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		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=46587</id>
		<title>Murphy&#039;s Laws (X-COM)</title>
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		<updated>2013-06-25T21:43:52Z</updated>

		<summary type="html">&lt;p&gt;Macdjord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Battlescape|Battlescape (UFO Defense)]]==&lt;br /&gt;
===[[Soldiers]]===&lt;br /&gt;
*If a soldier can miss, he will.&lt;br /&gt;
*If a soldier can panic, he will.&lt;br /&gt;
**If he is holding a primed [[Proximity Grenade]], he will drop it and start running.&lt;br /&gt;
**If he is holding any other primed explosive, he will drop it and stay right there.&lt;br /&gt;
**If he is holding something else, he will drop it and run right next to an alien.&lt;br /&gt;
*The probability of a soldier getting MCed is proportional to the lethality of the weapons he is carrying.&lt;br /&gt;
*The probability of a soldier going berserk is proportional to the number of friendly units he can hit from where he&#039;s standing.&lt;br /&gt;
*Your troops invariably display better accuracy and reactions when mind controlled than they do under your own orders.&lt;br /&gt;
**The opposite is true when you mind control an alien.&lt;br /&gt;
*The soldier you gave your shiny new heavy weapon to will turn out to have shitty Psi Strength and/or Morale. You will discover this the hard way.&lt;br /&gt;
*If a soldier has a [[Rocket Launcher]], he will get MCed while still in the craft.&lt;br /&gt;
*Your first unit out is always shot down.&lt;br /&gt;
**Your first unit out is always your commander.&lt;br /&gt;
*A wounded soldier will always die just before you find the last alien.&lt;br /&gt;
*As soon as you get better armor, the aliens get better weapons.&lt;br /&gt;
*[[Electroflare|Flares]] will always land where they cannot be picked up.&lt;br /&gt;
*If your base is attacked, you will always get [[Electroflare|flares]] instead of [[Heavy Plasma|Heavy Plasmas]].&lt;br /&gt;
*You will always end up short 1 TU for the action you wanted to do.&lt;br /&gt;
*If there is a single square where an alien grenade can hit all your soldiers at once, that is the square it will land in.&lt;br /&gt;
*The soldiers with the worst stats will always be the first to get promoted.&lt;br /&gt;
**When you build the [[Psi Lab]], you will always discover that your highly-trained officers are psi weaklings.&lt;br /&gt;
*On [[Ethereal]] [[Terror_Mission|Terror Missions]], you will always get the maximum number of [[Sectopod|Sectopods]] possible.&lt;br /&gt;
*When you have finally perfected the art of UFO assaults - [[Initial_Deployment|safe initial deployment]], proper [[Scouting|scout]] and [[Sweeping_the_Battlescape|sweep]] tactics, [[UFO_Ground_Assault#Breaching_UFOs|correct breaching methods]] - that will be the mission an enemy commander shows up with a [[Blaster_Launcher|Blaster Launcher]] and nukes your entire team while it&#039;s still on the [[Skyranger]]&lt;br /&gt;
&lt;br /&gt;
===[[Civilian|Civilians]]===&lt;br /&gt;
*If a civilian sees a fire, he will run into it.&lt;br /&gt;
*If a civilian sees an alien, he will move right next to it.&lt;br /&gt;
*If a civilian can block your line of fire on an alien, he will do so.&lt;br /&gt;
*Civilians are attracted by armed proximity grenades.&lt;br /&gt;
*Civilians inevitably block the doorway you need to use right before you get there.&lt;br /&gt;
*If a civilian is near an alien, any attempt to save him by shooting the alien will hit the civilian instead.&lt;br /&gt;
&lt;br /&gt;
===[[Alien Life Forms|Aliens]]===&lt;br /&gt;
*If an alien can hit, it will.&lt;br /&gt;
*If an alien tries to MC you, it will always succeed.&lt;br /&gt;
*Alien commanders will always kill themselves (with their [[Blaster_Launcher|Blaster Launchers]]) when you&#039;re on track to capture them .&lt;br /&gt;
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier.&lt;br /&gt;
**You never want to know the answer to &amp;quot;Why did the Chryssalid cross the road?&amp;quot;.&lt;br /&gt;
*If a dieing [[Cyberdisc]] can blow up one of your men, it will.&lt;br /&gt;
*Unconscious aliens with melee attacks will wake up when you least expect them to.&lt;br /&gt;
*If you open a door and turn left, the aliens will all be on the right.&lt;br /&gt;
*Aliens are smarter than they look.&lt;br /&gt;
&lt;br /&gt;
==[[Geoscape|Geoscape (UFO Defense)]]==&lt;br /&gt;
*When you need money the most, your funders will sign treaties with the aliens.&lt;br /&gt;
**The first country to drop funding is always the one that gave the most money.&lt;br /&gt;
*As soon as you get a new base built, it will be attacked.&lt;br /&gt;
**As soon as you get a new base fully equipped and operational, UFO activity in that area will drop to zero.&lt;br /&gt;
*If your fully developed base with 12 [[Missile_Defences|Missile Defences]] is successfully weathering a [[Alien_Retaliation|retaliation mission]] every couple days, the 1-in-30 battleship that makes it through will inevitably do so when all your experienced soldiers are out on missions.&lt;br /&gt;
*The more money you&#039;ve saved, the higher the chance the aliens will do something that forces you to waste it.&lt;br /&gt;
**The amount of money you lose is proportional to how badly you need whatever you were saving up for.&lt;br /&gt;
*[[Alien Terror|Terror sites]] always appear at night.&lt;br /&gt;
*If there is one tiny lake in the middle of 100 km of dry land, your [[Interceptor|Interceptors]] will inevitably shoot the UFO down over that exact spot.&lt;br /&gt;
*The chance that a crashed UFO&#039;s [[Elerium]] survived is proportional to how much you already have stockpiled.&lt;br /&gt;
*Landed UFO&#039;s will always take off before you can get to them.&lt;br /&gt;
**Unless they&#039;re filled with a species of alien you aren&#039;t equipped to deal with, in which case they will stick around forever.&lt;br /&gt;
*UFO&#039;s will always arrive while your [[Skyranger]] is refueling from a two day patrol.&lt;br /&gt;
*If you have forgotten to save the game for at least 3 missions, the game will crash.&lt;br /&gt;
**The game will always crash when it is the least convenient.&lt;br /&gt;
*If your craft is carrying no [[Electroflare|flares]] whatsoever, it will inevitably arrive five minutes after nightfall.&lt;br /&gt;
**If you&#039;ve wasted half your [[Managing_the_Item_Limit|80-item limit]] on [[Electroflare|flares]] and incendiary ammo, you will arrive at high noon.&lt;br /&gt;
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]].&lt;br /&gt;
&lt;br /&gt;
==[[Cityscape (Apocalypse)]]==&lt;br /&gt;
*If you&#039;re almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.&lt;br /&gt;
*The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.&lt;br /&gt;
*UFOs carrying infiltrators always spawn at the gate you don&#039;t have covered.&lt;br /&gt;
*Griffon AFV is tough. The road under it is not. The tracks are just for show.&lt;br /&gt;
*There are only two types of vehicles that are always in abundance on the market. Blazer bikes and Stormdogs.&lt;br /&gt;
*While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.&lt;br /&gt;
*Megapol is useless. &lt;br /&gt;
**Transtellar is annoying.&lt;br /&gt;
***Everyone else is both annoying and useless.&lt;br /&gt;
*Government&#039;s weekly paycheck,after paying the overhead, will buy you a Lawpistol clip. Maybe two.&lt;br /&gt;
*If your base is in a slum, a single stray shot from a light disruptor will destroy it all.&lt;br /&gt;
**If your base is in a warehouse, said stray shot will still hit the tile with your agents&lt;br /&gt;
*Hoverbike swarm is a good idea. Too bad they&#039;ll all get shot down anyway because of sheer dumb luck on the aliens&#039; part.&lt;br /&gt;
*Research will always be completed right after when you needed it the most.&lt;br /&gt;
*After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.&lt;br /&gt;
*The Overspawn will coincidentally be dropped right at your doorstep.&lt;br /&gt;
*The Overspawn will never, EVER get hurt from falling debris. Unless you drop the said debris and level half of the city with it.&lt;br /&gt;
*People Tubes can collapse from an angry glare or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&lt;br /&gt;
*Your very first invasion of the Alien Dimension will require an hour&#039;s savescumming to get it right without being reduced to scrap metal.&lt;br /&gt;
*You WILL forget to not to move the XCOM craft when you succeed in destroying an alien building, killing everyone in the process.&lt;br /&gt;
&lt;br /&gt;
==[[Battlescape Overview (Apocalypse)|Battlescape (Apocalypse)]]==&lt;br /&gt;
*If your base is raided, there will be as few of your agents spawning as possible.&lt;br /&gt;
**Said agents will spawn as far away from the access lift as possible.&lt;br /&gt;
***Guess where the scientists will appear.&lt;br /&gt;
*If you&#039;re raiding a building, there will always be a retard with a heavy launcher.&lt;br /&gt;
**Despite your best efforts, he will manage to fire at least one missile.&lt;br /&gt;
***And he will do so even if you&#039;re breathing in his face.&lt;br /&gt;
****There is no way to avoid the missile and injuries or casualties from it.&lt;br /&gt;
*****Even if you somehow actually manage to avoid the missile, it&#039;ll bring down the building on you.&lt;br /&gt;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies you came here for.&lt;br /&gt;
*If an agent in a squad gets attacked by a brainsucker, the rest of the squad won&#039;t hit it at point blank range.&lt;br /&gt;
**Or they&#039;ll fire a missile launcher. Guess the results.&lt;br /&gt;
*If you turn around the corner where you think that last alien is hiding, it&#039;ll turn out to be half a dozen of Anthropods. All armed to the teeth.&lt;br /&gt;
*Berserking agent will cause more chaos and destruction than all of your other agents put together. And it won&#039;t be directed at the enemy.&lt;br /&gt;
*If someone throws a Boomeroid at an agent, he&#039;ll try to run away from it.&lt;br /&gt;
**Because it will always turn out that you forgot to set him to aggressive mode.&lt;br /&gt;
*If you try to capture a Megaspawn, he&#039;ll die before you can stun it.&lt;br /&gt;
*You&#039;d wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.&lt;br /&gt;
*You&#039;ll encounter cloaked and flying Skeletoids much more often than you&#039;d like to.&lt;br /&gt;
*Good stuff always comes too late.&lt;br /&gt;
*Psi attacks are only successful when they&#039;re not necessary.&lt;br /&gt;
*Dynamic music always ignores what you&#039;re actually doing.&lt;br /&gt;
*That agent you sent to scout ahead will always be the one without a motion scanner.&lt;br /&gt;
*Every raid is a horrible decision between property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Strategic (Enemy Unknown)]]==&lt;br /&gt;
*When you need §§§ the most, the US and Russia (which you have satellite coverage over) will pull out of the XCOM project.&lt;br /&gt;
*Your satellites will always be available one day too late to prevent a country from withdrawing.&lt;br /&gt;
**Even if it shows up before &amp;quot;Council Report&amp;quot; on the event list.&lt;br /&gt;
*When you do have satellites available, you will never have enough Satellite Uplink/Nexus space for them.&lt;br /&gt;
*When you do have Satellite Uplink/Nexus, you will never have enough satellites.&lt;br /&gt;
*If you have one more satellite to go before getting a continent&#039;s bonus, that last country will pull out of the XCOM project.&lt;br /&gt;
**The one continent&#039;s bonus you don&#039;t want to get? The aliens will ignore that continent.&lt;br /&gt;
*You will always be at least §1 short of buying the next level of armor/weapons for all your troops.&lt;br /&gt;
*If a Colonel can be checked for having the Psi gift, he won&#039;t have it.&lt;br /&gt;
*If a Rookie can be checked for having the Psi gift, he will.&lt;br /&gt;
*Your interceptor will always lose contact 0.1 seconds before the enemy UFO is destroyed.&lt;br /&gt;
*Your interceptor will blow up one round of fire exchange after you press the Abort button.&lt;br /&gt;
*Your interceptor will miss every shot.&lt;br /&gt;
**The UFO will have perfect aim and land every single hit.&lt;br /&gt;
***After an interceptor lands a few hits on a Supply Barge it&#039;s shot down. So you sortie another interceptor and it&#039;s shot down/loses contact without hitting the damaged UFO even once. &lt;br /&gt;
*Just a bit more than a day from getting your Colonel out of the medbay? Time for a Terror Mission!&lt;br /&gt;
*Just a bit less than a day from getting your Colonel out of the medbay? Time for a Terror Mission!&lt;br /&gt;
**Fast forwarding will result in the Terror Mission succeeding for the aliens before you can react to your Colonel getting out of the medbay.&lt;br /&gt;
*Just a bit more than a day before your latest and greatest research completes? Time for a Terror Mission!&lt;br /&gt;
*Any other time it&#039;s inconvenient? Time for a Terror Mission!&lt;br /&gt;
**Followed by abductions less than 24 hours later.&lt;br /&gt;
***Followed by a council mission less than 24 hours later.&lt;br /&gt;
****Followed by a Battleship coming to destroy your satellite less than 24 hours later.&lt;br /&gt;
*Steam vents will be placed in inconvenient locations.&lt;br /&gt;
**Second floor steam vents will block your 2x2 Satellite Uplink block.&lt;br /&gt;
***The remaining steam vents will be on the 4th floor.&lt;br /&gt;
****In the corner.&lt;br /&gt;
*****Behind 3 solid squares of rock.&lt;br /&gt;
*Research or Foundry upgrades will be completed one day after a critical mission appears.&lt;br /&gt;
*The only way you can afford the next item or facility you need, is to sell materials on the grey market.&lt;br /&gt;
**Specifically, just enough to not have the materials left to build it.&lt;br /&gt;
*When the option to start researching the various Plasma Weapons becomes available, you will not have enough Weapon Fragments.&lt;br /&gt;
**Heavy Floaters will also start appearing on your next mission.&lt;br /&gt;
**You&#039;ll also be trying to research the Firestorm.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==&lt;br /&gt;
*If a soldier&#039;s chance to hit is &amp;lt;99%, he will miss.&lt;br /&gt;
*If a soldier&#039;s chance to hit is 100%, he won&#039;t do enough damage to kill the alien.&lt;br /&gt;
**If a soldier&#039;s chance to hit is 100%, the game will glitch and turn that full-face Alloy Cannon blast into a spray of harmless confetti. &lt;br /&gt;
*If a soldier&#039;s a heavy, he/she is going to have terrible accuracy.&lt;br /&gt;
**The range and blast radius of a heavy&#039;s rocket launcher will be a few tiles away from the nearest alien. &lt;br /&gt;
***Your heavy will never be in range to fire off a rocket.  &lt;br /&gt;
*If a soldier&#039;s a sniper, he/she is going to have terrible accuracy FOR MOST OF THE GAME.&lt;br /&gt;
**A sniper will have squad sight on either a heavily wooded UFO crash/landing sight or a Terror Mission with one or two buildings that cover the entire map.&lt;br /&gt;
*If a soldier&#039;s an assault, he/she is going to have terrible accuracy EVEN AT POINT BLANK RANGE.&lt;br /&gt;
**If you activate Rapid Fire, both shots will miss a point blank Sectopod (Who has only eight health bars left) despite the second shot&#039;s hit chance being 85%. &lt;br /&gt;
*If a soldier&#039;s a support, he/she is going to have terrible accuracy WITH ANYTHING BUT A S.C.O.P.E. AND A LIGHT PLASMA RIFLE. &lt;br /&gt;
*If an alien&#039;s chance to hit is &amp;gt;1%, he will hit.&lt;br /&gt;
**If an alien&#039;s chance to hit is &amp;lt;1%, he will destroy your full cover. &lt;br /&gt;
*If an alien&#039;s mind control chance is &amp;gt;1%, it will work.&lt;br /&gt;
*When aiming at an Ethereal with the last shot of your turn, it will reflect it.&lt;br /&gt;
**&#039;&#039;Especially&#039;&#039; if that soldier has only 1 HP.&lt;br /&gt;
*If the vehicle that your soldier is dashing to for cover can be set on fire, it will be.&lt;br /&gt;
**That is, if the soldier survives the alien Overwatch shot that will set the vehicle on fire. &lt;br /&gt;
***If so, then the vehicle&#039;s explosion will finish him/her off. &lt;br /&gt;
*Your soldier will always have the exact amount of health for a vehicle to blow him up.&lt;br /&gt;
*You will always reveal new enemies on your last move of the turn.&lt;br /&gt;
**Who will then take up flanking positions behind anyone who dashed.&lt;br /&gt;
*The more soldiers who perform an Overwatch reaction shot against a single alien, the more likely they will all miss.&lt;br /&gt;
**Soldiers who hit the alien will barely kill the alien.&lt;br /&gt;
***The alien, in turn, will kill your highest-ranking soldier.&lt;br /&gt;
****After killing the highest-ranking soldier, the other aliens will come in and mop everyone else up.&lt;br /&gt;
*When you have your whole squad on overwatch they will all shoot one floater.&lt;br /&gt;
**And then all die to his Chryssalid buddy.&lt;br /&gt;
*Your Revive spec medic will always be the one critically wounded.&lt;br /&gt;
*When trying to capture a commander with one stunner, he will be the one MCed,&lt;br /&gt;
*Aliens will always hit soldier&#039;s hunkering down behind high cover.&lt;br /&gt;
**The alien will do just enough damage to not kill him, but to cause him to panic.&lt;br /&gt;
***The panicking soldier will kill a soldier and start a panic chain.&lt;br /&gt;
*Smoke grenades will always improve alien accuracy.&lt;br /&gt;
**Mutons and Floaters will always throw grenades into smoke. &lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**Soldiers that panic will aim for the highest ranking officer he can see.&lt;br /&gt;
***Even behind high cover, on a higher elevation, and covered by a smoke grenade, a panicking rookie will still be able to kill the &amp;quot;protected&amp;quot; Colonel.&lt;br /&gt;
*Rockets will always fly off target.&lt;br /&gt;
**ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.&lt;br /&gt;
***At a gas station&lt;br /&gt;
****Then everything will explode&lt;br /&gt;
***** Then everything will explode and everyone will panic&lt;br /&gt;
******Even your SHIVs&lt;br /&gt;
*******And they will shoot your highest-ranked soldier&lt;br /&gt;
********And he will die&lt;br /&gt;
*********He will also have the psionic gift&lt;br /&gt;
**********He also has one of the highest starting and leveling Will/Aim scores you ever got, in any playthrough.&lt;br /&gt;
***********Had.&lt;br /&gt;
*Aliens will position themselves right outside the radius of a grenade throw.&lt;br /&gt;
**If a grenade can clip through and explode harmlessly under ground while you are trying to aim it, it will.&lt;br /&gt;
*When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will not be with you.&lt;br /&gt;
**When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will miss every shot. &lt;br /&gt;
*When it is time to face Muton Elites, your psionics will not be with you.&lt;br /&gt;
*Your soldiers are always one grid point away from moving to safely flank an alien.&lt;br /&gt;
*When a large UFO lands and you assault with your elite squad you will fight 3 Floaters, 3 Sectoids and a Sectoid Commander.&lt;br /&gt;
*When a moderate alien abduction comes up and you assault with a squad comprised of your Col. Sniper, squaddies, and rookies for training purposes, you will fight 9 Mutons (who will each throw their grenades asap), a Cyberdisc, and 2 Drones you just can&#039;t seem to hit.&lt;br /&gt;
*Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.&lt;br /&gt;
*You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster.  But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.&lt;br /&gt;
*The Overseer will only appear when you have no Firestorms.&lt;br /&gt;
**When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in&lt;br /&gt;
*Your MCed alien will always run out of usable turns before they can bust the asses off of some of their little alien friends.&lt;br /&gt;
**ALWAYS&lt;br /&gt;
***Especially on the final mission of the entire game.&lt;br /&gt;
*MCed aliens will always activate no less than two squads that were just behind them.&lt;br /&gt;
*Your sniper with Snap Shot will never be useful for anything, ever.&lt;br /&gt;
*Your sniper with Squadsight will never be in a good position.&lt;br /&gt;
*The alien with a grenade will go first. He will toss the grenade , without moving, negating any troopers on Overwatch, and removing cover from you forward trooper.&lt;br /&gt;
**Next alien will kill your now-exposed trooper.&lt;br /&gt;
***You will then have to wait 2-3 minutes for the other 9 or so Aliens to take their turn and batter your remaining troops.&lt;br /&gt;
****Also, it&#039;s been 5 rounds since you last saved.&lt;br /&gt;
*The range for a soldier flying with Archangel Armor will always be &amp;quot;One less than it takes to get into cover, or out of range.&amp;quot;&lt;br /&gt;
*On a Battleship raid, there will always be one alien that runs away, forcing you to have to chase them down.&lt;br /&gt;
**Backwards.&lt;br /&gt;
*The game has no problem sending and activating every alien squad in an Abductor or Supply Barge at you in 1 turn.&lt;br /&gt;
**If not, that&#039;s because the high-level alien squad somehow noticed you from the other side of the ship.&lt;br /&gt;
*The council mission reward will always be either what you don&#039;t need, or not enough of what you do.&lt;br /&gt;
*When fighting Thin Men, you will always activate 2 squads at a time.&lt;br /&gt;
*When fighting Floaters, they will always Launch to flank just tiles away from your Sniper. No soldier will be close enough to help her.&lt;br /&gt;
*When fighting Mutons, you will activate a squad &#039;&#039;after&#039;&#039; you have finished moving at least two soldiers. Who you placed right next to each other.&lt;br /&gt;
**If you think two soldiers were just far enough apart to not both be hit by 1 grenade: turns out they weren&#039;t.&lt;br /&gt;
***Both of their cover is now gone, fyi.&lt;br /&gt;
*When fighting Chryssalids, they will always be at least close enough to hit your soldiers from a diagonal tile, if not closer.&lt;br /&gt;
*When fighting Cyberdiscs, when they are open, your hardest-hitting soldier will not be able to attack them.&lt;br /&gt;
**Because it opened up to kill said soldier in the previous turn.&lt;br /&gt;
*When fighting Sectopods, the answer to &amp;quot;Which soldier are they going to fire at?&amp;quot; The answer is always &amp;quot;the one taking cover behind something explosive.&amp;quot;&lt;br /&gt;
**On the rare chance that it&#039;s Chest Cannon misses, the shot will still hit something explosive.&lt;br /&gt;
***Specifically, something that another soldier is taking cover behind.&lt;br /&gt;
****Whom it will then fire upon.&lt;br /&gt;
*When fighting a Sectopod, after your two troops have been battered by both Chest Cannon blasts despite being behind full cover and in the middle of a smoke grenade cloud, one moves and triggers a Reaction Shot.&lt;br /&gt;
*When fighting an Ethereal, it will either:&lt;br /&gt;
**Be in a different room than usual.&lt;br /&gt;
**Become activated when you pass within 10 feet of the door.&lt;br /&gt;
**Become activated when your last turn is to MC an Elite Muton or Heavy Floater that would be flanking it&#039;s buddies.&lt;br /&gt;
***Which it will then immediately kill.&lt;br /&gt;
*Your first shot with a shiny new weapon will miss.&lt;br /&gt;
*Despite kickstands being visible on several weapons, your soldiers do not seem to recognise their existence for steadying and making more accurate shots.&lt;br /&gt;
*Have Frag Grenades? Any aliens in range will have four HP left.&lt;br /&gt;
**Alien Grenades or Mind Fray? Six.&lt;br /&gt;
***And it will be your only viable action: any attempts at firing a gun will miss.&lt;br /&gt;
*Your Support with Sprint and a Skeleton Suit or Ghost Armor will always be one movement short of saving a civilian.&lt;br /&gt;
*Your soldier will make a crazy-ass, low-percentage, gun-pointing-the-wrong-way-for-some-reason Overwatch shot with your currently-most powerful weapon.... on a wounded Sectoid.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Macdjord</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=46569</id>
		<title>Murphy&#039;s Laws (X-COM)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&amp;diff=46569"/>
		<updated>2013-06-18T20:30:37Z</updated>

		<summary type="html">&lt;p&gt;Macdjord: Reworked both Enemy Unknown (1994) sections to sound more like the original Murphey&amp;#039;s Laws of Combat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Battlescape|Battlescape (UFO Defense)]]==&lt;br /&gt;
===[[Soldiers]]===&lt;br /&gt;
*If a soldier can miss, he will.&lt;br /&gt;
*If a soldier can panic, he will.&lt;br /&gt;
**If he is holding a primed [[Proximity Grenade]], he will drop it and start running.&lt;br /&gt;
**If he is holding any other primed explosive, he will drop it and stay right there.&lt;br /&gt;
**If he is holding something else, he will drop it and run right next to an alien.&lt;br /&gt;
*The probability of a soldier getting MCed is proportional to the lethality of the weapons he is carrying.&lt;br /&gt;
*The probability of a soldier going berserk is proportional to the number of friendly units he can hit from where he&#039;s standing.&lt;br /&gt;
*Your troops invariably display better accuracy and reactions when mind controlled than they do under your own orders.&lt;br /&gt;
**The opposite is true when you mind control an alien.&lt;br /&gt;
*The soldier you gave your shiny new heavy weapon to will turn out to have shitty Psi Strength and/or Morale. You will discover this the hard way.&lt;br /&gt;
*If a soldier has a [[Rocket Launcher]], he will get MCed while still in the craft.&lt;br /&gt;
*Your first unit out is always shot down.&lt;br /&gt;
**Your first unit out is always your commander.&lt;br /&gt;
*A wounded soldier will always die just before you find the last alien.&lt;br /&gt;
*As soon as you get better armor, the aliens get better weapons.&lt;br /&gt;
*[[Electroflare|Flares]] will always land where they cannot be picked up.&lt;br /&gt;
*If your base is attacked, you will always get [[Electroflare|flares]] instead of [[Heavy Plasma|Heavy Plasmas]].&lt;br /&gt;
*You will always end up short 1 TU for the action you wanted to do.&lt;br /&gt;
*If there is a single square where an alien grenade can hit all your soldiers at once, that is the square it will land in.&lt;br /&gt;
*The soldiers with the worst stats will always be the first to get promoted.&lt;br /&gt;
**When you build the [[Psi Lab]], you will always discover that your highly-trained officers are psi weaklings.&lt;br /&gt;
*On [[Ethereal]] [[Terror_Mission|Terror Missions]], you will always get as many [[Sectopod|Sectopods]] as possible.&lt;br /&gt;
*When you have finally perfected the art of UFO assaults - [[Initial_Deployment|safe initial deployment]], proper [[Scouting|scout]] and [[Sweeping_the_Battlescape|sweep]] tactics, [[UFO_Ground_Assault#Breaching_UFOs|correct breaching methods]] - that will be the mission an enemy commander shows up with a [[Blaster_Launcher|Blaster Launcher]]&lt;br /&gt;
&lt;br /&gt;
===[[Civilian|Civilians]]===&lt;br /&gt;
*If a civilian sees a fire, he will run into it.&lt;br /&gt;
*If a civilian sees an alien, he will move right next to it.&lt;br /&gt;
*If a civilian can block your line of fire on an alien, he will do so.&lt;br /&gt;
*Civilians are attracted to armed proximity grenades.&lt;br /&gt;
*Civilians inevitably block the doorway you need to use right before you get there.&lt;br /&gt;
*If a civilian is near an alien, any attempt to save him by shooting the alien will hit the civilian instead.&lt;br /&gt;
&lt;br /&gt;
===[[Alien Life Forms|Aliens]]===&lt;br /&gt;
*If an alien can hit, it will.&lt;br /&gt;
*If an alien tries to MC you, it will always succeed.&lt;br /&gt;
*Alien commanders will always kill themselves (with their [[Blaster_Launcher|Blaster Launchers]]) when you&#039;re on track to capture them .&lt;br /&gt;
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier.&lt;br /&gt;
**You never want to know the answer to &amp;quot;Why did the Chryssalid cross the road?&amp;quot;.&lt;br /&gt;
*If a dieing [[Cyberdisc]] can explode on one of your men, it will.&lt;br /&gt;
*Unconscious aliens with melee attacks will wake up when you least expect them to.&lt;br /&gt;
*If you opened a door and turned left, the aliens are all on the right.&lt;br /&gt;
*Aliens are smarter than they look.&lt;br /&gt;
&lt;br /&gt;
==[[Geoscape|Geoscape (UFO Defense)]]==&lt;br /&gt;
*When you need money the most, your funders will sign treaties with the aliens.&lt;br /&gt;
**The first country to drop funding is always the one that gave the most money.&lt;br /&gt;
*As soon as you get a new base built, it will be attacked.&lt;br /&gt;
**As soon as you get a new base fully equipped and operational, UFO activity in that area will drop to zero.&lt;br /&gt;
*If your fully developed base with 12 [[Missile_Defences|Missile Defences]] is successfully weathering a [[Alien_Retaliation|retaliation mission]] every couple days, the 1-in-30 battleship that makes it through will inevitably do so when all your experienced soldiers are out on missions.&lt;br /&gt;
*The more money you&#039;ve saved, the higher the chance the aliens will do something that forces you to waste it.&lt;br /&gt;
**The amount of money you lose is proportional to how badly you need whatever you were saving up for.&lt;br /&gt;
*[[Alien Terror|Terror sites]] always appear at night.&lt;br /&gt;
*If there is one tiny lake in the middle of 100 km of dry land, your [[Interceptor|Interceptors]] will inevitably shoot the UFO down over that exact spot.&lt;br /&gt;
*The chance that a crashed UFO&#039;s [[Elerium]] survived is inversely proportional to how badly you need some.&lt;br /&gt;
*Landed UFO&#039;s will always take off before you can get to them.&lt;br /&gt;
**Unless they&#039;re filled with the one species of alien you aren&#039;t equipped to deal with, in which case they will stick around forever.&lt;br /&gt;
*UFO&#039;s will always arrive while your [[Skyranger]] is refueling from a two day patrol.&lt;br /&gt;
*If you have forgotten to save the game for at least 3 missions, the game will crash.&lt;br /&gt;
**The game will always crash when it is the least convenient.&lt;br /&gt;
*If your craft is carrying no [[Electroflare|flares]] whatsoever, it will inevitably arrive five minutes after nightfall.&lt;br /&gt;
**If you&#039;ve wasted half your [[Managing_the_Item_Limit|80-item limit]] on [[Electroflare|flares]] and incendiary ammo, you will arrive at high noon.&lt;br /&gt;
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]].&lt;br /&gt;
&lt;br /&gt;
==[[Cityscape (Apocalypse)]]==&lt;br /&gt;
*If you&#039;re almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.&lt;br /&gt;
*The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.&lt;br /&gt;
*UFOs carrying infiltrators always spawn at the gate you don&#039;t have covered.&lt;br /&gt;
*Griffon AFV is tough. The road under it is not. The tracks are just for show.&lt;br /&gt;
*There are only two types of vehicles that are always in abundance on the market. Blazer bikes and Stormdogs.&lt;br /&gt;
*While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.&lt;br /&gt;
*Megapol is useless. &lt;br /&gt;
**Transtellar is annoying.&lt;br /&gt;
***Everyone else is both annoying and useless.&lt;br /&gt;
*Government&#039;s weekly paycheck,after paying the overhead, will buy you a Lawpistol clip. Maybe two.&lt;br /&gt;
*If your base is in a slum, a single stray shot from a light disruptor will destroy it all.&lt;br /&gt;
**If your base is in a warehouse, said stray shot will still hit the tile with your agents&lt;br /&gt;
*Hoverbike swarm is a good idea. Too bad they&#039;ll all get shot down anyway because of sheer dumb luck on the aliens&#039; part.&lt;br /&gt;
*Research will always be completed right after when you needed it the most.&lt;br /&gt;
*After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.&lt;br /&gt;
*The Overspawn will coincidentally be dropped right at your doorstep.&lt;br /&gt;
*The Overspawn will never, EVER get hurt from falling debris. Unless you drop the said debris and level half of the city with it.&lt;br /&gt;
*People Tubes can collapse from an angry glare or a single bullet.&lt;br /&gt;
*You&#039;re the only one who has a problem with the aliens. Every other corp has them on neutral.&lt;br /&gt;
*Subversion attacks WILL succeed, 100%.&lt;br /&gt;
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.At least it just needs to appear at the dimension just once to start the infiltration.&lt;br /&gt;
*Your very first invasion of the Alien Dimension will require an hour&#039;s savescumming to get it right without being reduced to scrap metal.&lt;br /&gt;
*You WILL forget to not to move the XCOM craft when you succeed in destroying an alien building, killing everyone in the process.&lt;br /&gt;
&lt;br /&gt;
==[[Battlescape Overview (Apocalypse)|Battlescape (Apocalypse)]]==&lt;br /&gt;
*If your base is raided, there will be as few of your agents spawning as possible.&lt;br /&gt;
**Said agents will spawn as far away from the access lift as possible.&lt;br /&gt;
***Guess where the scientists will appear.&lt;br /&gt;
*If you&#039;re raiding a building, there will always be a retard with a heavy launcher.&lt;br /&gt;
**Despite your best efforts, he will manage to fire at least one missile.&lt;br /&gt;
***And he will do so even if you&#039;re breathing in his face.&lt;br /&gt;
****There is no way to avoid the missile and injuries or casualties from it.&lt;br /&gt;
*****Even if you somehow actually manage to avoid the missile, it&#039;ll bring down the building on you.&lt;br /&gt;
*That stupid grenade will go off at the cultist corpses and destroy all the goodies you came here for.&lt;br /&gt;
*If an agent in a squad gets attacked by a brainsucker, the rest of the squad won&#039;t hit it at point blank range.&lt;br /&gt;
**Or they&#039;ll fire a missile launcher. Guess the results.&lt;br /&gt;
*If you turn around the corner where you think that last alien is hiding, it&#039;ll turn out to be half a dozen of Anthropods. All armed to the teeth.&lt;br /&gt;
*Berserking agent will cause more chaos and destruction than all of your other agents put together. And it won&#039;t be directed at the enemy.&lt;br /&gt;
*If someone throws a Boomeroid at an agent, he&#039;ll try to run away from it.&lt;br /&gt;
**Because it will always turn out that you forgot to set him to aggressive mode.&lt;br /&gt;
*If you try to capture a Megaspawn, he&#039;ll die before you can stun it.&lt;br /&gt;
*You&#039;d wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.&lt;br /&gt;
*You&#039;ll encounter cloaked and flying Skeletoids much more often than you&#039;d like to.&lt;br /&gt;
*Good stuff always comes too late.&lt;br /&gt;
*Psi attacks are only successful when they&#039;re not necessary.&lt;br /&gt;
*Dynamic music always ignores what you&#039;re actually doing.&lt;br /&gt;
*That agent you sent to scout ahead will always be the one without a motion scanner.&lt;br /&gt;
*Every raid is a horrible decision between property damage and greed. Either way, you lose.&lt;br /&gt;
*The agent with a Mind Bender won&#039;t see the enemy until he&#039;s standing right next to it.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Strategic (Enemy Unknown)]]==&lt;br /&gt;
*When you need §§§ the most, the US and Russia (which you have satellite coverage over) will pull out of the XCOM project.&lt;br /&gt;
*Your satellites will always be available one day too late to prevent a country from withdrawing.&lt;br /&gt;
**Even if it shows up before &amp;quot;Council Report&amp;quot; on the event list.&lt;br /&gt;
*When you do have satellites available, you will never have enough Satellite Uplink/Nexus space for them.&lt;br /&gt;
*When you do have Satellite Uplink/Nexus, you will never have enough satellites.&lt;br /&gt;
*If you have one more satellite to go before getting a continent&#039;s bonus, that last country will pull out of the XCOM project.&lt;br /&gt;
**The one continent&#039;s bonus you don&#039;t want to get? The aliens will ignore that continent.&lt;br /&gt;
*You will always be at least §1 short of buying the next level of armor/weapons for all your troops.&lt;br /&gt;
*If a Colonel can be checked for having the Psi gift, he won&#039;t have it.&lt;br /&gt;
*If a Rookie can be checked for having the Psi gift, he will.&lt;br /&gt;
*Your interceptor will always lose contact 0.1 seconds before the enemy UFO is destroyed.&lt;br /&gt;
*Your interceptor will blow up one round of fire exchange after you press the Abort button.&lt;br /&gt;
*Your interceptor will miss every shot.&lt;br /&gt;
**The UFO will have perfect aim and land every single hit.&lt;br /&gt;
***After an interceptor lands a few hits on a Supply Barge it&#039;s shot down. So you sortie another interceptor and it&#039;s shot down/loses contact without hitting the damaged UFO even once. &lt;br /&gt;
*Just a bit more than a day from getting your Colonel out of the medbay? Time for a Terror Mission!&lt;br /&gt;
*Just a bit less than a day from getting your Colonel out of the medbay? Time for a Terror Mission!&lt;br /&gt;
**Fast forwarding will result in the Terror Mission succeeding for the aliens before you can react to your Colonel getting out of the medbay.&lt;br /&gt;
*Just a bit more than a day before your latest and greatest research completes? Time for a Terror Mission!&lt;br /&gt;
*Any other time it&#039;s inconvenient? Time for a Terror Mission!&lt;br /&gt;
**Followed by abductions less than 24 hours later.&lt;br /&gt;
***Followed by a council mission less than 24 hours later.&lt;br /&gt;
****Followed by a Battleship coming to destroy your satellite less than 24 hours later.&lt;br /&gt;
*Steam vents will be placed in inconvenient locations.&lt;br /&gt;
**Second floor steam vents will block your 2x2 Satellite Uplink block.&lt;br /&gt;
***The remaining steam vents will be on the 4th floor.&lt;br /&gt;
****In the corner.&lt;br /&gt;
*****Behind 3 solid squares of rock.&lt;br /&gt;
*Research or Foundry upgrades will be completed one day after a critical mission appears.&lt;br /&gt;
*The only way you can afford the next item or facility you need, is to sell materials on the grey market.&lt;br /&gt;
**Specifically, just enough to not have the materials left to build it.&lt;br /&gt;
*When the option to start researching the various Plasma Weapons becomes available, you will not have enough Weapon Fragments.&lt;br /&gt;
**Heavy Floaters will also start appearing on your next mission.&lt;br /&gt;
**You&#039;ll also be trying to research the Firestorm.&lt;br /&gt;
&lt;br /&gt;
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==&lt;br /&gt;
*If a soldier&#039;s chance to hit is &amp;lt;99%, he will miss.&lt;br /&gt;
*If a soldier&#039;s chance to hit is 100%, he won&#039;t do enough damage to kill the alien.&lt;br /&gt;
**If a soldier&#039;s chance to hit is 100%, the game will glitch and turn that full-face Alloy Cannon blast into a spray of harmless confetti. &lt;br /&gt;
*If a soldier&#039;s a heavy, he/she is going to have terrible accuracy.&lt;br /&gt;
**The range and blast radius of a heavy&#039;s rocket launcher will be a few tiles away from the nearest alien. &lt;br /&gt;
***Your heavy will never be in range to fire off a rocket.  &lt;br /&gt;
*If a soldier&#039;s a sniper, he/she is going to have terrible accuracy FOR MOST OF THE GAME.&lt;br /&gt;
**A sniper will have squad sight on either a heavily wooded UFO crash/landing sight or a Terror Mission with one or two buildings that cover the entire map.&lt;br /&gt;
*If a soldier&#039;s an assault, he/she is going to have terrible accuracy EVEN AT POINT BLANK RANGE.&lt;br /&gt;
**If you activate Rapid Fire, both shots will miss a point blank Sectopod (Who has only eight health bars left) despite the second shot&#039;s hit chance being 85%. &lt;br /&gt;
*If a soldier&#039;s a support, he/she is going to have terrible accuracy WITH ANYTHING BUT A S.C.O.P.E. AND A LIGHT PLASMA RIFLE. &lt;br /&gt;
*If an alien&#039;s chance to hit is &amp;gt;1%, he will hit.&lt;br /&gt;
**If an alien&#039;s chance to hit is &amp;lt;1%, he will destroy your full cover. &lt;br /&gt;
*If an alien&#039;s mind control chance is &amp;gt;1%, it will work.&lt;br /&gt;
*When aiming at an Ethereal with the last shot of your turn, it will reflect it.&lt;br /&gt;
**&#039;&#039;Especially&#039;&#039; if that soldier has only 1 HP.&lt;br /&gt;
*If the vehicle that your soldier is dashing to for cover can be set on fire, it will be.&lt;br /&gt;
**That is, if the soldier survives the alien Overwatch shot that will set the vehicle on fire. &lt;br /&gt;
***If so, then the vehicle&#039;s explosion will finish him/her off. &lt;br /&gt;
*Your soldier will always have the exact amount of health for a vehicle to blow him up.&lt;br /&gt;
*You will always reveal new enemies on your last move of the turn.&lt;br /&gt;
**Who will then take up flanking positions behind anyone who dashed.&lt;br /&gt;
*The more soldiers who perform an Overwatch reaction shot against a single alien, the more likely they will all miss.&lt;br /&gt;
**Soldiers who hit the alien will barely kill the alien.&lt;br /&gt;
***The alien, in turn, will kill your highest-ranking soldier.&lt;br /&gt;
****After killing the highest-ranking soldier, the other aliens will come in and mop everyone else up.&lt;br /&gt;
*When you have your whole squad on overwatch they will all shoot one floater.&lt;br /&gt;
**And then all die to his Chryssalid buddy.&lt;br /&gt;
*Your Revive spec medic will always be the one critically wounded.&lt;br /&gt;
*When trying to capture a commander with one stunner, he will be the one MCed,&lt;br /&gt;
*Aliens will always hit soldier&#039;s hunkering down behind high cover.&lt;br /&gt;
**The alien will do just enough damage to not kill him, but to cause him to panic.&lt;br /&gt;
***The panicking soldier will kill a soldier and start a panic chain.&lt;br /&gt;
*Smoke grenades will always improve alien accuracy.&lt;br /&gt;
**Mutons and Floaters will always through grenades into smoke. &lt;br /&gt;
*If a soldier can panic, it will.&lt;br /&gt;
**Soldiers that panic will aim for the highest ranking officer he can see.&lt;br /&gt;
***Even behind high cover, on a higher elevation, and covered by a smoke grenade, a panicking rookie will still be able to kill the &amp;quot;protected&amp;quot; Colonel.&lt;br /&gt;
*Rockets will always fly off target.&lt;br /&gt;
**ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.&lt;br /&gt;
***At a gas station&lt;br /&gt;
****Then everything will explode&lt;br /&gt;
***** Then everything will explode and everyone will panic&lt;br /&gt;
******Even your SHIVs&lt;br /&gt;
*******And they will shoot your highest-ranked soldier&lt;br /&gt;
********And he will die&lt;br /&gt;
*********He will also have the psionic gift&lt;br /&gt;
**********He also has one of the highest starting and leveling Will/Aim scores you ever got, in any playthrough.&lt;br /&gt;
***********Had.&lt;br /&gt;
*Aliens will position themselves right outside the radius of a grenade throw.&lt;br /&gt;
**If a grenade can clip through and explode harmlessly under ground while you are trying to aim it, it will.&lt;br /&gt;
*When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will not be with you.&lt;br /&gt;
**When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will miss every shot. &lt;br /&gt;
*When it is time to face Muton Elites, your psionics will not be with you.&lt;br /&gt;
*Your soldiers are always one grid point away from moving to safely flank an alien.&lt;br /&gt;
*When a large UFO lands and you assault with your elite squad you will fight 3 Floaters, 3 Sectoids and a Sectoid Commander.&lt;br /&gt;
*When a moderate alien abduction comes up and you assault with a squad comprised of your Col. Sniper, squaddies, and rookies for training purposes, you will fight 9 Mutons (who will each throw their grenades asap), a Cyberdisc, and 2 Drones you just can&#039;t seem to hit.&lt;br /&gt;
*Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.&lt;br /&gt;
*You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster.  But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.&lt;br /&gt;
*The Overseer will only appear when you have no Firestorms.&lt;br /&gt;
**When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in&lt;br /&gt;
*Your MCed alien will always run out of usable turns before they can bust the asses off of some of their little alien friends.&lt;br /&gt;
**ALWAYS&lt;br /&gt;
***Especially on the final mission of the entire game.&lt;br /&gt;
*MCed aliens will always activate no less than two squads that were just behind them.&lt;br /&gt;
*Your sniper with Snap Shot will never be useful for anything, ever.&lt;br /&gt;
*Your sniper with Squadsight will never be in a good position.&lt;br /&gt;
*The alien with a grenade will go first. He will toss the grenade , without moving, negating any troopers on Overwatch, and removing cover from you forward trooper.&lt;br /&gt;
**Next alien will kill your now-exposed trooper.&lt;br /&gt;
***You will then have to wait 2-3 minutes for the other 9 or so Aliens to take their turn and batter your remaining troops.&lt;br /&gt;
****Also, it&#039;s been 5 rounds since you last saved.&lt;br /&gt;
*The range for a soldier flying with Archangel Armor will always be &amp;quot;One less than it takes to get into cover, or out of range.&amp;quot;&lt;br /&gt;
*On a Battleship raid, there will always be one alien that runs away, forcing you to have to chase them down.&lt;br /&gt;
**Backwards.&lt;br /&gt;
*The game has no problem sending and activating every alien squad in an Abductor or Supply Barge at you in 1 turn.&lt;br /&gt;
**If not, that&#039;s because the high-level alien squad somehow noticed you from the other side of the ship.&lt;br /&gt;
*The council mission reward will always be either what you don&#039;t need, or not enough of what you do.&lt;br /&gt;
*When fighting Thin Men, you will always activate 2 squads at a time.&lt;br /&gt;
*When fighting Floaters, they will always Launch to flank just tiles away from your Sniper. No soldier will be close enough to help her.&lt;br /&gt;
*When fighting Mutons, you will activate a squad &#039;&#039;after&#039;&#039; you have finished moving at least two soldiers. Who you placed right next to each other.&lt;br /&gt;
**If you think two soldiers were just far enough apart to not both be hit by 1 grenade: turns out they weren&#039;t.&lt;br /&gt;
***Both of their cover is now gone, fyi.&lt;br /&gt;
*When fighting Chryssalids, they will always be at least close enough to hit your soldiers from a diagonal tile, if not closer.&lt;br /&gt;
*When fighting Cyberdiscs, when they are open, your hardest-hitting soldier will not be able to attack them.&lt;br /&gt;
**Because it opened up to kill said soldier in the previous turn.&lt;br /&gt;
*When fighting Sectopods, the answer to &amp;quot;Which soldier are they going to fire at?&amp;quot; The answer is always &amp;quot;the one taking cover behind something explosive.&amp;quot;&lt;br /&gt;
**On the rare chance that it&#039;s Chest Cannon misses, the shot will still hit something explosive.&lt;br /&gt;
***Specifically, something that another soldier is taking cover behind.&lt;br /&gt;
****Whom it will then fire upon.&lt;br /&gt;
*When fighting a Sectopod, after your two troops have been battered by both Chest Cannon blasts despite being behind full cover and in the middle of a smoke grenade cloud, one moves and triggers a Reaction Shot.&lt;br /&gt;
*When fighting an Ethereal, it will either:&lt;br /&gt;
**Be in a different room than usual.&lt;br /&gt;
**Become activated when you pass within 10 feet of the door.&lt;br /&gt;
**Become activated when your last turn is to MC an Elite Muton or Heavy Floater that would be flanking it&#039;s buddies.&lt;br /&gt;
***Which it will then immediately kill.&lt;br /&gt;
*Your first shot with a shiny new weapon will miss.&lt;br /&gt;
*Despite kickstands being visible on several weapons, your soldiers do not seem to recognise their existence for steadying and making more accurate shots.&lt;br /&gt;
*Have Frag Grenades? Any aliens in range will have four HP left.&lt;br /&gt;
**Alien Grenades or Mind Fray? Six.&lt;br /&gt;
***And it will be your only viable action: any attempts at firing a gun will miss.&lt;br /&gt;
*Your Support with Sprint and a Skeleton Suit or Ghost Armor will always be one movement short of saving a civilian.&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Macdjord</name></author>
	</entry>
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