooting, while your Arc Thrower soldier approaches.&lt;br /&gt;
* The weapons of aliens taken down with the Arc Thrower will not shatter into fragments. Instead, the weapon is recovered in working condition and will appear in the X-Com base inventory (although it stills need to be researched the before soldiers can use it).&lt;br /&gt;
* Stun, Repair Shiv, Drone Hack have separate charge from each other. You can use each of them twice per mission.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Equipment (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Economy_(EU2012)&amp;diff=41958</id>
		<title>Economy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Economy_(EU2012)&amp;diff=41958"/>
		<updated>2012-11-26T11:36:28Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Council Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Satellites===&lt;br /&gt;
Your number one source of income in the game is satellite coverage. Because you get income from satellites at the end of each month and satellite uplinks and satellites have long construction times, you will benefit greatly from some planning to make sure you can launch just &#039;&#039;before&#039;&#039; month end, rather than just after. Remember to factor in the engineers and power you&#039;ll need and make sure you build generators and workshops with enough lead time. Your satellite links should be your first priority for adjacency bonuses, because an extra satellite is considerably more valuable than +2 power or a workshop rebate. You will need 16 satellites to cover the whole world, so with 4 satellite uplinks and a satellite nexus (or 2 satellite uplinks and 2 satellite nexuses) you will need 4 adjacency bonuses.&lt;br /&gt;
&lt;br /&gt;
While [[Managing Panic (EU2012)|Managing Panic]] will be your first priority with satellites, fully covering Africa should be a major priority for the 30% increase in global income.&lt;br /&gt;
&lt;br /&gt;
===Gray Market===&lt;br /&gt;
The Gray Market is your second major source of income. While selling things you might need later is a painful decision, it&#039;s almost unavoidable to be able to afford to equip your soldiers properly while keeping up with satellite deployment.&lt;br /&gt;
* Sectoid, Thin Man and Floater corpses are usually good bets in the early game, since you will usually get more. You should stop selling Sectoid corpses around month 3 and Floater corpses around month 4, because you stop seeing those alien types and you may want the corpses for the interceptor consumables. You&#039;ll always have a supply of Thin Men from council missions.&lt;br /&gt;
* While it may be tempting in the first month or two, you should never sell weapon fragments because they&#039;re the main limiting factor on research and foundry projects.&lt;br /&gt;
* While less crucial, it&#039;s easy to run out of alloys and elerium to manufacture late game armor, so also avoid selling those if you can.&lt;br /&gt;
* After researching them, UFO Power Sources can be good things to sell in the early game. UFO Power Sources are mainly used for Firestorms, but interceptors with plasma cannons will suffice until late in the game, and are otherwise only used for Elerium Generators, which are pure luxuries given Thermo Generators can easily fulfil your power needs. UFO Navigation is similar but is used for Satellite Nexuses, which are useful for completing your satellite coverage, so think a little harder before selling them.&lt;br /&gt;
&lt;br /&gt;
===Council Requests===&lt;br /&gt;
Once or twice per month a member nation of the Council will ask for X-Com to supply them with certain items. &lt;br /&gt;
* Occasionally they will ask for a satellite to be placed over their airspace; this must be done through the normal Launch Satellites screen.&lt;br /&gt;
* More usually they will request items from the Gray Market list or that X-Com can manufacture (Laser rifles, arc throwers, etc). This is the only time that items from the latter category can be sold.&lt;br /&gt;
* In exchange for the items or satellite, the Council nation will provide X-Com with a single reward similar to those offered for abduction missions. (i.e. the nation will offer one of either scientists, engineers, a veteran soldier or cash).&lt;br /&gt;
* If cash is offered, it will always be greater than the normal going rate for the items. For items that can be manufactured, the cost will always be high enough that you can make a cash profit by building the items to order, but the cost of components (weapon fragments, alloys, etc) needs to be considered.&lt;br /&gt;
* In addition to the economic gain, fulfilling these requests improves your score at the end of the month.+&lt;br /&gt;
* The advice from the section above on general use of the Gray Market also applies here.&lt;br /&gt;
&lt;br /&gt;
===Cost avoidance===&lt;br /&gt;
Only buy or build what you &#039;&#039;need&#039;&#039; rather than what you want.&lt;br /&gt;
* You can manufacture soldier equipment instantly, even just before a mission, so there&#039;s no need to stockpile. If you find you need an extra nanofiber vest for your squad setup just back out, manufacture one and select the mission again.&lt;br /&gt;
* There&#039;s little reason to have more than one of each interceptor consumable in your stores. When you use one, manufacture a replacement instantly. Even if you need to use two interceptors in quick succession, you can still easily manufacture another between launches.&lt;br /&gt;
* Take the time to un-equip items and armor from troops to re-equip them on whoever is going out on the mission.  It may take time, but it will save resources in the long-run.  Note that injured soldiers who go to the infirmary automatically un-equip all their special gear.&lt;br /&gt;
&lt;br /&gt;
===Do I &#039;&#039;Really&#039;&#039; Need That?===&lt;br /&gt;
Some projects are pure luxuries. Soldier recovery time in the Officer Training School is a prime example. It&#039;s available early, but it&#039;s quite expensive, and you can always swap in a new rookie or squaddie to get some experience. Some Foundry projects are also quite expensive, and worse, they often take Weapon Fragments, which are also required for research projects.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Economy_(EU2012)&amp;diff=41957</id>
		<title>Economy (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Economy_(EU2012)&amp;diff=41957"/>
		<updated>2012-11-26T11:35:59Z</updated>

		<summary type="html">&lt;p&gt;Luge: Added council requests for items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Satellites===&lt;br /&gt;
Your number one source of income in the game is satellite coverage. Because you get income from satellites at the end of each month and satellite uplinks and satellites have long construction times, you will benefit greatly from some planning to make sure you can launch just &#039;&#039;before&#039;&#039; month end, rather than just after. Remember to factor in the engineers and power you&#039;ll need and make sure you build generators and workshops with enough lead time. Your satellite links should be your first priority for adjacency bonuses, because an extra satellite is considerably more valuable than +2 power or a workshop rebate. You will need 16 satellites to cover the whole world, so with 4 satellite uplinks and a satellite nexus (or 2 satellite uplinks and 2 satellite nexuses) you will need 4 adjacency bonuses.&lt;br /&gt;
&lt;br /&gt;
While [[Managing Panic (EU2012)|Managing Panic]] will be your first priority with satellites, fully covering Africa should be a major priority for the 30% increase in global income.&lt;br /&gt;
&lt;br /&gt;
===Gray Market===&lt;br /&gt;
The Gray Market is your second major source of income. While selling things you might need later is a painful decision, it&#039;s almost unavoidable to be able to afford to equip your soldiers properly while keeping up with satellite deployment.&lt;br /&gt;
* Sectoid, Thin Man and Floater corpses are usually good bets in the early game, since you will usually get more. You should stop selling Sectoid corpses around month 3 and Floater corpses around month 4, because you stop seeing those alien types and you may want the corpses for the interceptor consumables. You&#039;ll always have a supply of Thin Men from council missions.&lt;br /&gt;
* While it may be tempting in the first month or two, you should never sell weapon fragments because they&#039;re the main limiting factor on research and foundry projects.&lt;br /&gt;
* While less crucial, it&#039;s easy to run out of alloys and elerium to manufacture late game armor, so also avoid selling those if you can.&lt;br /&gt;
* After researching them, UFO Power Sources can be good things to sell in the early game. UFO Power Sources are mainly used for Firestorms, but interceptors with plasma cannons will suffice until late in the game, and are otherwise only used for Elerium Generators, which are pure luxuries given Thermo Generators can easily fulfil your power needs. UFO Navigation is similar but is used for Satellite Nexuses, which are useful for completing your satellite coverage, so think a little harder before selling them.&lt;br /&gt;
&lt;br /&gt;
===Council Requests===&lt;br /&gt;
Occasionally (one or two times per month is usual) a member nation of the Council will ask for X-Com to supply them with certain items. &lt;br /&gt;
* Occasionally they will ask for a satellite to be placed over their airspace; this must be done through the normal Launch Satellites screen.&lt;br /&gt;
* More usually they will request items from the Gray Market list or that X-Com can manufacture (Laser rifles, arc throwers, etc). This is the only time that items from the latter category can be sold.&lt;br /&gt;
* In exchange for the items or satellite, the Council nation will provide X-Com with a single reward similar to those offered for abduction missions. (i.e. the nation will offer one of either scientists, engineers, a veteran soldier or cash).&lt;br /&gt;
* If cash is offered, it will always be greater than the normal going rate for the items. For items that can be manufactured, the cost will always be high enough that you can make a cash profit by building the items to order, but the cost of components (weapon fragments, alloys, etc) needs to be considered.&lt;br /&gt;
* In addition to the economic gain, fulfilling these requests improves your score at the end of the month.+&lt;br /&gt;
* The advice from the section above on general use of the Gray Market also applies here.&lt;br /&gt;
&lt;br /&gt;
===Cost avoidance===&lt;br /&gt;
Only buy or build what you &#039;&#039;need&#039;&#039; rather than what you want.&lt;br /&gt;
* You can manufacture soldier equipment instantly, even just before a mission, so there&#039;s no need to stockpile. If you find you need an extra nanofiber vest for your squad setup just back out, manufacture one and select the mission again.&lt;br /&gt;
* There&#039;s little reason to have more than one of each interceptor consumable in your stores. When you use one, manufacture a replacement instantly. Even if you need to use two interceptors in quick succession, you can still easily manufacture another between launches.&lt;br /&gt;
* Take the time to un-equip items and armor from troops to re-equip them on whoever is going out on the mission.  It may take time, but it will save resources in the long-run.  Note that injured soldiers who go to the infirmary automatically un-equip all their special gear.&lt;br /&gt;
&lt;br /&gt;
===Do I &#039;&#039;Really&#039;&#039; Need That?===&lt;br /&gt;
Some projects are pure luxuries. Soldier recovery time in the Officer Training School is a prime example. It&#039;s available early, but it&#039;s quite expensive, and you can always swap in a new rookie or squaddie to get some experience. Some Foundry projects are also quite expensive, and worse, they often take Weapon Fragments, which are also required for research projects.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=41954</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=41954"/>
		<updated>2012-11-25T14:59:25Z</updated>

		<summary type="html">&lt;p&gt;Luge: Added note that the probability of hitting with rapid fire is only worth doing if the base chance is 30% or greater. Please add to this if I&amp;#039;ve made it unclear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|rigth|frame|64px|Assault]]&lt;br /&gt;
A mobile &amp;lt;noinclude&amp;gt;[[Classes (EU2012)|class]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;class&amp;lt;/includeonly&amp;gt; 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 also carries a [[Pistol (EU2012)|Pistol]] as its secondary weapon and a single other equipment item.&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:ASSAULT RUNGUN.png|32px|left]]&#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; | [[File:ASSAULT TACTICALSENSE.png|32px|left]]&#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; | [[File:ASSAULT AGGRESSION.png|32px|left]]&#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; | [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|left]]&#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; | [[File:ASSAULT CLOSEPERSONAL.png|32px|left]]&#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; | [[File:ASSAULT FLUSH.png|32px|left]]&#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; | [[File:ASSAULT RAPIDFIRE.png|32px|left]]&#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; | [[File:ASSAULT CLOSECOMBAT.png|32px|left]]&#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; | [[File:ASSAULT BRINGTHEMON.png|32px|left]]&#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; | [[File:ASSAULT EXTRACONDITIONING.png|32px|left]]&#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; | [[File:ASSAULT RESILLIENCE.png|32px|left]]&#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; | [[File:ASSAULT KILLERINSTINCT.png|32px|left]]&#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;
* The Assault has two general paths, one for defense with &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Resilience&#039;&#039;&#039;, or the offensive path of &#039;&#039;&#039;Aggression&#039;&#039;&#039;, &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
* &amp;quot;Close Quarters Specialist&amp;quot; will trigger any time ANY hostile unit closes within four tiles, at any time, during anyone&#039;s turn.  As a practical matter, this means that an Assault can shoot reactions during YOUR turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot...even if the Assault triggered them to start with!&lt;br /&gt;
* &amp;quot;Rapid Fire&amp;quot; only gives a benefit if the base chance for a single shot is 30% or greater. Below this, rapid firing has a lower chance of making at least one hit.&lt;br /&gt;
* Be careful using Run &amp;amp; Gun to dash a long way to flank. You may activate extra aliens, making things worse. The new aliens may then be behind your Assault, who can&#039;t move to take cover from them. Having supports on hand with smoke grenades may save an unfortunate Assault in this situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &lt;br /&gt;
* Adds tremendous killing power, and as it is said in the business, &amp;quot;death is the best debuff.&amp;quot;;&lt;br /&gt;
* Taking a pair of shots - even at a 15% penalty - will almost always improve your chance to hit the target once, and gives you the possibility of hitting twice;&lt;br /&gt;
* However, note that if the base hit chance is 30% or less, you have a higher chance of scoring at least one hit if you take a normal shot (i.e. the -15% penalty makes rapid fire worse off).&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage;&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor. Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating are great for shotgunners, and riflemen will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
==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>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=41953</id>
		<title>Assault (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(EU2012)&amp;diff=41953"/>
		<updated>2012-11-25T14:56:17Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS ASSAULT.png|rigth|frame|64px|Assault]]&lt;br /&gt;
A mobile &amp;lt;noinclude&amp;gt;[[Classes (EU2012)|class]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;class&amp;lt;/includeonly&amp;gt; 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 also carries a [[Pistol (EU2012)|Pistol]] as its secondary weapon and a single other equipment item.&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:ASSAULT RUNGUN.png|32px|left]]&#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; | [[File:ASSAULT TACTICALSENSE.png|32px|left]]&#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; | [[File:ASSAULT AGGRESSION.png|32px|left]]&#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; | [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|left]]&#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; | [[File:ASSAULT CLOSEPERSONAL.png|32px|left]]&#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; | [[File:ASSAULT FLUSH.png|32px|left]]&#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; | [[File:ASSAULT RAPIDFIRE.png|32px|left]]&#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; | [[File:ASSAULT CLOSECOMBAT.png|32px|left]]&#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; | [[File:ASSAULT BRINGTHEMON.png|32px|left]]&#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; | [[File:ASSAULT EXTRACONDITIONING.png|32px|left]]&#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; | [[File:ASSAULT RESILLIENCE.png|32px|left]]&#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; | [[File:ASSAULT KILLERINSTINCT.png|32px|left]]&#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;
* The Assault has two general paths, one for defense with &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, &#039;&#039;&#039;Close Quarters Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Resilience&#039;&#039;&#039;, or the offensive path of &#039;&#039;&#039;Aggression&#039;&#039;&#039;, &#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
* &amp;quot;Close Quarters Specialist&amp;quot; will trigger any time ANY hostile unit closes within four tiles, at any time, during anyone&#039;s turn.  As a practical matter, this means that an Assault can shoot reactions during YOUR turn against aliens who have just been &#039;triggered&#039;, or even against Muton Berserkers that have entered the 4-tile radius from their reaction to being shot...even if the Assault triggered them to start with!&lt;br /&gt;
* Be careful using Run &amp;amp; Gun to dash a long way to flank. You may activate extra aliens, making things worse. The new aliens may then be behind your Assault, who can&#039;t move to take cover from them. Having supports on hand with smoke grenades may save an unfortunate Assault in this situation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- everything below this won&#039;t be included on the classes summary page --&amp;gt;&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
Assaults are the only class that has a choice between primary weapons (Shotgun vs. Assault Rifle). Because of this and the broad applicability of their individual skills, they don&#039;t necessarily have clear cut build paths. Shotguns offer damage values identical to Sniper Rifles -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier&#039;s ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CORPORAL.png|30px]] &#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. &lt;br /&gt;
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
* Defense bonus is powerful for both riflemen and shotgunners;&lt;br /&gt;
* Its value increases exponentially with other defense boosts such as cover, Ghost Armor, and smoke grenades;&lt;br /&gt;
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aggression&#039;&#039;&#039; &lt;br /&gt;
* Similarly offers value for both weapon types;&lt;br /&gt;
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover&lt;br /&gt;
* Shotguns do &#039;&#039;gain&#039;&#039; more damage from critting than assault rifles, and you probably don&#039;t want to charge up to enemies, empty your weapon on them, and &#039;&#039;not&#039;&#039; kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to crit chance. That large swing has the potential to make this somewhat redundant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK SERGEANT.png|30px]] &#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you&#039;re there. &lt;br /&gt;
* Lightning Reflexes is generally preferable, but shotgunners should consider Close &amp;amp; Personal as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely &amp;quot;clear out&amp;quot; Overwatches is good all the time, and it&#039;s particularly great when dealing with escort missions and Sectopods. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close &amp;amp; Personal&#039;&#039;&#039; &lt;br /&gt;
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to crit chance before taking either weapon stats or flanking into account. &lt;br /&gt;
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. &lt;br /&gt;
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK LIEUTENANT.png|30px]] &#039;&#039;&#039;Lieutenant&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;&lt;br /&gt;
* Both choices increase your ammo consumption, so if you&#039;re using them frequently, consider the Ammo Conservation foundry project.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; &lt;br /&gt;
* Adds tremendous killing power, and as it is said in the business, &amp;quot;death is the best debuff.&amp;quot;;&lt;br /&gt;
* Taking a pair of shots - even at a 15% penalty - will almost always improve your chance to hit the target once, and gives you the possibility of hitting twice;&lt;br /&gt;
* However, note that if the base hit chance is 30% or less, you have a higher chance of scoring at least one hit if you take a normal shot (i.e. the -15% penalty makes rapid fire worse off).&lt;br /&gt;
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you&#039;ll spend only one ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
* It costs 3 ammo, so you can&#039;t use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;&lt;br /&gt;
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target&#039;s cover with explosives may be preferable;&lt;br /&gt;
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage;&lt;br /&gt;
* Uses for Flush can include set up plays for Snipers who don&#039;t quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK CAPTAIN.png|30px]] &#039;&#039;&#039;Captain&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close &amp;amp; Personal, this is a chance to make large dividends on that decision;&lt;br /&gt;
* Riflemen with upgraded S.C.O.P.E.s will similarly get some extra mileage. Just remember that the bonus is based on enemies that the &#039;&#039;squad&#039;&#039; can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot; {{stdTable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RANK COLONEL.png|30px]] &#039;&#039;&#039;Colonel&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close &amp;amp; Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resilience&#039;&#039;&#039; &lt;br /&gt;
* Will turn the Assault Colonel into a brick. Immunity to crits take luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. &lt;br /&gt;
* Remember that you can briefly duplicate the effect (and more!) with Combat Stims, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&lt;br /&gt;
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring &#039;Em On, your critical hits can exceed 20 damage, regardless of weapon type. &lt;br /&gt;
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a Sectopod or Ethereal away in one fell blow. (Or two, as the case may be.)&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won&#039;t reliably kill even Sectoids or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If Light Plasma Rifles are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. Ghost Armor is typically your best bet late game, as the defense bonus will generally serve you better than the few extra hitpoints of Titan Armor. Shotgunners in particular will love Ghost Armor&#039;s movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; and &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item:&#039;&#039;&#039; Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the Arc Thrower if your Support&#039;s hands are full. If you don&#039;t need either of those, Nano-Fiber Vests or Chitin Plating are great for shotgunners, and riflemen will appreciate a S.C.O.P.E., especially with its foundry upgrade. Keep an eye on your unit&#039;s Will and use Mind Shields if necessary.&lt;br /&gt;
&lt;br /&gt;
==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>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=40950</id>
		<title>Sectoid (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectoid_(EU2012)&amp;diff=40950"/>
		<updated>2012-11-06T17:03:39Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Sectoid Commander */  Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sectoids are a small, grey alien race. Every Sectoid is a perfect genetic copy but some are chosen to command the pack with deadly psionic abilities. They are augmented with cybernetic implants to support their frail physiques in combat situations. They are usually the first alien species encountered in combat by XCOM&#039;s ground forces. &lt;br /&gt;
Within the alien army the Sectoids fill the role of scientists and abductors. You will usually find them experimenting on prostrate humans during abduction missions.&lt;br /&gt;
&lt;br /&gt;
Sectoids are physically feeble. They cannot move very far and their lack of accuracy hints to their inability to handle recoil effectively. However, these little grey aliens are profficient in the use of deadly psionic powers. They use these psionic abilities to make their kinsmen more deadly in combat or even to turn your soldiers into slaves to their will. This race prefers the use of wrist mounted plasma pistols.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Sectoid Soldiers are basic alien peons. They use Mind Merge to try and make up for their shortcomings. However, their reliance on the mind merge ability makes them pontentially vunerable as killing the Sectoid performing the merge will also kill the one recieving it, giving an opportunity for a potential Sectoid chain kill.&lt;br /&gt;
&lt;br /&gt;
Sectoid commanders have massive accuracy and much higher health than regular Sectoids. Though you should worry more about their mind control powers. If one of your soldiers get controlled, head the advice given at the section below. &lt;br /&gt;
== Sectoid Soldier ==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb]]&lt;br /&gt;
A common foe, these standard foot soldiers are often seen early on in the game during abduction missions and also staffing small UFOs. They have low health and accuracy but can psionically merge minds with their brethren to improve their health, accuracy and critical chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Soldier Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  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; |[[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;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&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;
== Sectoid Commander ==&lt;br /&gt;
[[File:Sectoid Commander (EU2012).png|thumb]]&lt;br /&gt;
These elite leaders of the Sectoid race command some of the most powerful psionics seen in the game.&lt;br /&gt;
&lt;br /&gt;
They have far higher health than regular Sectoid infantry and their firing accuracy is also among the best you will see in the game, though this is not what makes them dangerous.&lt;br /&gt;
&lt;br /&gt;
They possess the frightening ability to take control of one of your soldiers for about three turns. You can either run from the controlled soldier until he or she is released back into your control, kill the Sectoid commander to break the psionic link or, if in dire circumstances kill the captured soldier to ensure he is no longer a threat to your squad.&lt;br /&gt;
&lt;br /&gt;
They also use a more advanced version of the mind merge ability, providing the same bonuses except but to multiple Sectoids at the same time.&lt;br /&gt;
&lt;br /&gt;
Researching the creature&#039;s corpse allows access to the Psi Labs, through it you gain the ability to test your soldiers in Psionic aptitude.&lt;br /&gt;
&lt;br /&gt;
You may find Sectoid Commanders at the helm of bases or UFOs. (After the Outsider has been researched.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  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; |[[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;
| align=&amp;quot;center&amp;quot; |[[Alien Grenade (EU2012)|Alien Grenade]]|| align=&amp;quot;center&amp;quot; | 5  || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | Any || align=&amp;quot;center&amp;quot; | 250 || align=&amp;quot;center&amp;quot; | 17 || align=&amp;quot;center&amp;quot; | 240 || align=&amp;quot;center&amp;quot; | Small || align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;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;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=40949</id>
		<title>Talk:Outsider (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Outsider_(EU2012)&amp;diff=40949"/>
		<updated>2012-11-06T17:02:30Z</updated>

		<summary type="html">&lt;p&gt;Luge: Created page with &amp;quot;Has anyone encountered two of these together as per the picture?--~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone encountered two of these together as per the picture?--[[User:Luge|Luge]] 12:02, 6 November 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=40948</id>
		<title>Mods (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(EU2012)&amp;diff=40948"/>
		<updated>2012-11-06T16:58:00Z</updated>

		<summary type="html">&lt;p&gt;Luge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the place for mods or for suggested improvements to things that currently function but would be &amp;quot;better&amp;quot; a different way.&lt;br /&gt;
&lt;br /&gt;
=====In-base Menu Buttons=====&lt;br /&gt;
* Current: Buttons on menus like soldier characteristics, on the build buttons for Engineering and Foundry, on arrow buttons for Gray Market all seem to be &amp;quot;touchy&amp;quot; in that you have to hover over just the right spot to engage the button.  For soldier attributes and Engineering/Foundry buttons it seems the clicking area hovers slightly up and right.  Also, the right-pointing menu buttons all shift left or right when going from 9 to 10 or 10 to 9 quantity.&lt;br /&gt;
* Suggestions: Improve the clicking area of the button and set the buttons so they don&#039;t move as the number of digits in the quantity changes.&lt;br /&gt;
&lt;br /&gt;
=====Situation Room layout=====&lt;br /&gt;
* Current: The Situation Room menu at the top drops down and covers the UK and Russia panic levels.&lt;br /&gt;
* Suggestions: Allow the menu to fold up and hide.  Move the menu elsewhere on the screen to fit in with the rest of the Situation Room.&lt;br /&gt;
&lt;br /&gt;
=====Mission Control zoom-out=====&lt;br /&gt;
* Current: Right clicking while in the &amp;quot;scan&amp;quot; view takes you out of Mission Control, first by rotating to the flat side-on view and then by zooming out to the rest of the base.  If you click on another facility&#039;s menu button before the camera starts zooming straight backward from the Globe, it seems to cancel and rotate back into the Globe.  This only happens with Engineering and the Barracks.&lt;br /&gt;
* Suggestions: Don&#039;t show the other facility&#039;s buttons until the rotation is complete and zoom out begins.  Fix code to allow a quick click while rotating before the zoom out.  Remind players to be patient.&lt;br /&gt;
&lt;br /&gt;
=====Mission prep=====&lt;br /&gt;
* Current: When you go to the Hangar to prep for a mission, it&#039;s harder to click around and view your soldiers or change their loadout.  For example, you might have to edit the chosen soldier&#039;s loadout to remove a special item, click back out and remove that soldier, click back into the list to choose the soldier you want, edit their loadout, and then click back out to the squad.  You could click all the way back out to the barracks, do all your editing, and then go back through Mission Control to the mission prep and eventually the hangar&#039;s launch mission screen.&lt;br /&gt;
* Suggestions: Make the barracks mechanics usable for mission prep. I&#039;d like to be able to scroll through all my soldiers in their loadout screen, move items around to the ones I&#039;m taking on the mission, back out only a click or two, and be ready to launch mission.  It would also be nice because I could see their abilities and choose which soldiers to mix and match with relative ease rather than have to either memorize their individual builds or keeping going all the way back to the Barracks.&lt;br /&gt;
&lt;br /&gt;
=====New maps=====&lt;br /&gt;
A farm like the old XCOM.  A multi-story building with many levels and stairways (could be a good VIP rescue map).&lt;br /&gt;
&lt;br /&gt;
=====Building animations out of sync=====&lt;br /&gt;
* Current: The same building type has identical animations, making it look very unreal.&lt;br /&gt;
* Suggestions: Could make the animations out of sync.&lt;br /&gt;
&lt;br /&gt;
=====Watching the Ant Farm=====&lt;br /&gt;
* Current: It is not possible to zoom in to some building types.&lt;br /&gt;
* Suggestions: Allow the above.&lt;br /&gt;
&lt;br /&gt;
====Soldiers====&lt;br /&gt;
* Randomize the soldier&#039;s stats, which would make the player &amp;quot;search&amp;quot; for the perfect squad.&lt;br /&gt;
* Ability to send wounded soldiers in the battle with penalties based on their wounds.&lt;br /&gt;
* Small bonuses for soldiers fighting within the borders of their country of origin.&lt;br /&gt;
* Add a Will bonus for killing aliens or surviving missions. (Current mechanics allow no way to replenish lost Will once a soldier has reached Colonel rank.)&lt;br /&gt;
* Allow me to recruit soldiers by class once I get New Guy. Better yet, let me decide the classes of my rookies once they level up.&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
&lt;br /&gt;
====Replayability====&lt;br /&gt;
More alien base assaults.&lt;br /&gt;
More alien UFO types&lt;br /&gt;
Interrogating aliens gives UFOpedia entries on each different UFO type - Like the original game.&lt;br /&gt;
All aliens can be captured for interrogation one way or another - Like the original game (whether you get anything useful out of it is another matter...).&lt;br /&gt;
Different textures for each map, so even if the same map is used in different games, the skins make it appear different. This would go a long way to customising each map to the country that it&#039;s in, instead of always the same.&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Outsider_(EU2012)&amp;diff=40947</id>
		<title>Outsider (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Outsider_(EU2012)&amp;diff=40947"/>
		<updated>2012-11-06T16:48:47Z</updated>

		<summary type="html">&lt;p&gt;Luge: Minor grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Beings of pure energy, Outsiders command UFOs for the Alien Forces. Although they possess no truly special abilities in tactical combat, Outsiders are required in order to progress further in the story. They are only found on UFO assault missions (landed or crash-landed).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
As mentioned above, other than their energy-based nature, Outsiders have no special abilities unique to them that can be used in tactical battles.&lt;br /&gt;
&lt;br /&gt;
Outsiders are however very proficient with their weapon. They have good base accuracy and they use light plasma rifles giving them an additional 10 aim, making them some of the most accurate creatures in the game. They only ever use light plasma rifles, meaning they will rarely one-shot a soldier in carapace armor. They also have unimpressive health, only a little more than a Thin Man, though the gap widens at higher difficulty. They almost always spawn in the bridge of the UFO, so make sure you are prepared before you enter the bridge.&lt;br /&gt;
&lt;br /&gt;
Since you need to capture one alive, this means you will need to run extremely close to them in order to perform a stun from the arc thrower. This is a big deal because Outsiders will often go into Overwatch at the end of their turns. This means they can take a free shot at soldiers trying to advance on their positions. Assault soldiers can beat this as you can obtain lightning reflexes quite early on, allowing them to avoid reaction fire from them. Otherwise standard tactics for captures apply, such as using rookie cannon fodder, smoke for cover or disabling shot to make the Outsider unable to fire. Since the Outsider&#039;s location is predictable, a good plan for a capture is to avoid encountering the Outsider until you&#039;ve cleared out the rest of the aliens and then swarm it. Finally, the use of grenades or pistols to weaken the target down to 3 hit points or less is highly recommended.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*After you assault the alien base they will pull one final disappearing act and be replaced by Sectoid Commanders.&lt;br /&gt;
*Outsiders share the name and a few characteristics of the aliens from 2K Marins upcoming X-COM FPS. Their existence may be a joke pointed at 2K Marin.&lt;br /&gt;
*Outsiders are described by Dr Wahlen as &amp;quot;pure energy&amp;quot;. The crystal left behind after stunning an Outsider is described by Dr. Shen as an &amp;quot;antenna&amp;quot; receiving a signal from the alien base. This may mean that Outsiders are some sort of energy-based avatar of the real UFO commander who remains in safety in the alien base.&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Requests_(EU2012)&amp;diff=40918</id>
		<title>Talk:Requests (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Requests_(EU2012)&amp;diff=40918"/>
		<updated>2012-11-05T09:03:40Z</updated>

		<summary type="html">&lt;p&gt;Luge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestion:&lt;br /&gt;
&lt;br /&gt;
Please post the requests you receive in your games here (item, reward, difficulty level) and I&#039;ll see if I can come up with any kind of formula.&lt;br /&gt;
&lt;br /&gt;
--[[User:Luge|Luge]] 05:10, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Here&#039;s some recent requests I got.&lt;br /&gt;
&lt;br /&gt;
:FRANCE offered 2 Engineers in exchange for 3 UFO power sources.  (Request timed out due to needing my 3 power sources for Firestorms.)&lt;br /&gt;
&lt;br /&gt;
:UNITED STATES offered $292 in exchange for 3 UFO power sources.  (Request timed out, Firestorms better.)&lt;br /&gt;
&lt;br /&gt;
:RUSSIA offered 3 engineers in exchange for 8 Cyberdisk wrecks. (Request active but unlikely to be fulfilled due to only having three wrecks on hand.)&lt;br /&gt;
&lt;br /&gt;
:Other requests I&#039;ve gotten were from South Africa for Sectopods(2), Egypt for Floaters (6 corpses for $60), and I remember getting offered around $1620 for 3 Heavy Plasma in a prior game.  Can&#039;t recall those all as clearly, though.&lt;br /&gt;
&lt;br /&gt;
:Other things I&#039;ve had requested, so far: SCOPEs, Nanofiber vests, Alien Alloys, Scatter Lasers, laser rifles, some plasma weapons, corpses of Chryssalids, Mutons, Thin Men, and Arc Throwers.&lt;br /&gt;
&lt;br /&gt;
:I&#039;ll keep you posted as more people ask for my Stuff.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:53, 31 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Germany asked for 4 Laser Pistols in exchange for three engineers.  Request fulfilled.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 22:00, 31 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:8 Heavy Floaters for 90 bucks.  4 laser rifles for three engineers.  Forget the countries.&lt;br /&gt;
&lt;br /&gt;
:Also note that a country can requisition satellite coverage. [[User:Arrow Quivershaft|Arrow Quivershaft]] 03:22, 3 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Wow... Almost no consistancy there. At the beginning of a normal or classic game, 4 engineers is considered equivalent to $200. Later on, they seem to be considered to be worth more. It might depend on how many engineers you already have. (i.e. going from 5 to 10 engineers is pretty easy by building a workshop. But going from 35 to 40 is very difficult, as you&#039;ll be running out of base space by then).&lt;br /&gt;
&lt;br /&gt;
Plasma weapons are well over-priced. Lesson: Stun as many aliens as you can to get their intact weapons from the start!--[[User:Luge|Luge]] 04:03, 5 November 2012 (EST)&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Requests_(EU2012)&amp;diff=40531</id>
		<title>Talk:Requests (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Requests_(EU2012)&amp;diff=40531"/>
		<updated>2012-10-29T09:10:18Z</updated>

		<summary type="html">&lt;p&gt;Luge: Created page with &amp;quot;Suggestion:  Please post the requests you receive in your games here (item, reward, difficulty level) and I&amp;#039;ll see if I can come up with any kind of formula.  --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestion:&lt;br /&gt;
&lt;br /&gt;
Please post the requests you receive in your games here (item, reward, difficulty level) and I&#039;ll see if I can come up with any kind of formula.&lt;br /&gt;
&lt;br /&gt;
--[[User:Luge|Luge]] 05:10, 29 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40525</id>
		<title>Survival Guide (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&amp;diff=40525"/>
		<updated>2012-10-29T08:06:18Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Simplified and Granulized Encounter System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Miscellaneous Tips==&lt;br /&gt;
=== Promoting Soldiers ===&lt;br /&gt;
Rotate lower ranked soldiers to use as &amp;quot;cannon fodder&amp;quot; while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones.  Don&#039;t bother hiring new soldiers unless they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
This all changes after you research Iron Will and New Guy in Foundry research.  At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones.  Your core team of high ranking officers are now your &amp;quot;cannon fodder&amp;quot; while you level up the new squaddies.  You may also consider Psi screening them before choosing which new recruits to keep and promote.&lt;br /&gt;
&lt;br /&gt;
=== Simplified and Granulized Encounter System ===&lt;br /&gt;
Aliens now come in groups of around 2-4. Some of these groups may patrol around the map, but all are tactically dormant (i.e. they will not open fire or take cover) until you &amp;quot;wake them up&amp;quot;.  Similar to massive-multiplayer online game instances, &amp;quot;waking-up&amp;quot; multiple groups of enemies is just plain stupid.  The best strategy is to wake-up and deal with one group at a time. Note that once awoken, aliens can act fully even when outside your visual range.&lt;br /&gt;
&lt;br /&gt;
For behind the door situations, gather your soldiers in front of the door (or around the corner), have one soldier (preferably your assult with Run&amp;amp;Gun) move in.  After the aliens run for cover, charge in and open fire at optimum ranges.&lt;br /&gt;
&lt;br /&gt;
For other situations, set up your snipers in the right place before waking up the aliens with one soldier.  Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire.&lt;br /&gt;
&lt;br /&gt;
=== To be (an Angel) or not to be ===&lt;br /&gt;
That is the question.  The answer may lie in your playing style but it may also lie in a game bug.  Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor.  Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn&#039;t.  With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.&lt;br /&gt;
&lt;br /&gt;
=== Satellite is Key ===&lt;br /&gt;
Plan ahead and cover the entire world with satellites ASAP.  This is the only undisputed rule in playing this game.  Some players prefer to launch satellites at the end of the month to lower panic levels when they&#039;re highest.&lt;br /&gt;
&lt;br /&gt;
=== Missions Choices ===&lt;br /&gt;
You will be considering several things when deciding on which mission to choose.  However your considerations should come in these orders:&lt;br /&gt;
1. Panic level&lt;br /&gt;
Your choice vastly differs on difficulty level.  For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country - but for higher difficulty settings, this could lead to increased panic in the whole continent.  Thus, consider panic level on the whole rather than individual countries.  In some cases continents with more countries should be taken care of first.&lt;br /&gt;
2. Rewards&lt;br /&gt;
Before you have full satellite coverage, credits and engineers should be your preference.  After full coverage, you probably would prefer more engineers until you no longer need more.  Scientists and soldiers aren&#039;t that important comparatively speaking.&lt;br /&gt;
&lt;br /&gt;
=== Scientists and Laboratories and Research ===&lt;br /&gt;
Consider not building any laboratories, mostly because they aren&#039;t needed even on higher difficulty settings.  You should be finishing research very fast, if you first research arc throwers, and then research all autopsies and live aliens ASAP.&lt;br /&gt;
&lt;br /&gt;
=== Africa may be Key ===&lt;br /&gt;
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward.  Consider this as your first base location.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since choice of country is dependent on panic level.&lt;br /&gt;
&lt;br /&gt;
=== Don&#039;t sell like 1994 X-Com ===&lt;br /&gt;
&lt;br /&gt;
For veteran players of the original X-Com, take heed that corpses and miscellaneous items are no longer useless junk. They are valuable resources used in research projects beyond the autopsies, council member requests, foundry upgrades and as components for manufacturing certain advanced equipment such as [[Chitin Plating (EU2012)|Chitin Plating]]. &lt;br /&gt;
&lt;br /&gt;
On the other hand, items that have no research value such as damaged UFO components and alien entertainment are clearly marked as such. These items can be sold freely.&lt;br /&gt;
&lt;br /&gt;
==Strategies and Build Orders==&lt;br /&gt;
&lt;br /&gt;
=== Satellite Rush Strategy ===&lt;br /&gt;
Build order and strategy for a satellite rush, tested on Classic. Aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.&lt;br /&gt;
&lt;br /&gt;
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month&#039;s facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next uplink in the second month.&lt;br /&gt;
&lt;br /&gt;
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game CAN screw you up. Also, sometimes abduction mission will pop too late to build your first workshop in time. However, reloading in month 1 is not a big loss, and most of the times, you will be fine, and question will be, how many Alloys or Fragments you have to sell.&lt;br /&gt;
&lt;br /&gt;
By going this route, you will only have Alien Containtment up by 09 May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four.You will also not be getting any Medkits/Scopes/Vests or extra recruits (usually taken for bigger HP) in the first month and be limited on those in the second month. Also, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carpace Armor and Laser weaponry. However, you will be bottlenecked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Caprace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
The absolute bottleneck of this strategy will happen in the first month, and thats why going with North America seems the best choice - you get most starting funds ($ 300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). Thats your two main concerns.&lt;br /&gt;
&lt;br /&gt;
In the build order base tiles will be referenced using (1,4) notation, where 1 is row and 4 is column (1,4 here refers to the first Access Lift, while 1,3 would refer your first Satellite Uplink). To better understand the timings keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.&lt;br /&gt;
&lt;br /&gt;
=====Lucky Man&#039;s Build Order=====&lt;br /&gt;
If you don&#039;t hesitate to reload a few times on your first mission, this build order is much easier than alternatives, but requires either 1,5 or 1,6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you complete your first tactical mission). Build order then goes like this:&lt;br /&gt;
&lt;br /&gt;
* 02.03 Dig 1,5/6 (one that is not excavated)&lt;br /&gt;
* 07.03 Workshop 1,6 &lt;br /&gt;
* 11.03 *** Satellite x4 (order them 1 by 1, not in bulk)&lt;br /&gt;
* 17.03 Satellite Uplink 1,2&lt;br /&gt;
* 27.03 Power Generator 1,5&lt;br /&gt;
* 31.03 *** Launch Satelites (in the evening)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 01.04 *** Order Interceptors (2 is enough)&lt;br /&gt;
* 01.04 Access Lift 2,4&lt;br /&gt;
* 01.04 Dig 1,7&lt;br /&gt;
* 06.04 Dig 2,5&lt;br /&gt;
* 06.04 Workshop 1,7&lt;br /&gt;
* 10.04 *** Satellite x3&lt;br /&gt;
* 11.04 Power Generator 2,5&lt;br /&gt;
* 11.04 Dig 2,3&lt;br /&gt;
* 16.04 Satellite Uplink 2,3&lt;br /&gt;
* 16.04 Officer Training School 1,1&lt;br /&gt;
* 22.04 Dig 2,6&lt;br /&gt;
* 22.04 Dig 2,2&lt;br /&gt;
* 27.04 Power Generator 2,6&lt;br /&gt;
* 27.04 Dig 2,1&lt;br /&gt;
* 31.04 *** Launch Satelites &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 01.05 *** Order Interceptors&lt;br /&gt;
* 02.05 Access Lift 3,4&lt;br /&gt;
* 02.05 Dig 2,7&lt;br /&gt;
* 02.05 Alien Containtment 2,1&lt;br /&gt;
* 07.05 Dig 3,5&lt;br /&gt;
* 07.05 Workshop 2,7&lt;br /&gt;
* 11.05 *** Satellite x4&lt;br /&gt;
* 12.05 Power Generator 3,5&lt;br /&gt;
* 17.05 Satellite Uplink 2,2&lt;br /&gt;
 &lt;br /&gt;
Total money you will need in the first month is:&lt;br /&gt;
- 130 for Workshop&lt;br /&gt;
- 308 for Satellites&lt;br /&gt;
- 150 for Uplink&lt;br /&gt;
- 60 for Power Generator&lt;br /&gt;
&lt;br /&gt;
Thus, you will have to raise $ 138 by day 11, and another $ 150 by day 17, and then another $ 60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you 1 or 2 $ off the sum. Then, you will have to restart, or cancel one of the satellites. However, most of the time, you&#039;ll be fine. If you&#039;re playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesnt, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, 4v3 is not THAT big deal, but still, you may want to fast-forward the time right after you finish your first tactical mission and see wether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.&lt;br /&gt;
&lt;br /&gt;
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06 day of the second month, you&#039;ll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, thats when time at which missions happen in the next month is determined).&lt;br /&gt;
&lt;br /&gt;
Also, you should from the start consider which continent you will be covering first, and leave that continent unattended in the first two abductions. You only got three reasonable choices, thats Africa, Asia or Europe. Europe is the best money-wise (considering their bonus, which will save you additional $ 78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and somtimes depends on how rewards for 1 and 2 abduction missions roll out). &lt;br /&gt;
&lt;br /&gt;
When picking rewards for second abduction in the first month, if you&#039;re going to be covering Europe, consider getting engineers. If you dont get&#039;em here, you&#039;re viable to screw-up by RNG who wont give you them as council mission reward and will place first abduction in the next month on day 7. Else - get money. You&#039;ll need all money you can get in the second month.&lt;br /&gt;
&lt;br /&gt;
In the second month, it becomes a little easier. Still calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like scopes and medkits. You want to get a second continent covered here, and that is Africa if you didnt get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from abduction mission, and you will be getting engineers from countries you cover, usually you&#039;ll be fine. However, still pay attention to this, since you&#039;ll need 25 total engineers to start building third workshop in month 3.&lt;br /&gt;
&lt;br /&gt;
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for large ship that comes early this month - you absolutely have to have one laser canon and one phoenix canon interceptor on each continent for that one (if you dont want to save-load). &lt;br /&gt;
&lt;br /&gt;
Recommneded research path to take is Fragments - Materials - Carpace Armors - Beam Weapons - Precision Lasers - Experimental Warfare - Heavy Lasers - stuff to capture a live alien&lt;br /&gt;
&lt;br /&gt;
=====Unlucky Man&#039;s Build Order=====&lt;br /&gt;
What if you didnt get lucky with already excavated tiles and don&#039;t want to restart? In this case, instead of having Workshops on 1,6-7 and 2,7 you&#039;ll have to place them on 1,5 and 2,5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you&#039;ll have to get money for your Power Generator earlier, and you&#039;ll have to find additional $ 50 in the first month. Usually that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your alloys and fragments, severely cripplig your research and ability to field Carpace armor and Lasers by the time first terror mission happens in the second month. &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to suffer through that, you can build your second Workshop on 1,1 - this will take away your adjacency bonuses, but they arent that great anyway (7% rebait that you only start to get in the end of the second month, and thats like several $ per completed facility, by the time it ramps up its already irrelevant). Therefore, you build first Workshop on 1,5 and generators on 1,6-7 and second workshop on 1,1 and your Officer Training School goes on 2,5. At this point, you&#039;d better substitute your third or fourth generator with a Thermal one, so that you can place your third workshop on 2,6-7, but if you get even more unlucky, and have no available Steams, you will have to build third and fourth generators on 2,6-7 thus making you build your third workshop one level deeper, on 3,5 (which, agian, will require you to build access lift one month earlier) or on 1,2 (will delay alien containtment). &lt;br /&gt;
&lt;br /&gt;
=== 1st month on Impossible: Build Order ===&lt;br /&gt;
Build-order for 1st month (march) on Impossible difficulty - &amp;quot;Fast Satellite Uplink&amp;quot;. No research/hire soldiers/production included.&lt;br /&gt;
&lt;br /&gt;
*1d - excavate (5d, space for Workshop);&lt;br /&gt;
*4-7d - Abduction Site (+4 engineer, for Workshop);&lt;br /&gt;
*7d - Workshop (10d, +5 engineers for Satellite Uplink), excavate (5d, space for Power Generator) ;&lt;br /&gt;
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible);&lt;br /&gt;
*11d - 3x-4x satellites (20d) not in pack (1 by 1), will cost 77$ each with 9 engineers;&lt;br /&gt;
*12d - Power Generator (5d, power for Satellite Uplink);&lt;br /&gt;
*17d - Satellite Uplink (14d);&lt;br /&gt;
*...&lt;br /&gt;
*32d - Council Report&lt;br /&gt;
&lt;br /&gt;
2nd Abduction Site and Council Mission will be this month, but it usualy goes after 17d.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:S.C.O.P.E._(EU2012)&amp;diff=40524</id>
		<title>Talk:S.C.O.P.E. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:S.C.O.P.E._(EU2012)&amp;diff=40524"/>
		<updated>2012-10-29T08:03:19Z</updated>

		<summary type="html">&lt;p&gt;Luge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the foundry upgrade on this item work? The item itself does not say anything about +25% crit chance and my soldiers that target an enemy do not seem to have any higher crit chance, nor is it displayed in the more info for the shoot. [[User:Mavoc|Mavoc]] 14:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not sure if it does.  I&#039;ll run some tests over the next week. [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:10, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Changed some of the advice given.  You do not want to put S.C.O.P.E.S. on everybody in the early game.  Grenades are what will let you deal with Sectoids at higher difficulty levels.&lt;br /&gt;
&lt;br /&gt;
I would say that S.C.O.P.E.s are most useful on Heavies, to compensate for their poor accuracy (the lowest of all the soldiers classes.--[[User:Luge|Luge]] 04:03, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definition of SCOPE==&lt;br /&gt;
&lt;br /&gt;
Anybody like &amp;quot;Small Computerized Optical Precision Enhancer&amp;quot;?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:10, 29 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40320</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40320"/>
		<updated>2012-10-24T11:02:48Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Impossible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* X-Com HQ starts 35 units of power.&lt;br /&gt;
* X-Com HQ starts with an Officer Training School.&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens use special abilities and throw grenades extremely infrequenly&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* X-Com HQ has 35 units of starting power.&lt;br /&gt;
* X-Com HQ starts with an Officer Training School.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power&lt;br /&gt;
* X-Com HQ has no Office Training School at the start; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power.&lt;br /&gt;
* X-Com HQ starts without an Officer Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40319</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40319"/>
		<updated>2012-10-24T11:02:07Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* X-Com HQ starts 35 units of power.&lt;br /&gt;
* X-Com HQ starts with an Officer Training School.&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens use special abilities and throw grenades extremely infrequenly&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* X-Com HQ has 35 units of starting power.&lt;br /&gt;
* X-Com HQ starts with an Officer Training School.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power&lt;br /&gt;
* X-Com HQ has no Office Training School at the start; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power.&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40318</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40318"/>
		<updated>2012-10-24T10:58:42Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Easy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* X-Com HQ starts 35 units of power.&lt;br /&gt;
* X-Com HQ starts with an Officer Training School.&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens use special abilities and throw grenades extremely infrequenly&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* X-Com HQ has 35 units of starting power.&lt;br /&gt;
* X-Com HQ starts with an Officer Training School.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power.&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40317</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40317"/>
		<updated>2012-10-24T10:58:08Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Normal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* The XCOM base starts with an Officer Training School&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens use special abilities and throw grenades extremely infrequenly&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* X-Com HQ has 35 units of starting power.&lt;br /&gt;
* X-Com HQ starts with an Officer Training School.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power.&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40316</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40316"/>
		<updated>2012-10-24T10:57:31Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Impossible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* The XCOM base starts with an Officer Training School&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens use special abilities and throw grenades extremely infrequenly&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* X-Com HQ has 35 units of starting power&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power.&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40315</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40315"/>
		<updated>2012-10-24T10:57:07Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Normal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* The XCOM base starts with an Officer Training School&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens use special abilities and throw grenades extremely infrequenly&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* X-Com HQ has 35 units of starting power&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of Power at the start f the game&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40314</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40314"/>
		<updated>2012-10-24T10:56:53Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Normal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* The XCOM base starts with an Officer Training School&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens use special abilities and throw grenades extremely infrequenly&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* X-Com HQ has 35units of starting power&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of Power at the start f the game&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40313</id>
		<title>Difficulty (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(EU2012)&amp;diff=40313"/>
		<updated>2012-10-24T10:56:42Z</updated>

		<summary type="html">&lt;p&gt;Luge: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Starting Funds =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Difficulty&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | North America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | South America&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Europa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Africa&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Asia&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Easy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §465&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | §315&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Normal&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Classic&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | §300&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Impossible&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--N Am--&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--S Am--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--E--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--Af--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;!--As--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Easy =&lt;br /&gt;
* 150% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most alien activity only raises panic by 1 if left unchecked&lt;br /&gt;
* Aliens use the Easy/Normal AI package, and aren&#039;t as numerous.&lt;br /&gt;
* XCOM soldiers have +1 bonus HP, starting with 6 instead of 5&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* The XCOM base starts with an Officer Training School&lt;br /&gt;
* Sectoids have their health reduced by 1 compared to Normal&lt;br /&gt;
* Thin Man aliens&#039; damage is reduced by 2, and their HP is reduced by 1 compared to Normal\&lt;br /&gt;
* Aliens use special abilities and throw grenades extremely infrequenly&lt;br /&gt;
&lt;br /&gt;
= Normal =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 0&lt;br /&gt;
* Most minor alien activity raises panic by 1 in left unchecked with some events doing up to 3&lt;br /&gt;
* Soldiers have no bonus hitpoints&lt;br /&gt;
* Soldiers cost $10&lt;br /&gt;
* 35 units of starting Power&lt;br /&gt;
* You receive officer training school&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 8 (1 per location)&lt;br /&gt;
* Unchecked alien activity causes at least 1 panic, but will often cause 2 or 3&lt;br /&gt;
* There are more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Chryssalids and Zombies recieve a +2 damage bonus, Muton berserkers receive a +1 damage bonus, all aliens that use ranged weapons receive a +10 Aim bonus, Mutons, Heavy Floaters, Drones, and Outsiders receive a +2 HP bonus, Sectoid Commanders and Cyberdiscs receive a +4 HP bonus, Sectoid Commanders and Ethereals receive a +25 Will bonus.&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -1 HP&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* X-Com HQ has 30 units of starting power&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
&lt;br /&gt;
= Impossible =&lt;br /&gt;
* 100% of monthly funds income&lt;br /&gt;
* Base global panic starts at 16 (2 per location)&lt;br /&gt;
* If unchecked alien activity causes at least 2 panic, but will often cause even more&lt;br /&gt;
* There are even more aliens per mission&lt;br /&gt;
* Aliens receive bonuses: Many aliens do 2 to 4 bonus damage, all aliens using ranged weapons have +10 Aim except the Outsider and Muton Elite who receive +20 Aim, all aliens have +10 Critical Chance, Outsiders can move 5 more tiles per turn than in Easy, Normal, or Classic, Sectoid Commanders, Ethereals, and the Uber Ethereal receive bonus Will, with the first two getting +35 and the latter getting +10, many aliens receive +10 bonus Defense, and most aliens receive 1 to 5 bonus HP&lt;br /&gt;
* Alien AI is unshackled&lt;br /&gt;
* Soldiers have -2 hitpoints&lt;br /&gt;
* Soldiers cost $15&lt;br /&gt;
* 30 units of Power at the start f the game&lt;br /&gt;
* No free Office Training School; a soldier must reach Sergeant to unlock the OTS base facility&lt;br /&gt;
* Aliens use special abilities frequently, and are 40 times more likely to throw grenades compared to Easy and Normal&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Skeleton_Key_(EU2012)&amp;diff=40216</id>
		<title>Skeleton Key (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Skeleton_Key_(EU2012)&amp;diff=40216"/>
		<updated>2012-10-23T12:10:12Z</updated>

		<summary type="html">&lt;p&gt;Luge: Created page with &amp;quot;The Skeleton key is an item built by the engineering group as a makeshift way of getting inside an Alien facility.  Only one is required, and it can be built once an captured Int...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Skeleton key is an item built by the engineering group as a makeshift way of getting inside an Alien facility.&lt;br /&gt;
&lt;br /&gt;
Only one is required, and it can be built once an captured Intruder is interrogated. This item is required in order to progress the storyline.&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Gray_Market_(EU2012)&amp;diff=40215</id>
		<title>Talk:Gray Market (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Gray_Market_(EU2012)&amp;diff=40215"/>
		<updated>2012-10-23T12:08:13Z</updated>

		<summary type="html">&lt;p&gt;Luge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Old Gray Market page has been superseded by the Alien Artifact page.  Should probably merge/rename these two somehow. ~ [[User:Drakalu|Drakalu]] 12:39, 19 October 2012 (EDT)&lt;br /&gt;
:Is it possible to sell any manufactured items at all, or only captured items? If only captured items can be sold, may as well merge with the Artifacts page. If manufactured items can be sold, I suppose that&#039;s a reason for this page to exist independently. [[User:Spike|Spike]] 15:17, 19 October 2012 (EDT)&lt;br /&gt;
:: No manufactured items can be sold. However there is some info on what to sell and what not to sell, this could be presented at this page. For example, I only think you ever need 4 Thin Man corpses for the MedKit upgrade, the rest can be sold as they cannot be used to anything useful. I have transcluded the Alien Artifact page into this one for better info on the Artefacts. --[[User:Kokkan|Kokkan]] 16:19, 19 October 2012 (EDT)&lt;br /&gt;
Can we please rename the last column to &amp;quot;Can be used to make...&amp;quot; as this makes more sense than the current text. I couldn&#039;t figure out how to do it myself. --[[User:Luge|Luge]] 08:08, 23 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=40205</id>
		<title>Arc Thrower (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&amp;diff=40205"/>
		<updated>2012-10-23T10:07:20Z</updated>

		<summary type="html">&lt;p&gt;Luge: Added that stunned aliens drop undamaged weapons, not fragments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Arc Thrower is used to retrieve live aliens for interrogation. It is also the only way to retrieve intact weapons from X-COM missions, as alien weapons explode into fragments when aliens die. The Arc Thrower can only be used at close range, and can only be fired twice per mission. The Arc Thrower has a better chance of working if the target is low-health.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
{{Ref Open | title = Arc Thrower}}&lt;br /&gt;
[[File:Arc_Thrower_(EU2012).png|right|340px]]&lt;br /&gt;
* &#039;&#039;&#039;Required Research&#039;&#039;&#039;: Arc Thrower (Accessed via Xeno-Biology)&lt;br /&gt;
* &#039;&#039;&#039;Cost&#039;&#039;&#039;: §35, 5 Engineers&lt;br /&gt;
* &#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Stun&#039;&#039;&#039;: Attempts to stun the target alien (2x / mission).&lt;br /&gt;
* &#039;&#039;&#039;Foundry Upgrades&#039;&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Improved Arc Thrower&#039;&#039;&#039;: Increased stun chance at 6 HP or below (up from 3).&lt;br /&gt;
** &#039;&#039;&#039;Repair SHIVs&#039;&#039;&#039;: Allows Arc Thrower to repair friendly SHIVs. &lt;br /&gt;
** &#039;&#039;&#039;???&#039;&#039;&#039;: Can attempt to take control of an enemy [[Alien Life Forms (EU2012)#Drone|Drone]] (similar to mind control).&lt;br /&gt;
&#039;&#039;The Arc Thrower is a non-lethal sidearm designed to stun hostile targets.  The mechanism seems to be most effective against weakened enemies.&#039;&#039;&lt;br /&gt;
{{Ref Close | source = XCOM: Enemy Unknown (2012)}} &lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
* The Arc Thrower has a better chance of working if the target has 3 or fewer health remaining (6 with Foundry upgrade).&lt;br /&gt;
* Given the close range, a Support class soldier with [[Classes_(EU2012)#Support|Sprinter]] is a fairly good candidate for packing the Arc Thrower. &lt;br /&gt;
* Alternatively, an Assault class soldier with [[Classes_(EU2012)#Assault|Lightning Reflexes]] is another good candidate for the Arc Thrower as they can avoid the first overwatch shot of the target.&lt;br /&gt;
* To ensure you don&#039;t lose soldiers because of a failed stun attempt, try stunning the alien using at least two people in one turn or have another soldier with a clear line of sight that can take out the target if the attempt fails. &lt;br /&gt;
* Note that the Arc Thrower does not affect robotic enemies or Chryssalids.&lt;br /&gt;
* If you have a sniper with the &#039;Disable Weapon&#039; skill, you can make the stun much safer on the approach, and should the stun attempt fail the enemy will be unable to return fire on their next turn.&lt;br /&gt;
* Use of Suppression Fire is a good way to keep a wounded enemy immobile and without shooting, while your Arc Thrower soldier approaches.&lt;br /&gt;
* Aliens taken down using the Arc Thrower will not drop their weapons into fragments. Instead, the weapon is recovered in working condition and will appear in the X-Com base inventory (although it still need to be researched the before soldiers can use it).&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Luge</name></author>
	</entry>
</feed>